| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2020-01-24 | Shader_IR: deduce size of indexed samplers | Fernando Sahmkow | |
| 2020-01-24 | Shader_IR: Setup Indexed Samplers on the IR | Fernando Sahmkow | |
| 2020-01-24 | Merge pull request #3273 from FernandoS27/txd-array | bunnei | |
| Shader_IR: Implement TXD Array. | |||
| 2020-01-16 | shader/memory: Implement ATOMS.ADD.U32 | ReinUsesLisp | |
| 2020-01-14 | Merge pull request #3287 from ReinUsesLisp/ldg-stg-16 | bunnei | |
| shader_ir/memory: Implement u16 and u8 for STG and LDG | |||
| 2020-01-09 | shader_ir/texture: Simplify AOFFI code | ReinUsesLisp | |
| 2020-01-09 | shader_ir/memory: Implement u16 and u8 for STG and LDG | ReinUsesLisp | |
| Using the same technique we used for u8 on LDG, implement u16. In the case of STG, load memory and insert the value we want to set into it with bitfieldInsert. Then set that value. | |||
| 2020-01-04 | Shader_IR: Implement TXD Array. | Fernando Sahmkow | |
| This commit extends the compilation of TXD to support array samplers on TXD. | |||
| 2019-12-31 | Merge pull request #3239 from ReinUsesLisp/p2r | bunnei | |
| shader/p2r: Implement P2R Pr | |||
| 2019-12-26 | Merge pull request #3228 from ReinUsesLisp/ptp | bunnei | |
| shader/texture: Implement AOFFI and PTP for TLD4 and TLD4S | |||
| 2019-12-21 | Merge pull request #3235 from ReinUsesLisp/ldg-u8 | bunnei | |
| shader/memory: Implement LDG.U8 and unaligned U8 loads | |||
| 2019-12-20 | shader/p2r: Implement P2R Pr | ReinUsesLisp | |
| P2R dumps predicate or condition codes state to a register. This is useful for unit testing. | |||
| 2019-12-20 | shader/r2p: Refactor P2R to support P2R | ReinUsesLisp | |
| 2019-12-19 | Merge pull request #3234 from ReinUsesLisp/i2f-u8-selector | bunnei | |
| shader/conversion: Implement byte selector in I2F | |||
| 2019-12-18 | shader/memory: Implement LDG.U8 and unaligned U8 loads | ReinUsesLisp | |
| LDG can load single bytes instead of full integers or packs of integers. These have the advantage of loading bytes that are not aligned to 4 bytes. To emulate these this commit gets the byte being referenced (by doing "address & 3" and then using that to extract the byte from the loaded integer: result = bitfieldExtract(loaded_integer, (address % 4) * 8, 8) | |||
| 2019-12-18 | shader/conversion: Implement byte selector in I2F | ReinUsesLisp | |
| I2F's byte selector is used to choose what bytes to convert to float. e.g. if the input is 0xaabbccdd and the selector is ".B3" it will convert 0xaa. The default (when it's not shown in nvdisasm) is ".B0", in that example the default would convert 0xdd to float. | |||
| 2019-12-17 | shader/texture: Properly shrink unused entries in size mismatches | ReinUsesLisp | |
| When a image format mismatches we were inserting zeroes to the texture itself. This was not handling cases were the mismatch uses less coordinates than the guest shader code. Address that by resizing the vector. | |||
| 2019-12-16 | shader/texture: Implement TLD4.PTP | ReinUsesLisp | |
| 2019-12-16 | shader/texture: Enable arrayed TLD4 | ReinUsesLisp | |
| 2019-12-16 | shader/texture: Implement AOFFI for TLD4S | ReinUsesLisp | |
| 2019-12-16 | shader/texture: Remove unnecesary parenthesis | ReinUsesLisp | |
| 2019-12-11 | Shader_IR: Correct TLD4S Depth Compare. | Fernando Sahmkow | |
| 2019-12-11 | Shader_Ir: Correct TLD4S encoding and implement f16 flag. | Fernando Sahmkow | |
| 2019-12-11 | Shader_Ir: default failed tracks on bindless samplers to null values. | Fernando Sahmkow | |
| 2019-12-10 | shader: Implement MEMBAR.GL | ReinUsesLisp | |
| Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V. | |||
| 2019-12-09 | shader_ir/other: Implement S2R InvocationId | ReinUsesLisp | |
| 2019-12-09 | shader: Keep track of shaders using warp instructions | ReinUsesLisp | |
| 2019-12-09 | shader_ir/memory: Implement patch stores | ReinUsesLisp | |
| 2019-12-06 | Merge pull request #3109 from FernandoS27/new-instr | bunnei | |
| Implement FLO & TXD Instructions on GPU Shaders | |||
| 2019-11-22 | shader/texture: Handle TLDS texture type mismatches | ReinUsesLisp | |
| Some games like "Fire Emblem: Three Houses" bind 2D textures to offsets used by instructions of 1D textures. To handle the discrepancy this commit uses the the texture type from the binding and modifies the emitted code IR to build a valid backend expression. E.g.: Bound texture is 2D and instruction is 1D, the emitted IR samples a 2D texture in the coordinate ivec2(X, 0). | |||
| 2019-11-22 | shader/texture: Deduce texture buffers from locker | ReinUsesLisp | |
| Instead of specializing shaders to separate texture buffers from 1D textures, use the locker to deduce them while they are being decoded. | |||
| 2019-11-19 | shader/other: Reduce DEPBAR log severity | ReinUsesLisp | |
| While DEPBAR is stubbed it doesn't change anything from our end. Shading languages handle what this instruction does implicitly. We are not getting anything out fo this log except noise. | |||
| 2019-11-18 | Shader_IR: Address Feedback | Fernando Sahmkow | |
| 2019-11-14 | Shader_IR: Implement TXD instruction. | Fernando Sahmkow | |
| 2019-11-14 | Shader_IR: Implement FLO instruction. | Fernando Sahmkow | |
| 2019-11-07 | shader_ir/warp: Implement FSWZADD | ReinUsesLisp | |
| 2019-11-07 | gl_shader_decompiler: Reimplement shuffles with platform agnostic intrinsics | ReinUsesLisp | |
| 2019-11-07 | shader/decode: Reduce severity of arithmetic rounding warnings | ReinUsesLisp | |
| 2019-11-07 | shader/arithmetic: Reduce RRO stub severity | ReinUsesLisp | |
| 2019-11-07 | shader/texture: Remove NODEP warnings | ReinUsesLisp | |
| These warnings don't offer meaningful information while decoding shaders. Remove them. | |||
| 2019-11-06 | Merge pull request #3039 from ReinUsesLisp/cleanup-samplers | Rodrigo Locatti | |
| shader/node: Unpack bindless texture encoding | |||
| 2019-10-30 | Shader_IR: Fix regression on TLD4 | Fernando Sahmkow | |
| Originally on the last commit I thought TLD4 acted the same as TLD4S and didn't have a mask. It actually does have a component mask. This commit corrects that. | |||
| 2019-10-30 | Shader_IR: Fix TLD4 and add Bindless Variant. | Fernando Sahmkow | |
| This commit fixes an issue where not all 4 results of tld4 were being written, the color component was defaulted to red, among other things. It also implements the bindless variant. | |||
| 2019-10-29 | shader/node: Unpack bindless texture encoding | ReinUsesLisp | |
| Bindless textures were using u64 to pack the buffer and offset from where they come from. Drop this in favor of separated entries in the struct. Remove the usage of std::set in favor of std::list (it's not std::vector to avoid reference invalidations) for samplers and images. | |||
| 2019-10-26 | Merge pull request #2976 from FernandoS27/cache-fast-brx-rebased | Rodrigo Locatti | |
| Implement Fast BRX, fix TXQ and addapt the Shader Cache for it | |||
| 2019-10-26 | Shader_IR: Address Feedback. | Fernando Sahmkow | |
| 2019-10-25 | Merge pull request #3013 from FernandoS27/tld4s-fix | Rodrigo Locatti | |
| Shader_Ir: Fix TLD4S from using a component mask. | |||
| 2019-10-25 | Shader_IR: allow lookup of texture samplers within the shader_ir for ↵ | Fernando Sahmkow | |
| instructions that don't provide it | |||
| 2019-10-23 | video_core/shader: Resolve instances of variable shadowing | Lioncash | |
| Silences a few -Wshadow warnings. | |||
| 2019-10-22 | Shader_Ir: Fix TLD4S from using a component mask. | Fernando Sahmkow | |
| TLD4S always outputs 4 values, the previous code checked a component mask and omitted those values that weren't part of it. This commit corrects that and makes sure all 4 values are set. | |||
