| Age | Commit message (Collapse) | Author |
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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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* 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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* Fix shader buffer write flag on atomic instructions
* Shader cache version bump
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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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