crueter
c3a5f5930f
Update fmt to allow for v11
Signed-off-by: swurl <swurl@swurl.xyz>
1 year ago
darktux
9e3c2d56d6
Add SR_WScaleFactorXY/SR_WScaleFactorZ stubs for Prince of Persia ( #5 )
Pulled in and cleaned up from Sudachi
Reviewed-on: http://y2nlvhmmk5jnsvechppxnbyzmmv3vbl7dvzn6ltwcdbpgxixp3clkgqd.onion/darktux/torzu/pulls/5
Co-authored-by: darktux <darktux@y2nlvhmmk5jnsvechppxnbyzmmv3vbl7dvzn6ltwcdbpgxixp3clkgqd.onion>
Co-committed-by: darktux <darktux@y2nlvhmmk5jnsvechppxnbyzmmv3vbl7dvzn6ltwcdbpgxixp3clkgqd.onion>
2 years ago
Liam
f46dc31683
shader_recompiler: throw on missing geometry streams in geometry shaders
2 years ago
Liam
462ea921e3
shader_recompiler: fix non-const offset for arrayed image types
2 years ago
Liam
cb29aa0473
Revert "shader_recompiler: use only ConstOffset for OpImageFetch"
This reverts commit f296a9ce9a .
2 years ago
Liam
f296a9ce9a
shader_recompiler: use only ConstOffset for OpImageFetch
3 years ago
Viktor Szépe
2044ae6b3a
Fix more typos
3 years ago
Liam
2a0d707ce1
shader_recompiler: emulate 8-bit and 16-bit storage writes with cas loop
3 years ago
Liam
2044a289f8
shader_recompiler: fix Offset operand usage for non-OpImage*Gather
3 years ago
Liam
d0c60605ab
shader_recompiler: use default value for clip distances array
3 years ago
Liam
6697b665ca
shader_recompiler: respect clip distance limits in indexed store
3 years ago
Ameer J
d5d0d2cb0e
spirv_emit_context: Fix BaseInstance for OGL spirv
3 years ago
Liam
9e9aed41be
shader_recompiler: use float image operations on load/store when required
3 years ago
Ameer J
a5b2b8b91b
emit_glsl_image: Use inlined texelFetch offsets
3 years ago
Liam
fcfa8b680b
shader_recompiler: use minimal clip distance array
3 years ago
Liam
94244437de
shader_recompiler: ignore clip distances beyond driver support level
3 years ago
Ameer J
db1d32485e
GLSL: Prefer known used cbuf sizes
3 years ago
Liam
473caaff5b
renderer_vulkan: ignore viewport stores on non-supporting drivers
3 years ago
Ameer J
feb60de5c3
shader_recompiler: Fix spelling of "derivate" ( #12067 )
3 years ago
Ameer J
75c5be55af
shader_recompiler: Align SSBO offsets in GlobalMemory functions
3 years ago
Ameer J
cfe73af6f2
emit_glsl_warp: Fix shfl_in_bounds conditional
3 years ago
Kelebek1
e02ee8e59d
Manually robust on Maxwell and earlier
3 years ago
Liam
0448eb6f0f
ci: fix new codespell errors
3 years ago
Liam
1e24d02434
emit_spirv: fix incorrect use of descriptor index in image atomics
3 years ago
liamwhite
eb4ddb2868
shader_recompiler: skip sampler for buffer textures ( #11435 )
3 years ago
Liam
ba4b65e4bc
shader_recompiler: always declare image format for image buffers
3 years ago
Liam
9245b426e3
shader_recompiler: fix emulation of 3D textureGrad
3 years ago
Fernando Sahmkow
c03f0b3c89
Shader Recomnpiler: implement textuzreGrad 3D emulation constant propagation
3 years ago
ameerj
b198339580
emit_glasm: Fix lmem size computation
3 years ago
Kelebek1
5da70f7197
Remove memory allocations in some hot paths
3 years ago
bunnei
ca4bf3844e
video_core: Enable support_descriptor_aliasing on Turnip, disable storage atomic otherwise.
3 years ago
Billy Laws
b4a12b889e
Avoid using VectorExtractDynamic for subgroup mask on Adreno GPUs
This crashes their shader compiler for some reason.
3 years ago
Billy Laws
158a1896ec
Implement scaled vertex buffer format emulation
These formats are unsupported by mobile GPUs so they need to be emulated in shaders instead.
3 years ago
Kelebek1
e42b4a16b6
Fix Tears of the Kingdom flickering clouds and depths.
3 years ago
Kelebek1
b566c98258
Define SampleMask as an array
3 years ago
Wollnashorn
82b78cde73
shader_recompiler: Use vector arithmetic rather than component-wise in ImageGatherSubpixelOffset
Should be more efficient and better readable
3 years ago
Wollnashorn
780240e697
shader_recompiler: Add subpixel offset for correct rounding at `ImageGather`
On AMD a subpixel offset of 1/512 of the texel size is applied to the texture coordinates at a ImageGather call to ensure the rounding at the texel centers is done the same way as in Maxwell or other Nvidia architectures.
See https://www.reedbeta.com/blog/texture-gathers-and-coordinate-precision/ for more details why this might be necessary.
This should fix shadow artifacts at object edges in Zelda: Breath of the Wild (#9957 , #6956 ).
3 years ago
Liam
600f325d87
general: fix spelling mistakes
3 years ago
arades79
683019878f
remove static from pointer sized or smaller types for aesthetics, change constexpr static to static constexpr for consistency
Signed-off-by: arades79 <scravers@protonmail.com>
4 years ago
arades79
45e13b03f3
add static lifetime to constexpr values to force compile time evaluation where possible
Signed-off-by: arades79 <scravers@protonmail.com>
4 years ago
ameerj
04139cb3ed
glsl_emit_context: Remove redeclarations of gl_SampleID and gl_SampleMask
These built-ins seem to be available without needing to be declared for fragment shaders, similar i.e. to gl_FragDepth
4 years ago
ameerj
a63e17566a
spirv: Fix TXQ with MSAA textures
4 years ago
ameerj
a1d8306bfd
emit_glasm_image: Fix TXQ with MSAA textures
4 years ago
ameerj
08feba2b56
emit_glsl_image: Implement TXQ with MSAA textures
Also fixes for texture buffers, which do not have mips eithers.
4 years ago
ameerj
2c2e019a44
shader_recompiler: TXQ: Skip QueryLevels when possible
4 years ago
ameerj
c0cedbae94
emit_glsl_image: Fix ImageFetch for MSAA textures
4 years ago
ameerj
0f795603fc
glasm: Add MS sampler types
4 years ago
ameerj
5710e90150
glsl: Add MS sampler types
4 years ago
ameerj
93cc6e4d99
shader_recompiler: Remove S32 IR type
The frontend IR opcodes do not distinguish between signed and unsigned integer types.
Fixes broken shaders when IR validation/graphics debugging is enabled for shaders that used BitCastS32F32
4 years ago
Liam
76a4356e55
spirv: fix multisampled image fetch
4 years ago