Viktor Szépe
a959fb011f
Fix "Propietary" typo elsewhere
2 years ago
Liam
d0c60605ab
shader_recompiler: use default value for clip distances array
2 years ago
Liam
6697b665ca
shader_recompiler: respect clip distance limits in indexed store
2 years ago
Ameer J
d5d0d2cb0e
spirv_emit_context: Fix BaseInstance for OGL spirv
2 years ago
Liam
4aa713e861
shader_recompiler: ensure derivatives for textureGrad are f32
2 years ago
Liam
9e9aed41be
shader_recompiler: use float image operations on load/store when required
2 years ago
Ameer J
a5b2b8b91b
emit_glsl_image: Use inlined texelFetch offsets
2 years ago
Liam
fcfa8b680b
shader_recompiler: use minimal clip distance array
2 years ago
Liam
94244437de
shader_recompiler: ignore clip distances beyond driver support level
2 years ago
Ameer J
db1d32485e
GLSL: Prefer known used cbuf sizes
2 years ago
Liam
473caaff5b
renderer_vulkan: ignore viewport stores on non-supporting drivers
2 years ago
Ameer J
feb60de5c3
shader_recompiler: Fix spelling of "derivate" ( #12067 )
2 years ago
Ameer J
9343b81afd
shader_recompiler: add byteswap pattern workaround for Nvidia
2 years ago
Ameer J
75c5be55af
shader_recompiler: Align SSBO offsets in GlobalMemory functions
2 years ago
Ameer J
7d34800531
shader_recompiler: Align SSBO offsets to meet host requirements
Co-Authored-By: Billy Laws <blaws05@gmail.com>
2 years ago
Ameer J
cfe73af6f2
emit_glsl_warp: Fix shfl_in_bounds conditional
2 years ago
Kelebek1
e02ee8e59d
Manually robust on Maxwell and earlier
2 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
Danila Malyutin
785e480b62
msvc: set warning level to /W4 globally
And fix a bunch of warnings
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
710ca3ca49
Shader Recompiler: Auto stub special registers and dump pipelines on exception.
3 years ago
Fernando Sahmkow
c03f0b3c89
Shader Recomnpiler: implement textuzreGrad 3D emulation constant propagation
3 years ago
Kelebek1
dfb7fc8293
Fix shader dumps with nvdisasm
skip fragment shaders when rasterizer is disabled
initialize env_ptrs
3 years ago
Liam
dad0d076ee
ssa_rewrite_pass: use proper maps
3 years ago
ameerj
405eae3734
shaders: Track local memory usage
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
Liam
2f1e87dd83
shader_recompiler: translate f64 to f32 when unsupported on host
3 years ago
Liam
2bb7ea436d
shader_recompiler: remove barriers in conditional control flow when device lacks support
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
Liam
13d25063a1
shader_recompiler: fix copy-paste error
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
fe91066f46
video_core: Enable ImageGather with subpixel offset on Intel
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
ameerj
2ce5bb9bd6
buffer_cache: Add logic for non-NVN storage buffer tracking
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>
3 years ago
arades79
45e13b03f3
add static lifetime to constexpr values to force compile time evaluation where possible
Signed-off-by: arades79 <scravers@protonmail.com>
3 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
3 years ago
ameerj
4678f53463
shader_recompiler/value.h: Remove lingering references to S32
3 years ago
Levi Behunin
d5fc56db4b
Move to Clang Format 15
Depends on https://github.com/yuzu-emu/build-environments/pull/69
clang-15 primary run
3 years ago
ameerj
a63e17566a
spirv: Fix TXQ with MSAA textures
3 years ago
ameerj
a1d8306bfd
emit_glasm_image: Fix TXQ with MSAA textures
3 years ago