| Age | Commit message (Collapse) | Author |
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* Only initialize shader outputs that are actually used on the next stage
* Shader cache version bump
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* Prefer texture over textureSize for sampler type
* Shader cache version bump
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be modified (#3063)
* Do not allow render targets not explicitly written by the fragment shader to be modified
* Shader cache version bump
* Remove blank lines
* Avoid redundant color mask updates
* HostShaderCacheEntry can be null
* Avoid more redundant glColorMask calls
* nit: Mask -> Masks
* Fix currentComponentMask
* More efficient way to update _currentComponentMasks
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* Fix missing geometry shader passthrough inputs
* Shader cache version bump
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(#3012)
* Stop using glTransformFeedbackVarying and use explicit layout on the shader
* This is no longer needed
* Shader cache version bump
* Fix gl_PerVertex output for tessellation control shaders
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(#2972)
* Implement IMUL shader instruction
* Implement PCNT/CONT instruction and fix FFMA32I
* Add HFMA232I to the table
* Shader cache version bump
* No Rc on Ffma32i
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* Add support for render scale to vertex stage.
Occasionally games read off textureSize on the vertex stage to inform the fragment shader what size a texture is without querying in there. Scales were not present in the vertex shader to correct the sizes, so games were providing the raw upscaled texture size to the fragment shader, which was incorrect.
One downside is that the fragment and vertex support buffer description must be identical, so the full size scales array must be defined when used. I don't think this will have an impact though. Another is that the fragment texture count must be updated when vertex shader textures are used. I'd like to correct this so that the update is folded into the update for the scales.
Also cleans up a bunch of things, like it making no sense to call CommitRenderScale for each stage.
Fixes render scale causing a weird offset bloom in Super Mario Party and Clubhouse Games. Clubhouse Games still has a pixelated look in a number of its games due to something else it does in the shader.
* Split out support buffer update, lazy updates.
* Commit support buffer before compute dispatch
* Remove unnecessary qualifier.
* Address Feedback
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* Fix SUATOM and other texture shader instructions with RZ dest
* Shader cache version bump
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* Implement remaining shader double-precision instructions
* Shader cache version bump
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* Fix FLO.SH shader instruction with a input of 0
* Shader cache version bump
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* infra: Migrate to .NET 6
* Rollback version naming change
* Workaround .NET 6 ZipArchive API issues
* ci: Switch to VS 2022 for AppVeyor
CI is now ready for .NET 6
* Suppress WebClient warning in DoUpdateWithMultipleThreads
* Attempt to workaround System.Drawing.Common changes on 6.0.0
* Change keyboard rendering from System.Drawing to ImageSharp
* Make the software keyboard renderer multithreaded
* Bump ImageSharp version to 1.0.4 to fix a bug in Image.Load
* Add fallback fonts to the keyboard renderer
* Fix warnings
* Address caian's comment
* Clean up linux workaround as it's uneeded now
* Update readme
Co-authored-by: Caian Benedicto <caianbene@gmail.com>
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* Support shader gl_Color, gl_SecondaryColor and gl_TexCoord built-ins
* Shader cache version bump
* Fix back color value on fragment shader
* Disable IPA multiplication for fixed function attributes and back color selection
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* Fix bindless/global memory elimination with inverted predicates
* Shader cache version bump
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* Fix InvocationInfo on geometry shader and bindless default integer const
* Shader cache version bump
* Consistency for the default value
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* Support coherent images
* Add support for fragment shader interlock
* Change to tree based match approach
* Refactor + check for branch targets and external registers
* Make detection more robust
* Use Intel fragment shader ordering if interlock is not available, use nothing if both are not available
* Remove unused field
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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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* Fix 8 and 16-bit STG
* Fix 8 and 16-bit STS
* Shader cache version bump
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* Another workaround for NVIDIA driver 496.13 shader bug
This might work better than the other one. Give this a test to see if it fixes/doesn't fix issues with the other one.
The problem seems to be when any variable assignment happens with a negation. `temp_1 = -temp_0;` seems to trigger weird behaviour, but `temp_1 = 0.0 - temp_0;` does not. This also might to extend towards integer types?
* Update cache version
* Add disclaimer comment
* Wording
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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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* Add missing U8/S8 types from shader I2I instruction
* Better names
* Fix dstIsSignedInt
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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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* Implement SHF shader instruction
* Shader cache version bump
* Better name
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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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* Use shader subgroup extensions if shader ballot is not supported
* Shader cache version bump + cleanup
* The type is still required on the table
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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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* Fix out-of-bounds shader thread shuffle
* Shader cache version bump
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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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* Use a new approach for shader BRX targets
* Make shader cache actually work
* Improve the shader pattern matching a bit
* Extend LDC search to predecessor blocks, catches more cases
* Nit
* Only save the amount of constant buffer data actually used. Avoids crashes on partially mapped buffers
* Ignore Rd on predicate instructions, as they do not have a Rd register (catches more cases)
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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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* Fix shader default output values
* Shader cache version bump
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* Fix texture sampling with depth compare and LOD level or bias
* Shader cache version bump
* nit: Sorting
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* Pass all inputs when geometry shader passthrough is enabled
* Shader cache version bump
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(after BRX) (#2367)
* End shader decoding when reaching an infinite loop
The NV shader compiler puts these at the end of shaders.
* Update shader cache version
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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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