| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2020-01-29 | shader/other: Fix skips for SYNC and BRK | ReinUsesLisp | |
| 2020-01-29 | shader/other: Stub S2R LaneId | ReinUsesLisp | |
| 2020-01-27 | shader/bfi: Implement register-constant buffer variant | ReinUsesLisp | |
| It's the same as the variant that was implemented, but it takes the operands from another source. | |||
| 2020-01-27 | shader/arithmetic: Implement FCMP | ReinUsesLisp | |
| Compares the third operand with zero, then selects between the first and second. | |||
| 2020-01-26 | shader/memory: Implement ATOM.ADD | ReinUsesLisp | |
| ATOM operates atomically on global memory. For now only add ATOM.ADD since that's what was found in commercial games. This asserts for ATOM.ADD.S32 (handling the others as unimplemented), although ATOM.ADD.U32 shouldn't be any different. This change forces us to change the default type on SPIR-V storage buffers from float to uint. We could also alias the buffers, but it's simpler for now to just use uint. While we are at it, abstract the code to avoid repetition. | |||
| 2020-01-25 | Shader_IR: Address feedback. | Fernando Sahmkow | |
| 2020-01-25 | shader/memory: Implement STL.S16 and STS.S16 | ReinUsesLisp | |
| 2020-01-25 | shader/memory: Implement unaligned LDL.S16 and LDS.S16 | ReinUsesLisp | |
| 2020-01-25 | shader/memory: Move unaligned load/store to functions | ReinUsesLisp | |
| 2020-01-25 | shader/memory: Implement LDL.S16 and LDS.S16 | ReinUsesLisp | |
| 2020-01-24 | Shader_IR: Change name of TrackSampler function so it does not confuse with ↵ | Fernando Sahmkow | |
| the type. | |||
| 2020-01-24 | Shader_IR: Propagate bindless index into the GL compiler. | Fernando Sahmkow | |
| 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 | |
