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(#1964)
* Support multiple destination operands on shader IR and shuffle predicates
* Cache version change
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* Fix LOP3 predicate write condition
* Bump shader cache version
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with RZ (#1901)
* Implement shader CC mode for ISCADD, X mode for ISETP and fix STS/STG with RZ
* Fix STG too and bump shader cache version
* Fix wrong name
* Fix Carry being inverted on comparison
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* Support conditional on BRK and SYNC shader instructions
* Add TODO comment and bump cache version
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Here come Salieri, my implementation of a disk shader cache!
"I'm sure you know why I named it that."
"It doesn't really mean anything."
This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
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* Implement ATOM shader instruction
* Fix reduction type decoding
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backend. (#1657)
* Support res scale on images, correctly blacklist for SUST, move logic
out of backend.
* Fix Typo
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* Add support for CAL and RET shader instructions
* Remove unused stuff
* Fix a bug that could cause the wrong values to be passed to a function
* Avoid repopulating function id dictionary every time
* PR feedback
* Fix vertex shader A/B merge
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* Fix shader image load/store array index register
* Y should come before the array index
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* Add support for shader constant buffer slot indexing
* Fix typo
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* Convert 1D texture targets to 2D
* Fix typo
* Simplify some code
* Should mask that too
* Consistency
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(#1438)
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* Initial implementation of Render Target Scaling
Works with most games I have. No GUI option right now, it is hardcoded.
Missing handling for texelFetch operation.
* Realtime Configuration, refactoring.
* texelFetch scaling on fragment shader (WIP)
* Improve Shader-Side changes.
* Fix potential crash when no color/depth bound
* Workaround random uses of textures in compute.
This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything.
* Fix scales oscillating when changing between non-native scales.
* Scaled textures on compute, cleanup, lazier uniform update.
* Cleanup.
* Fix stupidity
* Address Thog Feedback.
* Cover most of GDK's feedback (two comments remain)
* Fix bad rename
* Move IsDepthStencil to FormatExtensions, add docs.
* Fix default config, square texture detection.
* Three final fixes:
- Nearest copy when texture is integer format.
- Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error)
- Discount small textures.
* Remove scale threshold.
Not needed right now - we'll see if we run into problems.
* All CPU modification blacklists scale.
* Fix comment.
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* Support separate textures and samplers
* Add missing bindless flag, fix SNORM format on buffer textures
* Add missing separation
* Add comments about the new handles
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* Omit image format if possible, and fix BA bit
* Match extension name
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* Implement TMML and TMML.B
This implement TMML and TMML.B instructions
* Fix TmmlB declaration alignment
* Address gdkchan's comments
* Fix inverted encoding definitions
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* Refactor shader GPU state and memory access
* Fix NVDEC project build
* Address PR feedback and add missing XML comments
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* Implement texture buffers
* Throw NotSupportedException where appropriate
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* Implement SULD shader instruction
* Some nits
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* Fix varying interpolation on fragment shader
* Some nits
* Alignment
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* Implement NOP and stub DEPBAR shader instruction
* Fix a few issues and formatting stuff
* Remove OpCodeNop/Depbar and use OpCode instead
* Fix NOP shader instruction opcode
* Fix formatting
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* Implement VMNMX shader instruction
* No need for the gap on the enum
* Fix typo
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* Implement DADD, DFMA and DMUL shader instructions
* Rename FP to FP32
* Correct double immediate
* Classic mistake
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Add TODO comment for GL_EXT_polygon_offset_clamp
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Support shared color masks (used by Nouveau and maybe the NVIDIA
driver).
Support draw buffers (also required by OpenGL).
Support viewport transform disable (disabled for now as it breaks some
games).
Fix instanced rendering draw being ignored for multi draw.
Fix IADD and IADD3 immediate shader encodings, that was not matching
some ops.
Implement FFMA32I shader instruction.
Implement IMAD shader instruction.
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storage related transformations on IR
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loop on shaders
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