| Age | Commit message (Collapse) | Author |
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* Initial tessellation shader support
* Nits
* Re-arrange built-in table
* This is not needed anymore
* PR feedback
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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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* Rewrite shader decoding stage
* Fix P2R constant buffer encoding
* Fix PSET/PSETP
* PR feedback
* Log unimplemented shader instructions
* Implement NOP
* Remove using
* PR feedback
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* Only make render target 2D textures layered if needed
* Shader cache version bump
* Ensure topology is updated on channel swap
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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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* Initial support for shader attribute indexing
* Support output indexing too, other improvements
* Fix order
* Address feedback
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* Replace BGRA and scale uniforms with a uniform block
* Setting the data again on program change is no longer needed
* Optimize and resolve some warnings
* Avoid redundant support buffer updates
* Some optimizations to BindBuffers (now inlined)
* Unify render scale arrays
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* shadertools: Prepare for new target Langugaes and APIs
This improves shader tools command line by adding support for target
language and api.
* Address gdkchan's comments
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* Unscale textureSize when resolution scaling is used
* Fix textureSize on compute
* Flag texture size as needing res scale values too
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translator (#2402)
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sampler (#2339)
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* Fix shaders with mixed PBK and SSY addresses on the stack
* Address PR feedback and nits
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* Do not attempt to normalize SNORM image buffers on shaders
* Shader cache version bump
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* Fix buffer and texture uses not being propagated for vertex A/B shaders
* Shader cache version bump
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descriptor and resolution scale regressions (#2298)
* Fix constant buffer array size when indexing is used
* Change default QueryConstantBufferUse value
* Fix more regressions
* Ensure proper order
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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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* Only enable clip distance if written to on shader
* Signal InstanceId use through FeatureFlags
* Shader cache version bump
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* Improve shader global memory to storage pass
* Formatting and more comments
* Shader cache version bump
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* Implement shader HelperThreadNV
* Bump shader cache version
* Use gl_HelperInvocation since its supported across all vendors
* Nit
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* Fix ZN flags set for shader instructions using RZ.CC dest
* Shader cache version bump and nits
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* Salieri: Add blacklist system and blacklist shaders using bindless
Currently the shader cache doesn't have the right format to support
bindless textures correctly and may cache shaders that it cannot rebuild
after host invalidation.
This PR address the issue by blacklisting shaders using bindless
textures.
THis also support detection of already cached broken shader and handle removal
of those.
* Move to a feature flags design to avoid intrusive changes in the translator
This remove the auto correct behaviour
* Reduce diff on TranslationFlags
* Reduce comma on last entry of TranslationFlags
* Fix inverted logic and remove leftovers
* remove debug edits oops
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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 handling of shader vertex A
* Theres no transformation feedback, its transform
* Merge TextureHandlesForCache
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* Use multiple dest operands for shader call instructions
* Passing opNode is no longer needed
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* Implement geometry shader passthrough
* Cache version change
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(#1964)
* Support multiple destination operands on shader IR and shuffle predicates
* Cache version change
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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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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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* Simplify logic for bindless texture handling
* Nits
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* Use explicit buffer and texture bindings on shaders
* More XML docs and other 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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* Fix output component register on pixel shaders
* Clean up usings
* Do not advance if no component is enabled for the target, this keeps the previous behavior
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* Use a better viewport flipping approach
* New approach to detect depth mode
* nit: Sort method on the OpenGL backend
* Adjust spacing on comment
* Unswap near and far parameters based on ScaleZ
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(#1438)
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* Implement BGRA texture support
* Missing AppendLine
* Remove empty lines
* Address PR feedback
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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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