Commit graph

754 commits

Author SHA1 Message Date
namkazy
f24c2e1103 [wip] reimplement SULD.D 2020-04-05 10:31:29 +07:00
namkazy
58bcb86af5 add shader stage when init shader ir 2020-04-05 10:31:29 +07:00
Nguyen Dac Nam
2cefdd92bd clang-fix 2020-04-05 10:31:28 +07:00
Nguyen Dac Nam
1f3d142875 shader: image - import PredCondition 2020-04-05 10:31:27 +07:00
Nguyen Dac Nam
08db60392d shader: SULD.D bits32 implement more complexer method. 2020-04-05 10:31:27 +07:00
Nguyen Dac Nam
ed1d8beb13 shader: SULD.D import StoreType 2020-04-05 10:31:26 +07:00
Nguyen Dac Nam
6d235b8631 shader: implement SULD.D bits32 2020-04-05 10:31:26 +07:00
ReinUsesLisp
60106531b4 shader/other: Add error message for some S2R registers 2020-04-04 03:46:07 -03:00
ReinUsesLisp
8b719e9e1d shader_bytecode: Rename MOV_SYS to S2R 2020-04-04 03:37:51 -03:00
ReinUsesLisp
16ae98dbb3 shader_ir: Add error message for EXIT.FCSM_TR 2020-04-04 03:34:08 -03:00
ReinUsesLisp
e1bd89e1c2 shader/memory: Silence no return value warning
Silences a warning about control paths not all returning a value.
2020-04-02 03:34:27 -03:00
ReinUsesLisp
2339fe199f shader_decompiler: Remove FragCoord.w hack and change IPA implementation
Credits go to gdkchan and Ryujinx. The pull request used for this can
be found here: https://github.com/Ryujinx/Ryujinx/pull/1082

yuzu was already using the header for interpolation, but it was missing
the FragCoord.w multiplication described in the linked pull request.
This commit finally removes the FragCoord.w == 1.0f hack from the shader
decompiler.

While we are at it, this commit renames some enumerations to match
Nvidia's documentation (linked below) and fixes component declaration
order in the shader program header (z and w were swapped).

https://github.com/NVIDIA/open-gpu-doc/blob/master/Shader-Program-Header/Shader-Program-Header.html
2020-04-01 21:48:55 -03:00
Fernando Sahmkow
b03c0536ce
Merge pull request #3561 from ReinUsesLisp/f2f-conversion
shader/conversion: Fix F2F rounding operations with different sizes
2020-03-31 14:45:02 -04:00
Fernando Sahmkow
5b95a01463
Merge pull request #3577 from ReinUsesLisp/lea
shader/lea: Fix LEA implementation
2020-03-31 14:36:07 -04:00
Nguyen Dac Nam
238c35b2c9
clang-format 2020-03-31 08:08:06 +07:00
Nguyen Dac Nam
defb9642da
shader_decode: fix by suggestion 2020-03-31 08:02:44 +07:00
namkazy
cb0a4151f8 clang-format 2020-03-30 20:46:21 +07:00
namkazy
4f7bea403a shader_decode: ATOM/ATOMS: add function to avoid code repetition 2020-03-30 18:47:50 +07:00
Nguyen Dac Nam
972485ff18 shader_decode: implement ATOM operation for S32 and U32 2020-03-30 17:44:48 +07:00
namkazy
93cac0d294 clang-format 2020-03-30 17:44:48 +07:00
Nguyen Dac Nam
3dc09a6250 shader_decode: implement ATOMS instr partial. 2020-03-30 17:44:46 +07:00
Nguyen Dac Nam
2c780db5b9 shader: node - update correct comment 2020-03-30 17:44:44 +07:00
Nguyen Dac Nam
c119473c40 shader_decode: add Atomic op for common usage 2020-03-30 17:44:44 +07:00
ReinUsesLisp
5300a918c6 shader/lea: Simplify generated LEA code 2020-03-28 03:55:04 -03:00
ReinUsesLisp
523a709bf1 shader/lea: Fix op_a and op_b usages
They were swapped.
2020-03-27 18:37:20 -03:00
ReinUsesLisp
796b3319e6 shader/lea: Remove const and use move when possible 2020-03-27 18:36:38 -03:00
ReinUsesLisp
46791c464a shader/conversion: Fix F2F rounding operations with different sizes
Rounding operations only matter when the conversion size of source and
destination is the same, i.e. .F16.F16, .F32.F32 and .F64.F64.

When there is a mismatch (.F16.F32), these bits are used for IEEE
rounding, we don't emulate this because GLSL and SPIR-V don't support
configuring it per operation.
2020-03-26 01:58:49 -03:00
bunnei
23c7dda710
Merge pull request #3544 from makigumo/myfork/patch-2
xmad: fix clang build error
2020-03-25 19:29:16 -04:00
bunnei
e6aff11057
Merge pull request #3520 from ReinUsesLisp/legacy-varyings
gl_shader_decompiler: Implement legacy varyings
2020-03-25 19:27:51 -04:00
makigumo
5a5c6d4ed8 xmad: fix clang build error 2020-03-23 00:09:31 +01:00
bunnei
bdddbe2daa
Merge pull request #3505 from namkazt/patch-8
shader_decode: implement XMAD mode CSfu
2020-03-19 17:41:01 -04:00
Rodrigo Locatti
ddafc99776
Merge pull request #3502 from namkazt/patch-3
shader_decode: Reimplement BFE instructions
2020-03-15 21:23:04 -03:00
ReinUsesLisp
6442e02c5d shader/shader_ir: Track usage in input attribute and of legacy varyings 2020-03-15 21:01:52 -03:00
ReinUsesLisp
8e6e55d6f8 shader/shader_ir: Fix clip distance usage stores 2020-03-15 20:53:14 -03:00
ReinUsesLisp
464bd5fad7 shader/shader_ir: Change declare output attribute to a switch 2020-03-15 20:49:35 -03:00
Nguyen Dac Nam
3287b1247d
clang-format 2020-03-14 10:07:40 +07:00
Nguyen Dac Nam
240d45830d
nit 2020-03-14 09:57:24 +07:00
ReinUsesLisp
ae6189d7c2 shader/transform_feedback: Expose buffer stride 2020-03-13 18:33:05 -03:00
ReinUsesLisp
3dcaa84ba4 shader/transform_feedback: Add host API friendly TFB builder 2020-03-13 18:33:04 -03:00
Nguyen Dac Nam
829f424618
nit & remove some optional param 2020-03-13 20:47:38 +07:00
Nguyen Dac Nam
a166217480
shader_decode: implement XMAD mode CSfu 2020-03-13 19:01:49 +07:00
Nguyen Dac Nam
00607fe1e0
clang-format 2020-03-13 15:38:57 +07:00
Nguyen Dac Nam
325977c0c6
Apply suggestions from code review
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-03-13 15:35:15 +07:00
Nguyen Dac Nam
70ff82f72d
shader_decode: BFE add ref of reverse parallel method. 2020-03-13 14:20:18 +07:00
Nguyen Dac Nam
96a4abe12d
shader_decode: implement BREV on BFE
Implement reverse parallel follow: https://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel
2020-03-13 14:13:31 +07:00
Nguyen Dac Nam
911c56ccef
node_helper: add IBitfieldExtract case 2020-03-13 12:50:32 +07:00
Nguyen Dac Nam
465ba30d08
shader_decode: Reimplement BFE instructions 2020-03-13 12:48:01 +07:00
ReinUsesLisp
eb5861e0a2 engines/maxwell_3d: Add TFB registers and store them in shader registry 2020-03-09 18:40:53 -03:00
ReinUsesLisp
b1acb4f73f shader/registry: Address feedback 2020-03-09 18:40:53 -03:00
ReinUsesLisp
66a8a3e887 shader/registry: Cache tessellation state 2020-03-09 18:40:07 -03:00
ReinUsesLisp
0528be5c92 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).
2020-03-09 18:40:07 -03:00
ReinUsesLisp
e8efd5a901 video_core: Rename "const buffer locker" to "registry" 2020-03-09 18:40:06 -03:00
ReinUsesLisp
bd8b9bbcee 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.
2020-03-09 18:40:06 -03:00
bunnei
0361aa1915
Merge pull request #3451 from ReinUsesLisp/indexed-textures
vk_shader_decompiler: Implement indexed textures
2020-03-05 11:42:46 -05:00
Nguyen Dac Nam
85a4222a8c
nit: move comment to right place. 2020-02-29 13:50:10 +07:00
Nguyen Dac Nam
6c0c2dfabc shader_decode: Fix LD, LDG when track constant buffer 2020-02-28 13:11:19 +07:00
Nguyen Dac Nam
db2f547434
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>
2020-02-27 11:14:25 -05:00
bunnei
1f57f679a4
Merge pull request #3440 from namkazt/patch-6
shader: implement LOP3 fast replace for old function
2020-02-26 10:24:35 -05:00
ReinUsesLisp
1dda77d392 shader: Simplify indexed sampler usages 2020-02-24 01:26:07 -03:00
ReinUsesLisp
7dc488a375 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.
2020-02-21 15:57:27 -03:00
Nguyen Dac Nam
10d8afb302
nit: add const to where it need. 2020-02-21 21:16:45 +07:00
Nguyen Dac Nam
1956a34ee5
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/
2020-02-21 19:08:07 +07:00
bunnei
bf0c929d4c
Merge pull request #3415 from ReinUsesLisp/texture-code
shader/texture: Allow 2D shadow arrays and simplify code
2020-02-19 20:06:14 -05:00
Nguyen Dac Nam
1b6308727c
shader_conversion: I2F : add Assert for case src_size is Short 2020-02-19 11:40:35 +07:00
Nguyen Dac Nam
a2c2c5768f
fix warning 2020-02-19 11:10:26 +07:00
Nguyen Dac Nam
a8508f2bc0
clang-format fix 2020-02-19 11:02:59 +07:00
Nguyen Dac Nam
556f3a6e9a
shader_conversion: add conversion I2F for Short 2020-02-19 10:54:37 +07:00
ReinUsesLisp
6910ade146 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.
2020-02-15 02:36:28 -03:00
bunnei
63a59b9935
Merge pull request #3379 from ReinUsesLisp/cbuf-offset
shader/decode: Fix constant buffer offsets
2020-02-14 13:22:53 -05:00
bunnei
90df4b8e2b
Merge pull request #3369 from ReinUsesLisp/shf
shader/shift: Implement SHF
2020-02-07 22:06:57 -05:00
ReinUsesLisp
bf9a822b87 shader/decode: Fix constant buffer offsets
Some instances were using cbuf34.offset instead of cbuf34.GetOffset().
This returned the an invalid offset. Address those instances and rename
offset to "shifted_offset" to avoid future bugs.
2020-02-05 12:19:09 -03:00
bunnei
08c508b1c4
Merge pull request #3357 from ReinUsesLisp/bfi-rc
shader/bfi: Implement register-constant buffer variant
2020-02-04 15:14:13 -05:00
bunnei
bf21aacc74
Merge pull request #3356 from ReinUsesLisp/fcmp
shader/arithmetic: Implement FCMP
2020-02-04 11:36:59 -05:00
bunnei
c31ec00d67
Merge pull request #3337 from ReinUsesLisp/vulkan-staged
yuzu: Implement Vulkan frontend
2020-02-03 16:56:25 -05:00
ReinUsesLisp
223a89a19f shader: Remove curly braces initializers on shared pointers 2020-02-01 22:52:10 -03:00
bunnei
b5bbe7e752
Merge pull request #3282 from FernandoS27/indexed-samplers
Partially implement Indexed samplers in general and specific code in GLSL
2020-02-01 20:41:40 -05:00
ReinUsesLisp
729ca120e3 shader/shift: Implement SHIFT_RIGHT_{IMM,R}
Shifts a pair of registers to the right and returns the low register.
2020-02-01 21:20:02 -03:00
ReinUsesLisp
017474c3f8 shader/shift: Implement SHF_LEFT_{IMM,R}
Shifts a pair of registers to the left and returns the high register.
2020-02-01 21:19:44 -03:00
bunnei
c593e45dbd
Merge pull request #3347 from ReinUsesLisp/local-mem
shader/memory: Implement LDL.S16, LDS.S16, STL.S16 and STS.S16
2020-01-30 10:59:52 -05:00
ReinUsesLisp
9f0162e4b5 shader/other: Fix skips for SYNC and BRK 2020-01-29 17:53:11 -03:00
ReinUsesLisp
270177f38a shader/other: Stub S2R LaneId 2020-01-29 17:53:11 -03:00
ReinUsesLisp
137a8aa55c shader/bfi: Implement register-constant buffer variant
It's the same as the variant that was implemented, but it takes the
operands from another source.
2020-01-27 01:20:38 -03:00
ReinUsesLisp
e3fc3459c8 shader/arithmetic: Implement FCMP
Compares the third operand with zero, then selects between the first and
second.
2020-01-27 01:15:44 -03:00
ReinUsesLisp
d95d4ac843 shader/memory: Implement ATOM.ADD
ATOM operates atomically on global memory. For now only add ATOM.ADD
since that's what was found in commercial games.

This asserts for ATOM.ADD.S32 (handling the others as unimplemented),
although ATOM.ADD.U32 shouldn't be any different.

This change forces us to change the default type on SPIR-V storage
buffers from float to uint. We could also alias the buffers, but it's
simpler for now to just use uint. While we are at it, abstract the code
to avoid repetition.
2020-01-26 01:54:24 -03:00
Fernando Sahmkow
bb8eb15d39 Shader_IR: Address feedback. 2020-01-25 09:04:59 -04:00
ReinUsesLisp
d26e74f0a3 shader/memory: Implement STL.S16 and STS.S16 2020-01-25 03:16:10 -03:00
ReinUsesLisp
9a2cdf8520 shader/memory: Implement unaligned LDL.S16 and LDS.S16 2020-01-25 03:16:10 -03:00
ReinUsesLisp
531f25a037 shader/memory: Move unaligned load/store to functions 2020-01-25 03:16:10 -03:00
ReinUsesLisp
96638f57c9 shader/memory: Implement LDL.S16 and LDS.S16 2020-01-25 03:15:55 -03:00
Fernando Sahmkow
806f569143 Shader_IR: Change name of TrackSampler function so it does not confuse with the type. 2020-01-24 16:44:48 -04:00
Fernando Sahmkow
3919b7b8a9 Shader_IR: Corrections, styling and extras. 2020-01-24 16:44:48 -04:00
Fernando Sahmkow
7c530e0666 Shader_IR: Propagate bindless index into the GL compiler. 2020-01-24 16:44:47 -04:00
Fernando Sahmkow
3c34678627 Shader_IR: Implement Injectable Custom Variables to the IR. 2020-01-24 16:43:31 -04:00
Fernando Sahmkow
037ea431ce Shader_IR: deduce size of indexed samplers 2020-01-24 16:43:31 -04:00
Fernando Sahmkow
f4603d23c5 Shader_IR: Setup Indexed Samplers on the IR 2020-01-24 16:43:30 -04:00
Fernando Sahmkow
603c861532 Shader_IR: Implement initial code for tracking indexed samplers. 2020-01-24 16:43:30 -04:00
Fernando Sahmkow
64496f2456 Shader_IR: Address Feedback 2020-01-24 16:43:30 -04:00
Fernando Sahmkow
b97608ca64 Shader_IR: Allow constant access of guest driver. 2020-01-24 16:43:30 -04:00
Fernando Sahmkow
dc5cfa8d28 Shader_IR: Address Feedback 2020-01-24 16:43:29 -04:00
Fernando Sahmkow
1e4b6bef6f Shader_IR: Store Bound buffer on Shader Usage 2020-01-24 16:43:29 -04:00
Fernando Sahmkow
c921e496eb GPU: Implement guest driver profile and deduce texture handler sizes. 2020-01-24 16:43:29 -04:00
bunnei
a104b985a8
Merge pull request #3273 from FernandoS27/txd-array
Shader_IR: Implement TXD Array.
2020-01-24 14:02:40 -05:00
ReinUsesLisp
63ba41a26d shader/memory: Implement ATOMS.ADD.U32 2020-01-16 17:30:55 -03:00
Lioncash
a1eee1749e control_flow: Silence -Wreorder warning for CFGRebuildState
Organizes the initializer list in the same order that the variables
would actually be initialized in.
2020-01-14 13:28:48 -05:00
bunnei
55f95e7f26
Merge pull request #3287 from ReinUsesLisp/ldg-stg-16
shader_ir/memory: Implement u16 and u8 for STG and LDG
2020-01-14 09:57:08 -05:00
ReinUsesLisp
13021b534c shader_ir/texture: Simplify AOFFI code 2020-01-09 03:50:37 -03:00
ReinUsesLisp
e2a2a556b9 shader_ir/memory: Implement u16 and u8 for STG and LDG
Using the same technique we used for u8 on LDG, implement u16.

In the case of STG, load memory and insert the value we want to set
into it with bitfieldInsert. Then set that value.
2020-01-09 02:12:29 -03:00
bunnei
cd0a7dfdbc
Merge pull request #3258 from FernandoS27/shader-amend
Shader_IR: add the ability to amend code in the shader ir.
2020-01-04 14:05:17 -05:00
Fernando Sahmkow
3dd6b55851 Shader_IR: Address Feedback 2020-01-04 14:40:57 -04:00
Fernando Sahmkow
a1667a7b46 Shader_IR: Implement TXD Array.
This commit extends the compilation of TXD to support array samplers on
TXD.
2020-01-04 13:28:02 -04:00
bunnei
028b2718ed
Merge pull request #3239 from ReinUsesLisp/p2r
shader/p2r: Implement P2R Pr
2019-12-31 20:37:16 -05:00
Fernando Sahmkow
b3371ed09e Shader_IR: add the ability to amend code in the shader ir.
This commit introduces a mechanism by which shader IR code can be
amended and extended. This useful for track algorithms where certain
information can derived from before the track such as indexes to array
samplers.
2019-12-30 15:31:48 -04:00
bunnei
8a76f816a4
Merge pull request #3228 from ReinUsesLisp/ptp
shader/texture: Implement AOFFI and PTP for TLD4 and TLD4S
2019-12-26 21:43:44 -05:00
bunnei
16dcfacbfc
Merge pull request #3235 from ReinUsesLisp/ldg-u8
shader/memory: Implement LDG.U8 and unaligned U8 loads
2019-12-21 22:50:28 -05:00
ReinUsesLisp
38d3a48873
shader/p2r: Implement P2R Pr
P2R dumps predicate or condition codes state to a register. This is
useful for unit testing.
2019-12-20 18:02:41 -03:00
ReinUsesLisp
cf27b59493
shader/r2p: Refactor P2R to support P2R 2019-12-20 17:55:42 -03:00
bunnei
7be65c6a68
Merge pull request #3234 from ReinUsesLisp/i2f-u8-selector
shader/conversion: Implement byte selector in I2F
2019-12-19 22:36:26 -05:00
ReinUsesLisp
ae8d4b6c0c
shader/memory: Implement LDG.U8 and unaligned U8 loads
LDG can load single bytes instead of full integers or packs of integers.
These have the advantage of loading bytes that are not aligned to 4
bytes.

To emulate these this commit gets the byte being referenced (by doing
"address & 3" and then using that to extract the byte from the loaded
integer:

result = bitfieldExtract(loaded_integer, (address % 4) * 8, 8)
2019-12-18 01:21:46 -03:00
ReinUsesLisp
a7d6bd1ef1
shader/conversion: Implement byte selector in I2F
I2F's byte selector is used to choose what bytes to convert to float.
e.g. if the input is 0xaabbccdd and the selector is ".B3" it will
convert 0xaa. The default (when it's not shown in nvdisasm) is ".B0", in
that example the default would convert 0xdd to float.
2019-12-18 00:41:22 -03:00
ReinUsesLisp
15a753b9a5
shader/texture: Properly shrink unused entries in size mismatches
When a image format mismatches we were inserting zeroes to the texture
itself. This was not handling cases were the mismatch uses less
coordinates than the guest shader code. Address that by resizing the
vector.
2019-12-17 23:38:10 -03:00
ReinUsesLisp
e09c1fbc1f
shader/texture: Implement TLD4.PTP 2019-12-16 04:09:24 -03:00
ReinUsesLisp
844e4a297b
shader/texture: Enable arrayed TLD4 2019-12-16 02:37:21 -03:00
ReinUsesLisp
3d2c44848b
shader/texture: Implement AOFFI for TLD4S 2019-12-16 02:06:42 -03:00
ReinUsesLisp
3d9fff82c0
shader/texture: Remove unnecesary parenthesis 2019-12-16 01:52:33 -03:00
Fernando Sahmkow
c0ee0aa1a8 Shader_IR: Correct TLD4S Depth Compare. 2019-12-11 19:53:17 -04:00
Fernando Sahmkow
af89723fa3 Shader_Ir: Correct TLD4S encoding and implement f16 flag. 2019-12-11 19:53:17 -04:00
Fernando Sahmkow
271a3264f3 Shader_Ir: default failed tracks on bindless samplers to null values. 2019-12-11 19:53:16 -04:00
ReinUsesLisp
425a254fa2
shader: Implement MEMBAR.GL
Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
2019-12-10 16:45:03 -03:00
ReinUsesLisp
0b5b93053d
shader_ir/other: Implement S2R InvocationId 2019-12-09 23:52:28 -03:00
ReinUsesLisp
9ad6327fbd
shader: Keep track of shaders using warp instructions 2019-12-09 23:40:41 -03:00
ReinUsesLisp
6233b1db08
shader_ir/memory: Implement patch stores 2019-12-09 23:25:21 -03:00
bunnei
e36814d6d5
Merge pull request #3109 from FernandoS27/new-instr
Implement FLO & TXD Instructions on GPU Shaders
2019-12-06 18:18:16 -05:00
Lioncash
9403979c22 video_core/const_buffer_locker: Make use of std::tie in HasEqualKeys()
Tidies it up a little bit visually.
2019-11-27 05:53:43 -05:00
Lioncash
930e311526 video_core/const_buffer_locker: Remove unused includes 2019-11-27 05:51:13 -05:00
Lioncash
9341ca7979 video_core/const_buffer_locker: Remove #pragma once from cpp file
Silences a compiler warning.
2019-11-27 05:50:51 -05:00
ReinUsesLisp
c8a48aacc0
video_core: Unify ProgramType and ShaderStage into ShaderType 2019-11-22 21:28:48 -03:00
ReinUsesLisp
dc9961f341
shader/texture: Handle TLDS texture type mismatches
Some games like "Fire Emblem: Three Houses" bind 2D textures to offsets
used by instructions of 1D textures. To handle the discrepancy this
commit uses the the texture type from the binding and modifies the
emitted code IR to build a valid backend expression.

E.g.: Bound texture is 2D and instruction is 1D, the emitted IR samples
a 2D texture in the coordinate ivec2(X, 0).
2019-11-22 21:28:47 -03:00
ReinUsesLisp
32c1bc6a67
shader/texture: Deduce texture buffers from locker
Instead of specializing shaders to separate texture buffers from 1D
textures, use the locker to deduce them while they are being decoded.
2019-11-22 21:28:47 -03:00
ReinUsesLisp
24f4198cee
shader/other: Reduce DEPBAR log severity
While DEPBAR is stubbed it doesn't change anything from our end. Shading
languages handle what this instruction does implicitly. We are not
getting anything out fo this log except noise.
2019-11-19 21:26:40 -03:00
Fernando Sahmkow
c8473f399e Shader_IR: Address Feedback 2019-11-18 07:34:34 -04:00
Fernando Sahmkow
cd0f5dfc17 Shader_IR: Implement TXD instruction. 2019-11-14 11:15:27 -04:00
Fernando Sahmkow
f3d1b370aa Shader_IR: Implement FLO instruction. 2019-11-14 11:15:27 -04:00
Fernando Sahmkow
b6f6733131
Merge pull request #3081 from ReinUsesLisp/fswzadd-shuffles
shader: Implement FSWZADD and reimplement SHFL
2019-11-14 10:27:27 -04:00
Rodrigo Locatti
cf770a68a5
Merge pull request #3084 from ReinUsesLisp/cast-warnings
video_core: Treat implicit conversions as errors
2019-11-13 02:16:22 -03:00
ReinUsesLisp
096f339a2a video_core: Silence implicit conversion warnings 2019-11-08 22:48:50 +00:00
ReinUsesLisp
56e237d1f9
shader_ir/warp: Implement FSWZADD 2019-11-07 20:08:41 -03:00
ReinUsesLisp
08b2b1080a
gl_shader_decompiler: Reimplement shuffles with platform agnostic intrinsics 2019-11-07 20:08:41 -03:00
bunnei
b6ae48966d
Merge pull request #3032 from ReinUsesLisp/simplify-control-flow-brx
shader/control_flow: Abstract repeated code chunks in BRX tracking
2019-11-07 01:30:01 -05:00
Rodrigo Locatti
ff5a0f370c
shader/control_flow: Specify constness on caller lambdas
Update src/video_core/shader/control_flow.cpp

Co-Authored-By: Mat M. <mathew1800@gmail.com>

Update src/video_core/shader/control_flow.cpp

Co-Authored-By: Mat M. <mathew1800@gmail.com>

Update src/video_core/shader/control_flow.cpp

Co-Authored-By: Mat M. <mathew1800@gmail.com>

Update src/video_core/shader/control_flow.cpp

Co-Authored-By: Mat M. <mathew1800@gmail.com>

Update src/video_core/shader/control_flow.cpp

Co-Authored-By: Mat M. <mathew1800@gmail.com>

Update src/video_core/shader/control_flow.cpp

Co-Authored-By: Mat M. <mathew1800@gmail.com>
2019-11-07 01:44:09 -03:00
ReinUsesLisp
7b069252f8
shader/control_flow: Use callable template instead of std::function 2019-11-07 01:44:08 -03:00