ReinUsesLisp
afebdda203
maxwell_3d: Add padding words to XFB entries
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Use INSERT_UNION_PADDING_WORDS instead of alignas to ensure a size
requirement.
5 years ago
ReinUsesLisp
4bc4851d45
gl_shader_decompiler: Fix implicit conversion errors
5 years ago
Rodrigo Locatti
47459f6a36
vk_shader_decompiler: Fix implicit type conversion
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
5 years ago
ReinUsesLisp
2fae1e6205
vk_rasterizer: Implement transform feedback binding zero
5 years ago
ReinUsesLisp
b67360c0f8
vk_shader_decompiler: Add XFB decorations to generic varyings
5 years ago
ReinUsesLisp
8d5bdcb17b
vk_device: Enable VK_EXT_transform_feedback when available
5 years ago
ReinUsesLisp
c320702092
vk_device: Shrink formatless capability name size
5 years ago
ReinUsesLisp
ae6189d7c2
shader/transform_feedback: Expose buffer stride
5 years ago
ReinUsesLisp
7acebd7eb6
vk_shader_decompiler: Use registry for specialization
5 years ago
ReinUsesLisp
8e9f23f393
gl_rasterizer: Implement transform feedback bindings
5 years ago
ReinUsesLisp
4d711dface
gl_shader_decompiler: Decorate output attributes with XFB layout
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We sometimes have to slice attributes in different parts. This is needed
for example in instances where the game feedbacks 3 components but
writes 4 from the shader (something that is possible with
GL_NV_transform_feedback).
5 years ago
ReinUsesLisp
3dcaa84ba4
shader/transform_feedback: Add host API friendly TFB builder
5 years ago
Fernando Sahmkow
666d431ad8
Merge pull request #3473 from ReinUsesLisp/shader-purge
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gl_shader_cache: Rework shader cache and store texture arrays
5 years ago
Rodrigo Locatti
244fe13219
Merge branch 'master' into shader-purge
5 years ago
bunnei
b30b1f741d
Merge pull request #3491 from ReinUsesLisp/polygon-modes
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gl_rasterizer: Implement polygon modes and fill rectangles
5 years ago
Nguyen Dac Nam
829f424618
nit & remove some optional param
5 years ago
Nguyen Dac Nam
a166217480
shader_decode: implement XMAD mode CSfu
5 years ago
makigumo
753bc2026f
fix formatting
5 years ago
makigumo
54681909be
maxwell_to_vk: add vertex format eA2B10G10R10UnormPack32
5 years ago
Nguyen Dac Nam
00607fe1e0
clang-format
5 years ago
Nguyen Dac Nam
325977c0c6
Apply suggestions from code review
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
5 years ago
Nguyen Dac Nam
70ff82f72d
shader_decode: BFE add ref of reverse parallel method.
5 years ago
Nguyen Dac Nam
96a4abe12d
shader_decode: implement BREV on BFE
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Implement reverse parallel follow: https://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel
5 years ago
Nguyen Dac Nam
93547cac68
shader_bytecode: update BFE instructions struct.
5 years ago
Nguyen Dac Nam
911c56ccef
node_helper: add IBitfieldExtract case
5 years ago
Nguyen Dac Nam
465ba30d08
shader_decode: Reimplement BFE instructions
5 years ago
ReinUsesLisp
e24197bb3f
gl_shader_decompiler: Initialize gl_Position on vertex shaders
5 years ago
Fernando Sahmkow
00e9ba0603
Merge pull request #3483 from namkazt/patch-1
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vk_rasterizer: fix mistype on SetupGraphicsImages
5 years ago
Fernando Sahmkow
f159a12820
Merge pull request #3480 from ReinUsesLisp/vk-disabled-ubo
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vk_rasterizer: Support disabled uniform buffers
5 years ago
ReinUsesLisp
3a10016e38
gl_shader_decompiler: Add missing {} on smem GLSL emission
5 years ago
ReinUsesLisp
4dcca90ef4
video_core: Implement RGBA16_SNORM
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Implement RGBA16_SNORM with the current API. Nothing special here.
5 years ago
ReinUsesLisp
e22816a5bb
texture_cache: Report incompatible textures as black
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Some games bind incompatible texture types to certain types.
For example Astral Chain binds a 2D texture with 1 layer (non-array) to
a cubemap slot (that's how it's used in the shader). After testing this
in hardware, the expected "undefined behavior" is to report all pixels
as black.
We already have a path for reporting black textures in the texture
cache. When textures types are incompatible, this commit binds these
kind of textures. This is done on the API agnostic texture cache so no
extra code has to be inserted on OpenGL or Vulkan.
As a side effect, this fixes invalidations of ASTC textures on Astral
Chain. This happened because yuzu detected a cube texture and forced
6 faces, generating a texture larger than what the TIC reported.
5 years ago
ReinUsesLisp
daae6a323b
texture_cache/surface_params: Force depth=1 on 2D textures
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Sometimes games will sample a 2D array TIC with a 2D access in the
shader. This causes bad interactions with the rest of the texture cache.
To emulate what the game wants to do, force a depth=1 on 2D textures
(not 2D arrays) and let the texture cache handle the rest.
5 years ago
ReinUsesLisp
38fe070d78
gl_shader_decompiler: Add layer component to texelFetch
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TexelFetch was not emitting the array component generating invalid GLSL.
5 years ago
bunnei
ca2d228c9d
Merge pull request #3497 from FernandoS27/microprogfile-extend
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Small corrections and features to microprofile
5 years ago
bunnei
c21dc36cda
Merge pull request #3496 from vitor-k/remove-enum
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framebuffer_layout.h: drop the use of enum for screen dimensions
5 years ago
Fernando Sahmkow
95b804ff05
NVFlinger: Do the microprofile Flip after processing a valid frame.
5 years ago
Fernando Sahmkow
448856695a
Microprofile: Allow accessing token.
5 years ago
ReinUsesLisp
825d629565
gl_shader_decompiler: Fix regression in render target declarations
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A previous commit introduced a way to declare as few render targets as
possible. Turns out this introduced a regression in some games.
5 years ago
bunnei
fce33adcf1
Merge pull request #3494 from ReinUsesLisp/fix-cs-pipeline
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gl_shader_manager: Fix interaction between graphics and compute
5 years ago
Vitor Kiguchi
e891ff9a0c
framebuffer_layout.h: drop the use of enum for screen dimensions.
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+clang format
5 years ago
ReinUsesLisp
8357908099
gl_shader_manager: Fix interaction between graphics and compute
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After a compute shader was set to the pipeline, no graphics shader was
invoked again. To address this use glUseProgram to bind compute shaders
(without state tracking) and call glUseProgram(0) when transitioning out
of it back to the graphics pipeline.
5 years ago
bunnei
503ebe9b96
Merge pull request #3458 from FearlessTobi/voice-issues
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cubeb_sink: Don't discard other channels when performing downmixing
5 years ago
ReinUsesLisp
e4bc3c3342
gl_rasterizer: Implement polygon modes and fill rectangles
5 years ago
ReinUsesLisp
eb5861e0a2
engines/maxwell_3d: Add TFB registers and store them in shader registry
5 years ago
ReinUsesLisp
b1acb4f73f
shader/registry: Address feedback
5 years ago
ReinUsesLisp
b1061afed9
gl_shader_decompiler: Add identifier to decompiled code
5 years ago
ReinUsesLisp
e612242977
gl_shader_decompiler: Roll back to GLSL core 430
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RenderDoc won't build shaders if we use GLSL compatibility.
5 years ago
ReinUsesLisp
978172530e
const_buffer_engine_interface: Store component types
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This is required for Vulkan. Sampling integer textures with float
handles is illegal.
5 years ago
ReinUsesLisp
120f688272
yuzu/loading_screen: Remove unused shader progress mode
5 years ago