Viktor Szépe
8f8a15827f
Fix more typos
2 years ago
Liam
9070fbdc09
shader_recompiler: emulate 8-bit and 16-bit storage writes with cas loop
2 years ago
Liam
b51ba38c29
shader_recompiler: fix Offset operand usage for non-OpImage*Gather
2 years ago
Viktor Szépe
ce9152ad68
Fix "Propietary" typo elsewhere
2 years ago
Liam
221f2edfb9
shader_recompiler: use default value for clip distances array
2 years ago
Liam
e7b5befdad
shader_recompiler: respect clip distance limits in indexed store
2 years ago
Ameer J
deb6899663
spirv_emit_context: Fix BaseInstance for OGL spirv
2 years ago
Liam
d74d5f8cfd
shader_recompiler: ensure derivatives for textureGrad are f32
2 years ago
Liam
a952270b5c
shader_recompiler: use float image operations on load/store when required
2 years ago
Ameer J
822348997d
emit_glsl_image: Use inlined texelFetch offsets
2 years ago
Liam
3c14f747f9
shader_recompiler: use minimal clip distance array
2 years ago
Liam
6611ba122b
shader_recompiler: ignore clip distances beyond driver support level
2 years ago
Ameer J
38449c071d
GLSL: Prefer known used cbuf sizes
2 years ago
Liam
a41e57d968
renderer_vulkan: ignore viewport stores on non-supporting drivers
2 years ago
Ameer J
abd400e04f
shader_recompiler: Fix spelling of "derivate" ( #12067 )
2 years ago
Ameer J
6b239acfc1
shader_recompiler: add byteswap pattern workaround for Nvidia
2 years ago
Ameer J
b49639e786
shader_recompiler: Align SSBO offsets in GlobalMemory functions
2 years ago
Ameer J
e538b932de
shader_recompiler: Align SSBO offsets to meet host requirements
Co-Authored-By: Billy Laws <blaws05@gmail.com>
2 years ago
Ameer J
ef8f689761
emit_glsl_warp: Fix shfl_in_bounds conditional
2 years ago
Kelebek1
90d99fbd00
Manually robust on Maxwell and earlier
2 years ago
Liam
445d504f94
ci: fix new codespell errors
2 years ago
Liam
47ea64c9a5
emit_spirv: fix incorrect use of descriptor index in image atomics
2 years ago
liamwhite
9530b96e5f
shader_recompiler: skip sampler for buffer textures ( #11435 )
2 years ago
Danila Malyutin
7f0de0f204
msvc: set warning level to /W4 globally
And fix a bunch of warnings
2 years ago
Liam
152beedc51
shader_recompiler: always declare image format for image buffers
2 years ago
Liam
024fb4fae9
shader_recompiler: fix emulation of 3D textureGrad
2 years ago
Fernando Sahmkow
8fcab24644
Shader Recompiler: Auto stub special registers and dump pipelines on exception.
2 years ago
Fernando Sahmkow
01858648d1
Shader Recomnpiler: implement textuzreGrad 3D emulation constant propagation
2 years ago
Kelebek1
770130b6c2
Fix shader dumps with nvdisasm
skip fragment shaders when rasterizer is disabled
initialize env_ptrs
2 years ago
Liam
b13ddf2a73
ssa_rewrite_pass: use proper maps
2 years ago
ameerj
28cecc6cd8
shaders: Track local memory usage
3 years ago
ameerj
a2b344ab9d
emit_glasm: Fix lmem size computation
3 years ago
Kelebek1
c7430e51e3
Remove memory allocations in some hot paths
3 years ago
Liam
947a4f6141
shader_recompiler: translate f64 to f32 when unsupported on host
3 years ago
Liam
b646ac2908
shader_recompiler: remove barriers in conditional control flow when device lacks support
3 years ago
bunnei
3571f28cde
video_core: Enable support_descriptor_aliasing on Turnip, disable storage atomic otherwise.
3 years ago
Billy Laws
cfbe4b09eb
Avoid using VectorExtractDynamic for subgroup mask on Adreno GPUs
This crashes their shader compiler for some reason.
3 years ago
Billy Laws
2beb3051c1
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
e19d49925a
shader_recompiler: fix copy-paste error
3 years ago
Kelebek1
2e478a66cf
Fix Tears of the Kingdom flickering clouds and depths.
3 years ago
Kelebek1
dc9546fe26
Define SampleMask as an array
3 years ago
Wollnashorn
d53aa13a33
shader_recompiler: Use vector arithmetic rather than component-wise in ImageGatherSubpixelOffset
Should be more efficient and better readable
3 years ago
Wollnashorn
dda107ffa7
video_core: Enable ImageGather with subpixel offset on Intel
3 years ago
Wollnashorn
45fb154f0d
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
5be8a74b0c
general: fix spelling mistakes
3 years ago
ameerj
0194f25eb9
buffer_cache: Add logic for non-NVN storage buffer tracking
3 years ago
arades79
60a68839ee
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
adcef452e0
add static lifetime to constexpr values to force compile time evaluation where possible
Signed-off-by: arades79 <scravers@protonmail.com>
3 years ago
ameerj
a6405c4890
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
97e9f40a52
shader_recompiler/value.h: Remove lingering references to S32
3 years ago