| Age | Commit message (Collapse) | Author |
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* Refactor attribute handling on the shader generator
* Implement gl_ViewportMask[]
* Add back the Intel FrontFacing bug workaround
* Fix GLSL transform feedback outputs mistmatch with fragment stage
* Shader cache version bump
* Fix geometry shader recognition
* PR feedback
* Delete GetOperandDef and GetOperandUse
* Remove replacements that are no longer needed on GLSL compilation on Vulkan
* Fix incorrect load for per-patch outputs
* Fix build
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We have a conversion from LDG on the compute shader to a special constant buffer binding that's used to exceed hardware limits on compute, but it was only running if the byte offset could be identified. The fallback that checks all of the bindings at runtime only checks the storage buffers.
This PR adds checking ube ranges to the LoadGlobal fallback. This extends the changes in #4011 to only check ube entries which are accessed by the shader.
Fixes particles affected by the wind in The Legend of Zelda: Breath of the Wild. May fix other weird issues with compute shaders in some games.
Try a bunch of games and drivers to make sure they don't blow up loading constants willynilly from searchable buffers.
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* Restrict storage buffer search when match fails
* Shader cache version bump
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* Propagate Shader phi nodes with the same source value from all incoming blocks
* Shader cache version bump
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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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* Fix shaders with mixed PBK and SSY addresses on the stack
* Address PR feedback and nits
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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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* Improve shader global memory to storage pass
* Formatting and more comments
* Shader cache version bump
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* Use multiple dest operands for shader call instructions
* Passing opNode is no longer needed
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(#1964)
* Support multiple destination operands on shader IR and shuffle predicates
* Cache version change
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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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* 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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storage related transformations on IR
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the way how global memory is handled
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from bindless texture accesses
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misc. fixes
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