| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 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. | |||
| 2019-10-22 | shader_ir/memory: Ignore global memory when tracking fails | ReinUsesLisp | |
| Ignore global memory operations instead of invoking undefined behaviour when constant buffer tracking fails and we are blasting through asserts, ignore the operation. In the case of LDG this means filling the destination registers with zeroes; for STG this means ignore the instruction as a whole. The default behaviour is still to abort execution on failure. | |||
| 2019-10-07 | shader/half_set_predicate: Fix HSETP2 for constant buffers | ReinUsesLisp | |
| HSETP2 when used with a constant buffer parses the second operand type as F32. This is not configurable. | |||
| 2019-10-07 | shader/half_set_predicate: Reduce DEBUG_ASSERT to LOG_DEBUG | ReinUsesLisp | |
| 2019-09-23 | Merge pull request #2869 from ReinUsesLisp/suld | bunnei | |
| shader/image: Implement SULD and fix SUATOM | |||
| 2019-09-21 | Merge pull request #2878 from FernandoS27/icmp | Rodrigo Locatti | |
| shader_ir: Implement ICMP | |||
| 2019-09-21 | gl_shader_decompiler: Use uint for images and fix SUATOM | ReinUsesLisp | |
| 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. | |||
| 2019-09-21 | shader/image: Implement SULD and remove irrelevant code | ReinUsesLisp | |
| * Implement SULD as float. * Remove conditional declaration of GL_ARB_shader_viewport_layer_array. | |||
| 2019-09-21 | Shader_IR: ICMP corrections and fixes | Fernando Sahmkow | |
| 2019-09-20 | Merge pull request #2855 from ReinUsesLisp/shfl | bunnei | |
| shader_ir/warp: Implement SHFL for Nvidia devices | |||
| 2019-09-19 | Shader_IR: Implement ICMP. | Fernando Sahmkow | |
| 2019-09-18 | Merge pull request #2784 from ReinUsesLisp/smem | bunnei | |
| shader_ir: Implement shared memory | |||
| 2019-09-17 | shader_ir/warp: Implement SHFL | ReinUsesLisp | |
| 2019-09-10 | shader/image: Implement SUATOM and fix SUST | ReinUsesLisp | |
| 2019-09-10 | Merge pull request #2823 from ReinUsesLisp/shr-clamp | bunnei | |
| shader/shift: Implement SHR wrapped and clamped variants | |||
| 2019-09-05 | gl_shader_decompiler: Keep track of written images and mark them as modified | ReinUsesLisp | |
| 2019-09-05 | shader_ir: Implement LD_S | ReinUsesLisp | |
| Loads from shared memory. | |||
| 2019-09-05 | shader_ir: Implement ST_S | ReinUsesLisp | |
| This instruction writes to a memory buffer shared with threads within the same work group. It is known as "shared" memory in GLSL. | |||
| 2019-09-04 | shader/shift: Implement SHR wrapped and clamped variants | ReinUsesLisp | |
| Nvidia defaults to wrapped shifts, but this is undefined behaviour on OpenGL's spec. Explicitly mask/clamp according to what the guest shader requires. | |||
| 2019-09-04 | half_set_predicate: Fix predicate assignments | ReinUsesLisp | |
| 2019-09-03 | Merge pull request #2812 from ReinUsesLisp/f2i-selector | bunnei | |
| shader_ir/conversion: Implement F2I and F2F F16 selector | |||
| 2019-09-03 | Merge pull request #2811 from ReinUsesLisp/fsetp-fix | bunnei | |
| float_set_predicate: Add missing negation bit for the second operand | |||
