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path: root/src/Ryujinx.Graphics.Gpu/Shader
AgeCommit message (Collapse)Author
2023-05-31Share ResourceManager vertex vertex A and B shaders (#5181)gdkchan
2023-05-28Add support for VK_EXT_depth_clip_control. (#5027)cstamford
* Add support for VK_EXT_depth_clip_control. * Code review feedback Minor formatting Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Check .DepthClipControl to make sure the host actually supports the feature. * Review feedback: remove Vulkan platform switch, relying on QueryHostSupportsDepthClipControl to drive the behaviour - OpenGL returns true, and any future platforms that don't support the [-1, 1] depth mode can return false for the transformation. --------- Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2023-05-26Force reciprocal operation with value biased by constant to be precise on ↵gdkchan
macOS (#5110) * Force operations to be precise in some cases on SPIR-V * Make it a bit more strict, add comments * Shader cache version bump
2023-05-25Fix resolution scaling of image operation coordinates (#5102)gdkchan
* Fix resolution scaling of image operation coordinates * Shader cache version bump
2023-05-25Generate scaling helper functions on IR (#4714)gdkchan
* Generate scaling helper functions on IR * Delete unused code * Split RewriteTextureSample and move gather bias add to an earlier pass * Remove using * Shader cache version bump
2023-05-22Implement p2rc, p2ri, p2rr and r2p.cc shaders (#5031)makigumo
* implement P2rC, P2rI, P2rR shaders * implement R2p.CC shader * bump CodeGenVersion * address feedback
2023-05-21Replace ShaderBindings with new ResourceLayout structure for Vulkan (#5025)gdkchan
* Introduce ResourceLayout * Part 1: Use new ResourceSegments array on UpdateAndBind * Part 2: Use ResourceLayout to build PipelineLayout * Delete old code * XML docs * Fix shader cache load NRE * Fix typo
2023-05-20Replace constant buffer access on shader with new Load instruction (#4646)gdkchan
2023-05-20SPIR-V: Only allow implicit LOD sampling on fragment (#5026)riperiperi
2023-05-19Eliminate redundant multiplications by gl_FragCoord.w on the shader (#4578)gdkchan
* Eliminate redundant multiplications by gl_FragCoord.w on the shader * Shader cache version bump
2023-05-12Bump shader cache codegen versionMary
That was missing from #4892
2023-05-11GPU: Fix shader cache assuming past shader data was mapped (#4885)riperiperi
This fixes a potential issue where a shader lookup could match the address of a previous _different_ shader, but that shader is now partially unmapped. This would just crash with an invalid region exception. To compare a shader in the address cache with one in memory, we get the memory at the location with the previous shader's size. However, it's possible it has been unmapped and then remapped with a smaller size. In this case, we should just get back the mapped portion of the shader, which will then fail the comparison immediately and get to compile/lookup for the new one. This might fix a random crash in TOTK that was reported by Piplup. I don't know if it does, because I don't have the game yet.
2023-05-06UI: Add progress bar for re-packaging shaders (#4805)Nico
* feat: introduce new shader loading state for progress tracking when writing shaders to disk * fix: move translation to bottom of locale file * fix: change back to foreach and add requested spacing between lines * style: fix formatting Co-authored-by: gdkchan <gab.dark.100@gmail.com> --------- Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2023-05-05Use correct offset for storage constant buffer elimination (#4821)riperiperi
2023-05-05Allow any shader SSBO constant buffer slot and offset (#2237)gdkchan
* Allow any shader SSBO constant buffer slot and offset * Fix slot value passed to SetUsedStorageBuffer on fallback case * Shader cache version * Ensure that the storage buffer source constant buffer offset is word aligned * Fix FirstBinding on GetUniformBufferDescriptors
2023-04-27Move solution and projects to srcTSR Berry