| Age | Commit message (Collapse) | Author |
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* Fix bindless 1D textures having a buffer type on the shader
* Shader cache version bump
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* Bindless elimination for constant sampler handle
* Shader cache version bump
* Update TextureHandle.ReadPackedId for new bindless elimination
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(#2779)
* Preserve image types for SULD/SUST .D variants
* Make format unknown for surface atomic if bindless and not sized
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* Extent bindless elimination to work with masked handles
* Extend bindless elimination to catch shifted pattern, refactor handle packing/unpacking
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* Fix TXQ for 3D textures.
Assumes the texture is 3D if the component mask contains Z.
This fixes a bug in UE4 games where parts of the map had garbage pointers to lighting voxels, as the lookup 3D texture was not being initialized. Most notable game is THPS1+2.
May need another PR to keep image store data alive and properly flush it in order using the AutoDeleteCache.
* Get sampler type for TextureSize from bound textures.
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* Initial Implementation
* Further improvements (no support for float/64-bit types)
* Merge atomic and reduce instructions, add missing format switch
* Fix rebase issues.
* Not used.
* Whoops. Fixed.
* Partial implementation of inc/dec, cleanup and TODOs
* Remove testing path
* Address Feedback
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sampler (#2339)
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* Move shader resource descriptor creation out of the backend
* Remove now unused code, and other nits
* Shader cache version bump
* Nits
* Set format for bindless image load/store
* Fix buffer write flag
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* Pass CbufSlot when getting info from the texture descriptor
Fixes some issues with bindless textures, when CbufSlot is not equal to the current TextureBufferIndex.
Specifically fixes a random chance of full screen colour flickering in Super Mario Party.
* Apply suggestions from code review
Oops
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
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* Improve shader global memory to storage pass
* Formatting and more comments
* Shader cache version bump
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This allows bindless handles to be found for image/texture instructions with predicates, when the assignment of the texture handle is within the same predicate.
This seems to cover the remaining bindless handles that compilers seem to be creating due to optimizations.
Will affect newer UE4 games, and games by NdCube (Super Mario Party, Clubhouse Games)
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* Simplify logic for bindless texture handling
* Nits
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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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