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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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* 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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* Simplify logic for bindless texture handling
* Nits
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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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* Refactor shader GPU state and memory access
* Fix NVDEC project build
* Address PR feedback and add missing XML comments
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* Implement DADD, DFMA and DMUL shader instructions
* Rename FP to FP32
* Correct double immediate
* Classic mistake
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* Update bindless to indexed conversion code pattern match
* Correct index shift
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Removes a useless null check
Aligns some values to improve readability
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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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