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2020-01-24Shader_IR: Propagate bindless index into the GL compiler.Fernando Sahmkow
2020-01-24Shader_IR: Implement Injectable Custom Variables to the IR.Fernando Sahmkow
2020-01-24Shader_IR: deduce size of indexed samplersFernando Sahmkow
2020-01-24Shader_IR: Setup Indexed Samplers on the IRFernando Sahmkow
2020-01-24Shader_IR: Implement initial code for tracking indexed samplers.Fernando Sahmkow
2020-01-24Shader_IR: Address FeedbackFernando Sahmkow
2020-01-24Shader_IR: Allow constant access of guest driver.Fernando Sahmkow
2020-01-24Shader_IR: Address FeedbackFernando Sahmkow
2020-01-24Shader_IR: Store Bound buffer on Shader UsageFernando Sahmkow
2020-01-24GPU: Implement guest driver profile and deduce texture handler sizes.Fernando Sahmkow
2020-01-24Merge pull request #3273 from FernandoS27/txd-arraybunnei
Shader_IR: Implement TXD Array.
2020-01-16shader/memory: Implement ATOMS.ADD.U32ReinUsesLisp
2020-01-14control_flow: Silence -Wreorder warning for CFGRebuildStateLioncash
Organizes the initializer list in the same order that the variables would actually be initialized in.
2020-01-14Merge pull request #3287 from ReinUsesLisp/ldg-stg-16bunnei
shader_ir/memory: Implement u16 and u8 for STG and LDG
2020-01-09shader_ir/texture: Simplify AOFFI codeReinUsesLisp
2020-01-09shader_ir/memory: Implement u16 and u8 for STG and LDGReinUsesLisp
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.
2020-01-04Merge pull request #3258 from FernandoS27/shader-amendbunnei
Shader_IR: add the ability to amend code in the shader ir.
2020-01-04Shader_IR: Address FeedbackFernando Sahmkow
2020-01-04Shader_IR: Implement TXD Array.Fernando Sahmkow
This commit extends the compilation of TXD to support array samplers on TXD.
2019-12-31Merge pull request #3239 from ReinUsesLisp/p2rbunnei
shader/p2r: Implement P2R Pr
2019-12-30Shader_IR: add the ability to amend code in the shader ir.Fernando Sahmkow
This commit introduces a mechanism by which shader IR code can be amended and extended. This useful for track algorithms where certain information can derived from before the track such as indexes to array samplers.
2019-12-26Merge pull request #3228 from ReinUsesLisp/ptpbunnei
shader/texture: Implement AOFFI and PTP for TLD4 and TLD4S
2019-12-21Merge pull request #3235 from ReinUsesLisp/ldg-u8bunnei
shader/memory: Implement LDG.U8 and unaligned U8 loads
2019-12-20shader/p2r: Implement P2R PrReinUsesLisp
P2R dumps predicate or condition codes state to a register. This is useful for unit testing.
2019-12-20shader/r2p: Refactor P2R to support P2RReinUsesLisp
2019-12-19Merge pull request #3234 from ReinUsesLisp/i2f-u8-selectorbunnei
shader/conversion: Implement byte selector in I2F
2019-12-18shader/memory: Implement LDG.U8 and unaligned U8 loadsReinUsesLisp
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)
2019-12-18shader/conversion: Implement byte selector in I2FReinUsesLisp
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.
2019-12-17shader/texture: Properly shrink unused entries in size mismatchesReinUsesLisp
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.
2019-12-16shader/texture: Implement TLD4.PTPReinUsesLisp
2019-12-16shader/texture: Enable arrayed TLD4ReinUsesLisp
2019-12-16shader/texture: Implement AOFFI for TLD4SReinUsesLisp
2019-12-16shader/texture: Remove unnecesary parenthesisReinUsesLisp
2019-12-11Shader_IR: Correct TLD4S Depth Compare.Fernando Sahmkow
2019-12-11Shader_Ir: Correct TLD4S encoding and implement f16 flag.Fernando Sahmkow
2019-12-11Shader_Ir: default failed tracks on bindless samplers to null values.Fernando Sahmkow
2019-12-10shader: Implement MEMBAR.GLReinUsesLisp
Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
2019-12-09shader_ir/other: Implement S2R InvocationIdReinUsesLisp
2019-12-09shader: Keep track of shaders using warp instructionsReinUsesLisp
2019-12-09shader_ir/memory: Implement patch storesReinUsesLisp
2019-12-06Merge pull request #3109 from FernandoS27/new-instrbunnei
Implement FLO & TXD Instructions on GPU Shaders
2019-11-27video_core/const_buffer_locker: Make use of std::tie in HasEqualKeys()Lioncash
Tidies it up a little bit visually.
2019-11-27video_core/const_buffer_locker: Remove unused includesLioncash
2019-11-27video_core/const_buffer_locker: Remove #pragma once from cpp fileLioncash
Silences a compiler warning.
2019-11-22video_core: Unify ProgramType and ShaderStage into ShaderTypeReinUsesLisp
2019-11-22shader/texture: Handle TLDS texture type mismatchesReinUsesLisp
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).
2019-11-22shader/texture: Deduce texture buffers from lockerReinUsesLisp
Instead of specializing shaders to separate texture buffers from 1D textures, use the locker to deduce them while they are being decoded.
2019-11-19shader/other: Reduce DEPBAR log severityReinUsesLisp
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.
2019-11-18Shader_IR: Address FeedbackFernando Sahmkow
2019-11-14Shader_IR: Implement TXD instruction.Fernando Sahmkow