Nguyen Dac Nam
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238c35b2c9
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clang-format
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2020-03-31 08:08:06 +07:00 |
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Nguyen Dac Nam
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defb9642da
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shader_decode: fix by suggestion
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2020-03-31 08:02:44 +07:00 |
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namkazy
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cb0a4151f8
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clang-format
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2020-03-30 20:46:21 +07:00 |
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namkazy
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4f7bea403a
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shader_decode: ATOM/ATOMS: add function to avoid code repetition
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2020-03-30 18:47:50 +07:00 |
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Nguyen Dac Nam
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972485ff18
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shader_decode: implement ATOM operation for S32 and U32
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2020-03-30 17:44:48 +07:00 |
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namkazy
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93cac0d294
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clang-format
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2020-03-30 17:44:48 +07:00 |
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Nguyen Dac Nam
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3dc09a6250
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shader_decode: implement ATOMS instr partial.
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2020-03-30 17:44:46 +07:00 |
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Nguyen Dac Nam
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2c780db5b9
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shader: node - update correct comment
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2020-03-30 17:44:44 +07:00 |
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Nguyen Dac Nam
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c119473c40
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shader_decode: add Atomic op for common usage
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2020-03-30 17:44:44 +07:00 |
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bunnei
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23c7dda710
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Merge pull request #3544 from makigumo/myfork/patch-2
xmad: fix clang build error
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2020-03-25 19:29:16 -04:00 |
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bunnei
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e6aff11057
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Merge pull request #3520 from ReinUsesLisp/legacy-varyings
gl_shader_decompiler: Implement legacy varyings
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2020-03-25 19:27:51 -04:00 |
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makigumo
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5a5c6d4ed8
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xmad: fix clang build error
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2020-03-23 00:09:31 +01:00 |
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bunnei
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bdddbe2daa
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Merge pull request #3505 from namkazt/patch-8
shader_decode: implement XMAD mode CSfu
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2020-03-19 17:41:01 -04:00 |
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Rodrigo Locatti
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ddafc99776
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Merge pull request #3502 from namkazt/patch-3
shader_decode: Reimplement BFE instructions
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2020-03-15 21:23:04 -03:00 |
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ReinUsesLisp
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6442e02c5d
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shader/shader_ir: Track usage in input attribute and of legacy varyings
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2020-03-15 21:01:52 -03:00 |
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ReinUsesLisp
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8e6e55d6f8
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shader/shader_ir: Fix clip distance usage stores
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2020-03-15 20:53:14 -03:00 |
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ReinUsesLisp
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464bd5fad7
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shader/shader_ir: Change declare output attribute to a switch
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2020-03-15 20:49:35 -03:00 |
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Nguyen Dac Nam
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3287b1247d
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clang-format
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2020-03-14 10:07:40 +07:00 |
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Nguyen Dac Nam
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240d45830d
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nit
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2020-03-14 09:57:24 +07:00 |
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ReinUsesLisp
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ae6189d7c2
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shader/transform_feedback: Expose buffer stride
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2020-03-13 18:33:05 -03:00 |
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ReinUsesLisp
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3dcaa84ba4
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shader/transform_feedback: Add host API friendly TFB builder
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2020-03-13 18:33:04 -03:00 |
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Nguyen Dac Nam
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829f424618
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nit & remove some optional param
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2020-03-13 20:47:38 +07:00 |
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Nguyen Dac Nam
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a166217480
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shader_decode: implement XMAD mode CSfu
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2020-03-13 19:01:49 +07:00 |
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Nguyen Dac Nam
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00607fe1e0
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clang-format
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2020-03-13 15:38:57 +07:00 |
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Nguyen Dac Nam
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325977c0c6
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Apply suggestions from code review
Co-Authored-By: Mat M. <mathew1800@gmail.com>
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2020-03-13 15:35:15 +07:00 |
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Nguyen Dac Nam
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70ff82f72d
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shader_decode: BFE add ref of reverse parallel method.
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2020-03-13 14:20:18 +07:00 |
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Nguyen Dac Nam
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96a4abe12d
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shader_decode: implement BREV on BFE
Implement reverse parallel follow: https://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel
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2020-03-13 14:13:31 +07:00 |
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Nguyen Dac Nam
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911c56ccef
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node_helper: add IBitfieldExtract case
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2020-03-13 12:50:32 +07:00 |
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Nguyen Dac Nam
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465ba30d08
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shader_decode: Reimplement BFE instructions
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2020-03-13 12:48:01 +07:00 |
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ReinUsesLisp
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eb5861e0a2
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engines/maxwell_3d: Add TFB registers and store them in shader registry
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2020-03-09 18:40:53 -03:00 |
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ReinUsesLisp
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b1acb4f73f
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shader/registry: Address feedback
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2020-03-09 18:40:53 -03:00 |
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ReinUsesLisp
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66a8a3e887
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shader/registry: Cache tessellation state
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2020-03-09 18:40:07 -03:00 |
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ReinUsesLisp
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0528be5c92
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shader/registry: Store graphics and compute metadata
Store information GLSL forces us to provide but it's dynamic state in
hardware (workgroup sizes, primitive topology, shared memory size).
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2020-03-09 18:40:07 -03:00 |
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ReinUsesLisp
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e8efd5a901
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video_core: Rename "const buffer locker" to "registry"
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2020-03-09 18:40:06 -03:00 |
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ReinUsesLisp
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bd8b9bbcee
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gl_shader_cache: Rework shader cache and remove post-specializations
Instead of pre-specializing shaders and then post-specializing them,
drop the later and only "specialize" the shader while decoding it.
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2020-03-09 18:40:06 -03:00 |
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bunnei
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0361aa1915
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Merge pull request #3451 from ReinUsesLisp/indexed-textures
vk_shader_decompiler: Implement indexed textures
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2020-03-05 11:42:46 -05:00 |
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Nguyen Dac Nam
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85a4222a8c
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nit: move comment to right place.
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2020-02-29 13:50:10 +07:00 |
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Nguyen Dac Nam
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6c0c2dfabc
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shader_decode: Fix LD, LDG when track constant buffer
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2020-02-28 13:11:19 +07:00 |
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Nguyen Dac Nam
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db2f547434
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shader: FMUL switch to using LUT (#3441)
* shader: add FmulPostFactor LUT table
* shader: FMUL apply LUT
* Update src/video_core/engines/shader_bytecode.h
Co-Authored-By: Mat M. <mathew1800@gmail.com>
* nit: mistype
* clang-format & add missing import
* shader: remove post factor LUT.
* shader: move post factor LUT to function and fix incorrect order.
* clang-format
* shader: FMUL: add static to post factor LUT
* nit: typo
Co-authored-by: Mat M. <mathew1800@gmail.com>
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2020-02-27 11:14:25 -05:00 |
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bunnei
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1f57f679a4
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Merge pull request #3440 from namkazt/patch-6
shader: implement LOP3 fast replace for old function
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2020-02-26 10:24:35 -05:00 |
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ReinUsesLisp
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1dda77d392
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shader: Simplify indexed sampler usages
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2020-02-24 01:26:07 -03:00 |
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ReinUsesLisp
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7dc488a375
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shader/texture: Fix illegal 3D texture assert
Fix typo in the illegal 3D texture assert logic. We care about catching
arrayed 3D textures or 3D shadow textures, not regular 3D textures.
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2020-02-21 15:57:27 -03:00 |
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Nguyen Dac Nam
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10d8afb302
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nit: add const to where it need.
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2020-02-21 21:16:45 +07:00 |
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Nguyen Dac Nam
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1956a34ee5
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shader: implement LOP3 fast replace for old function
ref: https://devtalk.nvidia.com/default/topic/1070081/cuda-programming-and-performance/reverse-lut-for-lop3-lut/
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2020-02-21 19:08:07 +07:00 |
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bunnei
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bf0c929d4c
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Merge pull request #3415 from ReinUsesLisp/texture-code
shader/texture: Allow 2D shadow arrays and simplify code
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2020-02-19 20:06:14 -05:00 |
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Nguyen Dac Nam
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1b6308727c
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shader_conversion: I2F : add Assert for case src_size is Short
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2020-02-19 11:40:35 +07:00 |
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Nguyen Dac Nam
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a2c2c5768f
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fix warning
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2020-02-19 11:10:26 +07:00 |
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Nguyen Dac Nam
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a8508f2bc0
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clang-format fix
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2020-02-19 11:02:59 +07:00 |
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Nguyen Dac Nam
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556f3a6e9a
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shader_conversion: add conversion I2F for Short
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2020-02-19 10:54:37 +07:00 |
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ReinUsesLisp
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6910ade146
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shader/texture: Allow 2D shadow arrays and simplify code
Shadow sampler 2D arrays are supported on OpenGL, so there's no reason
to forbid these. Enable textureLod usage on these.
Minor style changes.
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2020-02-15 02:36:28 -03:00 |
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