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vk_shader_decompiler: Misc changes
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renderer_vulkan/shader: Add helper GLSL shaders
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ExprCondCode visit implements the generic Visit. Use this instead of
that one.
As an intended side effect this fixes unwritten memory usages in cases
when a negation of a condition code is used.
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When full decompilation was enabled, labels were not being inserted and
instructions were misused. Fix these bugs.
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Avoid changing gl_Position when the NDC used by the game is [0, 1]
(Vulkan's native).
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Some games write from fragment shaders to an unexistant framebuffer
attachment or they don't write to one when it exists in the framebuffer.
Fix this by skipping writes or adding zeroes.
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vk_scheduler: Delegate commands to a worker thread and state track
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These shaders are used to specify code that is not dynamically generated
in the Vulkan backend. Instead of packing it inside the build system,
it's manually built and copied to the C++ file to avoid adding
unnecessary build time dependencies.
quad_array should be dropped in the future since it can be emulated with
a memory pool generated from the CPU.
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A1B5G5R5 uses A1R5G5B5. This is flipped with image view swizzles;
flushing is still not properly implemented on Vulkan for this particular
format.
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Add an extra argument to query device capabilities in the future. The
intention behind this is to use native quads, quad strips, line loops
and polygons if these are released for Vulkan.
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The OpenGL spec defines GL_CLAMP's formula similarly to CLAMP_TO_EDGE
and CLAMP_TO_BORDER depending on the filter mode used. It doesn't
exactly behave like this, but it's the closest we can get with what
Vulkan offers without emulating it by injecting shader code.
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Introduce a worker thread approach for delegating Vulkan work derived
from dxvk's approach. https://github.com/doitsujin/dxvk
Now that the scheduler is what handles all Vulkan work related to
command streaming, store state tracking in itself. This way we can know
when to reupload Vulkan dynamic state to the queue (since this one is
invalidated between command buffers unlike NVN). We can also store the
renderpass state and graphics pipeline bound to avoid redundant binds
and renderpass begins/ends.
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Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
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Update Sirit and its usage in vk_shader_decompiler. Highlights:
- Implement tessellation shaders
- Implement geometry shaders
- Implement some missing features
- Use native half float instructions when available.
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- Setup more features and requirements.
- Improve logging for missing features.
- Collect telemetry parameters.
- Add queries for more image formats.
- Query push constants limits.
- Optionally enable some extensions.
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We don't know until the game is running if it's using an sRGB color
space or not. Add support for hot-swapping swapchain surface formats.
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Implement FLO & TXD Instructions on GPU Shaders
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With all of the interfaces ready for migration, it's trivial to migrate
over GetPointer().
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Amends a few interfaces to be able to handle the migration over to the
new Memory class by passing the class by reference as a function
parameter where necessary.
Notably, within the filesystem services, this eliminates two ReadBlock()
calls by using the helper functions of HLERequestContext to do that for
us.
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Abstracted ComponentType was not being used in a meaningful way.
This commit drops its usage.
There is one place where it was being used to test compatibility between
two cached surfaces, but this one is implied in the pixel format.
Removing the component type test doesn't change the behaviour.
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gl_shader_decompiler/vk_shader_decompiler: Resolve implicit fallthrough cases
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These parameters aren't actually modified in any way, so they can be
made const references.
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ExprCondCode operator()
This would previously result in NeverExecute and UnusedIndex being
treated as regular predicates.
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shader/image: Implement SULD and fix SUATOM
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In the process remove implementation of SUATOM.MIN and SUATOM.MAX as
these require a distinction between U32 and S32. These have to be
implemented with imageCompSwap loop.
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* Implement SULD as float.
* Remove conditional declaration of GL_ARB_shader_viewport_layer_array.
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vk_device: Add miscellaneous features and minor style changes
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* Increase minimum Vulkan requirements
* Require VK_EXT_vertex_attribute_divisor
* Require depthClamp, samplerAnisotropy and largePoints features
* Search and expose VK_KHR_uniform_buffer_standard_layout
* Search and expose VK_EXT_index_type_uint8
* Search and expose native float16 arithmetics
* Track current driver with VK_KHR_driver_properties
* Query and expose SSBO alignment
* Query more image formats
* Improve logging overall
* Minor style changes
* Minor rephrasing of commentaries
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