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path: root/src/video_core/host_shaders
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2022-04-28chore: add missing SPDX tagsAndrea Pappacoda
Follow-up to 99ceb03a1cfcf35968cab589ea188a8c406cda52
2022-04-23general: Convert source file copyright comments over to SPDXMorph
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2022-04-06OpenGL: fix S8D24 to ABGR8 conversionsLiam
2022-03-16Address review commentsLiam
2022-03-15Vulkan: convert S8D24 <-> ABGR8Liam
2022-01-16astc_decoder: Combine FastReplicate functions to work around new NV driver bugameerj
The new Nvidia drivers have a bug where the FastReplicateTo6 function produces a lookup into the REPLICATE_TO_8 table rather than the REPLICATE_TO_6 table. This seems to be an optimization gone wrong. Combining the logic of the FastReplicate functions seems to address the bug.
2021-11-22Texture Cache: Correct conversion shaders.Fernando Sahmkow
2021-11-22TextureCache: Simplify blitting of D24S8 formats and fix bugs.Fernando Sahmkow
2021-11-21HostShaders: Fix D24S8 convertion shaders.Fernando Sahmkow
2021-11-20TextureCache: Assure full conversions on depth/stencil write shaders.Fernando Sahmkow
2021-11-20TextureCache: Add R16G16 to D24S8 converter.Fernando Sahmkow
2021-11-19TextureCache: Add B10G11R11 to D24S8 converter.Fernando Sahmkow
2021-11-19TextureCache: Implement additional D24S8 convertions.Fernando Sahmkow
2021-11-19Vulkan: implement D24S8 <-> RGBA8 convertions.Fernando Sahmkow
2021-11-16HostShader: fix Gaussian filter.FernandoS27
2021-11-16host_shaders: Misc copyright/style changesameerj
2021-11-16Presentation: Only use FP16 in scaling shaders on supported devices in VulkanMarshall Mohror
2021-11-16HostShader: Fix gaussian and add attribution.Fernando Sahmkow
2021-11-16Vulkan: Implement FXAAFernandoS27
2021-11-16OpenGL: Implement FXAAMarshall Mohror
2021-11-16VideoCore: Add gaussian filtering.FernandoS27
2021-11-16Update scaleforce to use FP16Marshall Mohror
2021-11-16vulkan: Implement FidelityFX Super ResolutionMarshall Mohror
2021-11-16Renderers: Unify post processing filter shadersameerj
2021-11-16Renderer: Implement Bicubic and ScaleForce filters.Fernando Sahmkow
2021-09-16host_shaders: Remove opengl_copy_bgra.compameerj
2021-08-01astc_decoder: Reduce workgroup sizeameerj
This reduces the amount of over dispatching when there are odd dimensions (i.e. ASTC 8x5), which rarely evenly divide into 32x32.
2021-08-01astc_decoder: Compute offset swizzles in-shaderameerj
Alleviates the dependency on the swizzle table and a uniform which is constant for all ASTC texture sizes.
2021-07-31astc_decoder: Make use of uvec4 for payload dataameerj
2021-07-31astc_decoder: Simplify Select2DPartitionameerj
2021-07-31astc_decoder: Optimize the use EncodingDataameerj
This buffer was a list of EncodingData structures sorted by their bit length, with some duplication from the cpu decoder implementation. We can take advantage of its sorted property to optimize its usage in the shader. Thanks to wwylele for the optimization idea.
2021-06-30Merge pull request #6459 from lat9nq/ubuntu-fixesAmeer J
cmake: Improve Linux dependency checking for externals
2021-06-19astc_decoder.comp: Remove unnecessary LUT SSBOsameerj
We can move them to instead be compile time constants within the shader.
2021-06-19astc: Various robustness enhancements for the gpu decoderameerj
These changes should help in reducing crashes/drivers panics that may occur due to synchronization issues between the shader completion and later access of the decoded texture.
2021-06-15astc_decoder: Fix LDR CEM1 endpoint calculationameerj
Per the spec, L1 is clamped to the value 0xff if it is greater than 0xff. An oversight caused us to take the maximum of L1 and 0xff, rather than the minimum. Huge thanks to wwylele for finding this. Co-Authored-By: Weiyi Wang <wwylele@gmail.com>
2021-06-13cmake: Fix find_program usage for 3.15lat9nq
yuzu requires CMake 3.15 yet find_program was using REQUIRED, which is only available on 3.18 and later. Instead, we check for "<VAR>-NOTFOUND". In addition, check for additional requirements before building libusb or FFmpeg with autotools. Otherwise, CMake configuration will pass yet compilation will fail.
2021-03-25astc_decoder: Refactor for style and more efficient memory useameerj
2021-03-13astc_decoder: Reimplement LayersRodrigo Locatti
Reimplements the approach to decoding layers in the compute shader. Fixes multilayer astc decoding when using Vulkan.
2021-03-13astc_decoder: Fix out of bounds memory accessameerj
resolves a crash with some anamolous textures found in Astral Chain.
2021-03-13renderer_vulkan: Accelerate ASTC decodingameerj
Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
2021-03-13host_shaders: Modify shader cmake integration to allow for larger shadersameerj
using a raw string to encapsulate the entire shader code limits us to shaders of size less than 2KB. This change overcomes this limitation.
2021-03-13renderer_opengl: Accelerate ASTC texture decoding with a compute shaderameerj
ASTC texture decoding is currently handled by a CPU decoder for GPU's without native ASTC decoding support (most desktop GPUs). This is the cause for noticeable performance degradation in titles which use the format extensively. This commit adds support to accelerate ASTC decoding using a compute shader on OpenGL for GPUs without native support.
2021-03-04renderer_opengl: Swizzle BGR textures on copyameerj
OpenGL does not natively support BGR internal formats, which causes many BGR textures to render incorrectly, with Red and Blue channels swapped. This commit aims to address this by swizzling the blue and red channels on texture copies when a BGR format is encountered.
2021-02-13video_core: Reimplement the buffer cacheReinUsesLisp
Reimplement the buffer cache using cached bindings and page level granularity for modification tracking. This also drops the usage of shared pointers and virtual functions from the cache. - Bindings are cached, allowing to skip work when the game changes few bits between draws. - OpenGL Assembly shaders no longer copy when a region has been modified from the GPU to emulate constant buffers, instead GL_EXT_memory_object is used to alias sub-buffers within the same allocation. - OpenGL Assembly shaders stream constant buffer data using glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In theory this should save one hash table resolve inside the driver compared to glBufferSubData. - A new OpenGL stream buffer is implemented based on fences for drivers that are not Nvidia's proprietary, due to their low performance on partial glBufferSubData calls synchronized with 3D rendering (that some games use a lot). - Most optimizations are shared between APIs now, allowing Vulkan to cache more bindings than before, skipping unnecesarry work. This commit adds the necessary infrastructure to use Vulkan object from OpenGL. Overall, it improves performance and fixes some bugs present on the old cache. There are still some edge cases hit by some games that harm performance on some vendors, this are planned to be fixed in later commits.
2021-02-01video_core: host_shaders: Don't pass --quiet to glslangValidator if unavailablelat9nq
Prevents CMake from calling `glslangValidator` with `--quiet` when it is not available, i.e. on older downstream versions from Ubuntu.
2021-01-24host_shaders/cmake: Pass --quiet to glslang to keep it quietReinUsesLisp
Silences noisy builds on toolchains.
2020-12-30host_shaders: Add Vulkan assembler compute shadersReinUsesLisp
2020-12-30host_shaders: Add helper to blit depth stencil fragment shaderReinUsesLisp
2020-12-30host_shaders: Add texture color blit fragment shaderReinUsesLisp
2020-12-30host_shaders: Add shaders to present to the swapchainReinUsesLisp