ATOM should be NOP in these cases
May break games? May not break games! - But it **should** be correct to do this
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2907
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
SURED does NOT have a binding register and stuff, it is strictly just a binding-offset * 4
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2983
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Function polymorphism where it wasn't needed? especially on tight code loops like translating code and whatnot?
You may think the compiler was fine with this but nah, it just made codegen for all those paths; I didn't check LTO but I'd assume it behaves the same (since the "black box" from most walkers suck) - basically bunch of code that isn't longer used
Also uniformly declaring all functions (i.e same args, return value) makes the entire switch statment way nicer
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2972
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
- Using I2F cbuf variant (packed 32x2 aka. U64)
- Code will call IAbs() if some conditions are met (signed + abs bit)
- Uh oh we don't have a variant for 64 bits!
- Fuck now we just made BAD ir code :(
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2918
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
The compiler is very smart, I trust the compiler to make a proper decoder selector rather than rolling our own.
Probably mostly benefitted on PGO builds.
Directly affects cache recompilation times (test with pipeline shaders OFF to force shaders to rebuild :)
Also restores CCTLT so we have the full ISA (or do we? Is ISBEWR missing? - someone should run fuzzing :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2915
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Reverts the "problematic" part of the pr (swap of s64/F16x2FTZRN) + leaves a very visible comment for newcomers (since yes, disas says it should be like that but oh well)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2868
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: collecting <collecting@citron-emu.org>
"The ObjectPool<Statement> was never being cleared after use. When compiling complex shaders, this would allocate gigabytes of memory, causing the emulator to run out of RAM and be killed by the operating system. This is a critical fix that prevents out-of-memory crashes on all operating systems when playing games with complex shaders."
Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2606
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: Gamer64 <gamer64@eden-emu.dev>
Co-committed-by: Gamer64 <gamer64@eden-emu.dev>
I tried to simplify ISBERD a little bit, and remove unneeded data shifting, and unneeded complexity through helper functions I previously added.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2541
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: SDK Chan <sdkchan@eden-emu.dev>
Co-committed-by: SDK Chan <sdkchan@eden-emu.dev>
Compilation and CMake fixes for both Windows on ARM and clang-cl, meaning Windows can now be built on both MSVC and clang on both amd64 and aarch64.
Compiling on clang is *dramatically* faster so this should be useful for CI.
Co-authored-by: crueter <crueter@eden-emu.dev>
Co-authored-by: crueter <crueter@crueter.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/348
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Adds the initial support for Internal Stage Buffer Entry Read - ISBERD, a mechanism used to read internal stage buffer entries with accurate per-stage synchronization. This enables more precise tracking of GPU buffer accesses, improving compatibility with games relying on fine-grained intermediate rendering stages (especially UE4 titles and post-processing heavy engines).
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/124
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This commit introduces extended support for low-precision integer casting (int8, int16) in the SPIR-V shader generation pipeline, improving compatibility and performance across both Android and PC platforms.
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/86
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
revert [android] Snapdragon 865 patches (#23)
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.bixed.xyz/Bix/eden/pulls/23
Reverted due to heavy performance hits on Android with higher specifications, will be adjusted to be included in a specific build for older A6XX devices, as 855, 860, 865, 870, meanwhile it does fix critical issues with certain games crashing due to memory and VRAM usage, hits performance on SoC that can do it without this special flags.
The actual SPIRV Shader Optimization option doesn't seem to do anything as long as it isn't vinculed, so let's rework it to make it work
Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com>
Co-authored-by: echosys <echosys@noreply.localhost>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/238
revert [Texture_cache] Better memory handling for devices with lower memory allocations (#233)
Means games like Minecraft Dungeons, Sea of Stars, Luigi Mansion 2, Astroneer, Alan Wake, etc are now playable.
It also cleans up the recent abi.cpp and bindless texture commits a bit.
Everything is in #ifdef ANDROID - The biggest change is CACHING_PAGEBITS = 12.
Without that the way the buffercache grows and joins buffers can cause Android to run out of memory (as you end up with just one big buffer that needs to be copied every time it grows)
Also patches up ffmpeg issues.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/233
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
Had showed some regressions on devices with higher specifications, will be refined to return as a toggle in a later commit.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/240
Means games like Minecraft Dungeons, Sea of Stars, Luigi Mansion 2, Astroneer, Alan Wake, etc are now playable.
It also cleans up the recent abi.cpp and bindless texture commits a bit.
Everything is in #ifdef ANDROID - The biggest change is CACHING_PAGEBITS = 12.
Without that the way the buffercache grows and joins buffers can cause Android to run out of memory (as you end up with just one big buffer that needs to be copied every time it grows)
Also patches up ffmpeg issues.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/233
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
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