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2021-07-23shader: Remove old shader managementReinUsesLisp1-2986/+0
2021-06-23General: Resolve fmt specifiers to adhere to 8.0.0 API where applicableLioncash1-1/+1
Also removes some deprecated API usages.
2021-02-13video_core: Reimplement the buffer cacheReinUsesLisp1-47/+14
Reimplement the buffer cache using cached bindings and page level granularity for modification tracking. This also drops the usage of shared pointers and virtual functions from the cache. - Bindings are cached, allowing to skip work when the game changes few bits between draws. - OpenGL Assembly shaders no longer copy when a region has been modified from the GPU to emulate constant buffers, instead GL_EXT_memory_object is used to alias sub-buffers within the same allocation. - OpenGL Assembly shaders stream constant buffer data using glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In theory this should save one hash table resolve inside the driver compared to glBufferSubData. - A new OpenGL stream buffer is implemented based on fences for drivers that are not Nvidia's proprietary, due to their low performance on partial glBufferSubData calls synchronized with 3D rendering (that some games use a lot). - Most optimizations are shared between APIs now, allowing Vulkan to cache more bindings than before, skipping unnecesarry work. This commit adds the necessary infrastructure to use Vulkan object from OpenGL. Overall, it improves performance and fixes some bugs present on the old cache. There are still some edge cases hit by some games that harm performance on some vendors, this are planned to be fixed in later commits.
2021-01-21gl_shader_decompiler: Fix constant buffer size calculationReinUsesLisp1-1/+2
The divide logic was wrong and can cause an uniform buffer size overflow.
2020-12-30video_core: Rewrite the texture cacheReinUsesLisp1-5/+3
The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues.
2020-12-07gl_shader_decompiler: Elide unnecessary copies within DeclareConstantBuffers()Lioncash1-1/+1
Resolves a -Wrange-loop-analysis warning.
2020-12-07video_core: Remove unnecessary enum class casting in logging messagesLioncash1-5/+5
fmt now automatically prints the numeric value of an enum class member by default, so we don't need to use casts any more. Reduces the line noise a bit.
2020-12-04video_core: Resolve more variable shadowing scenariosLioncash1-17/+18
Resolves variable shadowing scenarios up to the end of the OpenGL code to make it nicer to review. The rest will be resolved in a following commit.
2020-10-28shader: Partially implement texture cube array shadowReinUsesLisp1-8/+12
This implements texture cube arrays with shadow comparisons but doesn't fix the asserts related to it. Fixes out of bounds reads on swizzle constructors and makes them use bounds checked ::at instead of the unsafe operator[].
2020-09-22General: Make use of std::nullopt where applicableLioncash1-6/+6
Allows some implementations to avoid completely zeroing out the internal buffer of the optional, and instead only set the validity byte within the structure. This also makes it consistent how we return empty optionals.
2020-09-16video_core: Enforce -Werror=switchReinUsesLisp1-1/+3
This forces us to fix all -Wswitch warnings in video_core.
2020-07-21video_core: Remove unused variablesLioncash1-13/+0
Silences several compiler warnings about unused variables.
2020-07-21video_core: Allow copy elision to take place where applicableLioncash1-1/+1
Removes const from some variables that are returned from functions, as this allows the move assignment/constructors to execute for them.
2020-07-16renderer_{opengl,vulkan}: Clamp shared memory to host's limitReinUsesLisp1-2/+9
This stops shaders from failing to build when the exceed host's shared memory size limit. An error is logged.
2020-06-21gl_shader_decompiler: Enable GL_EXT_texture_shadow_lod if availableMorph1-7/+43
Enable GL_EXT_texture_shadow_lod if available. If this extension is not available, such as on Intel/AMD proprietary drivers, use textureGrad as a workaround.
2020-06-01gl_shader_decompiler: Declare gl_Layer and gl_ViewportIndex within gl_PerVertex for vertex and tessellation shadersMorph1-6/+16
2020-06-01gl_shader_decompiler: Fix geometry shader outputs for Intel driversMorph1-13/+15
On Intel's proprietary drivers, gl_Layer and gl_ViewportIndex are not allowed members of gl_PerVertex block, causing the shader to fail to compile. Fix this by declaring these variables outside of gl_PerVertex.
2020-06-01glsl: Squash constant buffers into a single SSBO when we hit the limitReinUsesLisp1-34/+65
Avoids compilation errors at the cost of shader build times and runtime performance when a game hits the limit of uniform buffers we can use.
2020-05-27shader/other: Implement MEMBAR.CTSReinUsesLisp1-2/+8
This silences an assertion we were hitting and uses workgroup memory barriers when the game requests it.
2020-05-22shader/other: Implement BAR.SYNC 0x0ReinUsesLisp1-0/+10
Trivially implement this particular case of BAR. Unless games use OpenCL or CUDA barriers, we shouldn't hit any other case here.
2020-05-22shader/other: Implement thread comparisons (NV_shader_thread_group)ReinUsesLisp1-0/+23
Hardware S2R special registers match gl_Thread*MaskNV. We can trivially implement these using Nvidia's extension on OpenGL or naively stubbing them with the ARB instructions to match. This might cause issues if the host device warp size doesn't match Nvidia's. That said, this is unlikely on proper shaders. Refer to the attached url for more documentation about these flags. https://www.khronos.org/registry/OpenGL/extensions/NV/NV_shader_thread_group.txt
2020-05-22shader_decompiler: Visit source nodes even when they assign to RZReinUsesLisp1-1/+3
Some operations like atomicMin were ignored because they returned were being stored to RZ. This operations have a side effect and it was being ignored.
2020-05-10gl_shader_decompiler: Properly emulate NaN behaviour on NEReinUsesLisp1-0/+9
"Not equal" operators on GLSL seem to behave as unordered when we expect an ordered comparison. Manually emulate this checking for LGE values (numbers, not-NaNs).
2020-05-09shader_ir: Separate float-point comparisons in ordered and unorderedReinUsesLisp1-44/+55
This allows us to use native SPIR-V instructions without having to manually check for NAN.
2020-04-26shader/arithmetic_integer: Implement CC for IADDReinUsesLisp1-0/+10
2020-04-23shader_ir: Turn classes into data structuresReinUsesLisp1-27/+25
2020-04-18video_core: gl_shader_decompiler: Fix implicit fallthrough errors.bunnei1-0/+1
2020-04-18gl_shader_decompiler: Avoid copies where applicableLioncash1-3/+3
Avoids unnecessary reference count increments where applicable and also avoids reallocating a vector. Unlikely to make a huge difference, but given how trivial of an amendment it is, why not?
2020-04-16CMakeLists: Specify -Wextra on linux buildsLioncash1-1/+2
Allows reporting more cases where logic errors may exist, such as implicit fallthrough cases, etc. We currently ignore unused parameters, since we currently have many cases where this is intentional (virtual interfaces). While we're at it, we can also tidy up any existing code that causes warnings. This also uncovered a few bugs as well.
2020-04-15Revert "gl_shader_decompiler: Implement merges with bitfieldInsert"ReinUsesLisp1-2/+4
This reverts commit 05cf27083608bebd3ee4c38f2f948c8f2030f881. Apparently the first approach using floats instead of bitfieldInert worked better for Fire Emblem: Three Houses. Reverting to get that behavior back.
2020-04-13gl_shader_decompiler: Implement merges with bitfieldInsertReinUsesLisp1-4/+2
This also fixes Turing issues but it avoids doing more bitcasts. This should improve the generated code while also avoiding more points where compilers can flush floats.
2020-04-12gl_shader_decompiler: Improve generated code in HMergeH*ReinUsesLisp1-6/+8
Avoiding bitwise expressions, this fixes Turing issues in shaders using half float merges that affected several games.
2020-04-06shader/memory: Implement RED.E.ADDReinUsesLisp1-2/+22
Implements a reduction operation. It's an atomic operation that doesn't return a value. This commit introduces another primitive because some shading languages might have a primitive for reduction operations.
2020-04-02shader_decompiler: Remove FragCoord.w hack and change IPA implementationReinUsesLisp1-18/+16
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
2020-03-30gl_decompiler: min/max op not implement yetnamkazy1-0/+4
2020-03-30gl_decompiler: add atomic opNguyen Dac Nam1-0/+16
2020-03-19gl_shader_decompiler: Remove deprecated function and its usagesReinUsesLisp1-11/+8
2020-03-18gl_shader_decompiler: Don't redeclare gl_VertexID and gl_InstanceIDReinUsesLisp1-8/+0
2020-03-16gl_shader_decompiler: Implement legacy varyingsReinUsesLisp1-6/+57
Legacy varyings are special attributes carried over in hardware from the OpenGL 1 and OpenGL 2 days. These were generally used instead of the generic attributes we use today. They are deprecated or removed from most APIs, but Nvidia still ships them in hardware. To implement these, this commit maps them 1:1 to OpenGL compatibility.
2020-03-13vk/gl_shader_decompiler: Silence assertion on computeReinUsesLisp1-3/+6
2020-03-13gl_shader_decompiler: Fix implicit conversion errorsReinUsesLisp1-3/+3
2020-03-13shader/transform_feedback: Expose buffer strideReinUsesLisp1-1/+2
2020-03-13gl_shader_decompiler: Decorate output attributes with XFB layoutReinUsesLisp1-29/+105
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).
2020-03-13gl_shader_decompiler: Initialize gl_Position on vertex shadersReinUsesLisp1-0/+4
2020-03-13gl_shader_decompiler: Add missing {} on smem GLSL emissionReinUsesLisp1-1/+1
2020-03-12gl_shader_decompiler: Add layer component to texelFetchReinUsesLisp1-6/+9
TexelFetch was not emitting the array component generating invalid GLSL.
2020-03-12gl_shader_decompiler: Fix regression in render target declarationsReinUsesLisp1-12/+2
A previous commit introduced a way to declare as few render targets as possible. Turns out this introduced a regression in some games.
2020-03-09shader/registry: Address feedbackReinUsesLisp1-1/+1
2020-03-09gl_shader_decompiler: Add identifier to decompiled codeReinUsesLisp1-5/+10
2020-03-09gl_shader_decompiler: Roll back to GLSL core 430ReinUsesLisp1-1/+1
RenderDoc won't build shaders if we use GLSL compatibility.
2020-03-09shader/registry: Store graphics and compute metadataReinUsesLisp1-17/+67
Store information GLSL forces us to provide but it's dynamic state in hardware (workgroup sizes, primitive topology, shared memory size).
2020-03-09gl_shader_cache: Rework shader cache and remove post-specializationsReinUsesLisp1-63/+138
Instead of pre-specializing shaders and then post-specializing them, drop the later and only "specialize" the shader while decoding it.
2020-02-28gl_state_tracker: Implement dirty flags for clip distances and shadersReinUsesLisp1-1/+4
2020-01-28gl_shader_decompiler: Remove UNIMPLEMENTED for gl_PointSizeReinUsesLisp1-1/+0
This was implemented by a previous commit and it's no longer required.
2020-01-26shader/memory: Implement ATOM.ADDReinUsesLisp1-4/+1
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.
2020-01-25Shader_IR: Address feedback.Fernando Sahmkow1-3/+3
2020-01-24Shader_IR: Correct Custom Variable assignment.Fernando Sahmkow1-0/+2
2020-01-24Shader_IR: Propagate bindless index into the GL compiler.Fernando Sahmkow1-1/+1
2020-01-24Shader_IR: Implement Injectable Custom Variables to the IR.Fernando Sahmkow1-0/+20
2020-01-24GL Backend: Introduce indexed samplers into the GL backendFernando Sahmkow1-3/+12
2020-01-18gl_shader_decompiler: Fix decompilation of condition codesReinUsesLisp1-27/+5
Use Visit instead of reimplementing it. Fixes unimplemented negations for condition codes.
2020-01-16shader/memory: Implement ATOMS.ADD.U32ReinUsesLisp1-0/+12
2020-01-04Shader_IR: Address FeedbackFernando Sahmkow1-13/+4
2019-12-30Shader_IR: add the ability to amend code in the shader ir.Fernando Sahmkow1-0/+15
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.
2019-12-18gl_shader_decompiler: Add missing DeclareImagesReinUsesLisp1-0/+1
2019-12-16shader/texture: Implement TLD4.PTPReinUsesLisp1-31/+53
2019-12-16gl_shader_decompiler: Rename "sepparate" to "separate"ReinUsesLisp1-3/+3
2019-12-12Shader_IR: Correct TLD4S Depth Compare.Fernando Sahmkow1-4/+4
2019-12-12Gl_Shader_compiler: Correct Depth Compare for Texture Gather operations.Fernando Sahmkow1-8/+21
2019-12-10shader: Implement MEMBAR.GLReinUsesLisp1-0/+7
Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
2019-12-10shader_ir/other: Implement S2R InvocationIdReinUsesLisp1-0/+5
2019-11-26gl_shader_decompiler: Fix casts from fp32 to f16ReinUsesLisp1-1/+2
Casts from f32 to f16 zeroes the higher half of the target register.
2019-11-23gl_shader_decompiler: Normalize image bindingsReinUsesLisp1-12/+8
2019-11-23gl_shader_decompiler: Normalize cbuf bindingsReinUsesLisp1-8/+4
Stage and compute shaders were using a different binding counter. Normalize these.
2019-11-23gl_shader_cache: Remove dynamic BaseBinding specializationReinUsesLisp1-11/+18
2019-11-23video_core: Unify ProgramType and ShaderStage into ShaderTypeReinUsesLisp1-21/+23
2019-11-23gl_shader_cache: Specialize local memory size for compute shadersReinUsesLisp1-10/+8
Local memory size in compute shaders was stubbed with an arbitary size. This commit specializes local memory size from guest GPU parameters.
2019-11-23gl_shader_cache: Specialize shared memory sizeReinUsesLisp1-19/+4
Shared memory was being declared with an undefined size. Specialize from guest GPU parameters the compute shader's shared memory size.
2019-11-23shader/texture: Deduce texture buffers from lockerReinUsesLisp1-33/+6
Instead of specializing shaders to separate texture buffers from 1D textures, use the locker to deduce them while they are being decoded.
2019-11-18Shader_IR: Address FeedbackFernando Sahmkow1-1/+1
2019-11-14Shader_IR: Implement TXD instruction.Fernando Sahmkow1-1/+43
2019-11-14Shader_IR: Implement FLO instruction.Fernando Sahmkow1-0/+7
2019-11-08gl_shader_decompiler: Add safe fallbacks when ARB_shader_ballot is not availableReinUsesLisp1-5/+21
2019-11-08shader_ir/warp: Implement FSWZADDReinUsesLisp1-0/+18
2019-11-08gl_shader_decompiler: Reimplement shuffles with platform agnostic intrinsicsReinUsesLisp1-40/+8
2019-11-07GLSLDecompiler: Correct Texture Gather Offset.Fernando Sahmkow1-1/+1
This commit corrects the argument ordering in textureGatherOffset.
2019-11-07gl_shader_decompiler: Fix typo "y_negate"->"y_direction"ReinUsesLisp1-1/+1
2019-11-07gl_rasterizer: Emulate viewport flipping with ARB_clip_controlReinUsesLisp1-7/+1
Emulates negative y viewports with ARB_clip_control. This allows us to more easily emulated pipelines with tessellation and/or geometry shader stages. It also avoids corrupting games with transform feedbacks and negative viewports (gl_Position.y was being modified).
2019-10-30shader/node: Unpack bindless texture encodingReinUsesLisp1-6/+6
Bindless textures were using u64 to pack the buffer and offset from where they come from. Drop this in favor of separated entries in the struct. Remove the usage of std::set in favor of std::list (it's not std::vector to avoid reference invalidations) for samplers and images.
2019-10-25gl_shader_decompiler: Move entries to a separate functionReinUsesLisp1-35/+35
2019-10-25Shader_IR: Implement Fast BRX and allow multi-branches in the CFG.Fernando Sahmkow1-0/+5
2019-10-16gl_shader_decompiler: Resolve fallthrough within ExprDecompiler's ExprCondCode operator()Lioncash1-0/+3
This would previously result in NeverExecute and UnusedIndex being treated as regular predicates.
2019-10-16gl_shader_decompiler: Make ExprDecompiler's GetResult() a const member functionLioncash1-1/+1
This is only ever used to read, but not write, the resulting string, so we can enforce this by making it a const member function.
2019-10-16gl_shader_decompiler: Use a std::string_view with GetDeclarationWithSuffix()Lioncash1-1/+1
This allows the function to be completely non-allocating for inputs of all sizes (i.e. there's no heap cost for an input to convert to a std::string_view).
2019-10-16gl_shader_decompiler: Fold flow_var constant into GetFlowVariable()Lioncash1-3/+1
This is only ever used within this function, so we can narrow it's scope down.
2019-10-16gl_shader_decompiler: Mark ASTDecompiler/ExprDecompiler parameters as const references where applicableLioncash1-21/+21
These member functions don't actually modify the input parameter, so we can make this explicit with the use of const.
2019-10-16gl_shader_decompiler: Pass by reference to GenerateTextureArgument()Lioncash1-2/+2
Avoids an unnecessary atomic reference count increment and decrement.
2019-10-16gl_shader_decompiler: Use std::holds_alternative within GenerateTexture()Lioncash1-1/+1
This only ever queries if the type exists within the variant, but doesn't actually do anything with the return value. We can just use std::holds_alternative for this use case.
2019-10-16gl_shader_decompiler: Avoid unnecessary copies of MetaImageLioncash1-4/+4
MetaImage contains a std::vector, so copying here could result in unnecessary reallocations. Given the operation lives throughout the entire scope, this is safe to do.
2019-10-05Shader_ir: Address feedbackFernando Sahmkow1-4/+8
2019-10-05vk_shader_decompiler: Clean code and be const correct.Fernando Sahmkow1-1/+1
2019-10-05gl_shader_decompiler: Refactor and address feedback.Fernando Sahmkow1-17/+18
2019-10-05Shader_Ir: Refactor Decompilation process and allow multiple decompilation modes.Fernando Sahmkow1-3/+5
2019-10-05gl_shader_decompiler: Implement AST decompilingFernando Sahmkow1-29/+242
2019-09-24gl_shader_decompiler: Add tailing return for HUnpack2ReinUsesLisp1-0/+2
2019-09-24gl_shader_decompiler: Fix clang build issuesReinUsesLisp1-26/+23
2019-09-21gl_shader_decompiler: Use uint for images and fix SUATOMReinUsesLisp1-97/+35
In the process remove implementation of SUATOM.MIN and SUATOM.MAX as these require a distinction between U32 and S32. These have to be implemented with imageCompSwap loop.
2019-09-21shader/image: Implement SULD and remove irrelevant codeReinUsesLisp1-2/+15
* Implement SULD as float. * Remove conditional declaration of GL_ARB_shader_viewport_layer_array.
2019-09-19VideoCore: Corrections to the MME Inliner and removal of hacky instance management.Fernando Sahmkow1-1/+9
2019-09-19Video Core: initial Implementation of InstanceDraw PackagingFernando Sahmkow1-1/+1
2019-09-17shader_ir/warp: Implement SHFLReinUsesLisp1-8/+55
2019-09-11shader/image: Implement SUATOM and fix SUSTReinUsesLisp1-26/+119
2019-09-06gl_shader_decompiler: Avoid writing output attribute when unimplementedReinUsesLisp1-10/+14
2019-09-06gl_shader_decompiler: Keep track of written images and mark them as modifiedReinUsesLisp1-6/+12
2019-09-05gl_shader_decompiler: Implement shared memoryReinUsesLisp1-0/+23
2019-09-04gl_shader_decompiler: Fixup slow pathReinUsesLisp1-1/+1
2019-09-04gl_device: Disable precise in fragment shaders on bugged driversReinUsesLisp1-1/+8
2019-09-04gl_shader_decompiler: Fixup AMD's slow path typeReinUsesLisp1-1/+1
2019-09-04gl_shader_decompiler: Rework GLSL decompiler type systemReinUsesLisp1-416/+505
GLSL decompiler type system was broken. We converted all return values to float except for some cases where returning we couldn't and implicitly broke the rule of returning floats (e.g. for bools or bool pairs). Instead of doing this introduce class Expression that knows what type a return value has and when a consumer wants to use the string it asks for it with a required type, emitting a runtime error if types are incompatible. This has the disadvantage that there's more C++ code, but we can emit better GLSL code that's easier to read.
2019-08-21shader_ir: Implement VOTEReinUsesLisp1-0/+47
Implement VOTE using Nvidia's intrinsics. Documentation about these can be found here https://developer.nvidia.com/reading-between-threads-shader-intrinsics Instead of using portable ARB instructions I opted to use Nvidia intrinsics because these are the closest we have to how Tegra X1 hardware renders. To stub VOTE on non-Nvidia drivers (including nouveau) this commit simulates a GPU with a warp size of one, returning what is meaningful for the instruction being emulated: * anyThreadNV(value) -> value * allThreadsNV(value) -> value * allThreadsEqualNV(value) -> true ballotARB, also known as "uint64_t(activeThreadsNV())", emits VOTE.ANY Rd, PT, PT; on nouveau's compiler. This doesn't match exactly to Nvidia's code VOTE.ALL Rd, PT, PT; Which is emulated with activeThreadsNV() by this commit. In theory this shouldn't really matter since .ANY, .ALL and .EQ affect the predicates (set to PT on those cases) and not the registers.
2019-07-20Shader_Ir: Implement F16 Variants of F2F, F2I, I2F.Fernando Sahmkow1-0/+18
This commit takes care of implementing the F16 Variants of the conversion instructions and makes sure conversions are done.
2019-07-20shader/half_set_predicate: Fix HSETP2 implementationReinUsesLisp1-12/+4
2019-07-18gl_shader_decompiler: Rename bufferImage to imageBufferReinUsesLisp1-1/+1
The online OpenGL documentation is wrong. The type definition is imageBuffer.
2019-07-15gl_shader_decompiler: Stub local memory sizeReinUsesLisp1-8/+14
2019-07-15gl_rasterizer: Implement compute shadersReinUsesLisp1-26/+34
2019-07-11gl_shader_decompiler: Fix gl_PointSize redeclarationReinUsesLisp1-1/+1
2019-07-11gl_shader_decompiler: Fix conditional usage of GL_ARB_shader_viewport_layer_arrayReinUsesLisp1-2/+3
2019-07-09shader_ir: Unify blocks in decompiled shaders.Fernando Sahmkow1-4/+6
2019-07-09shader_ir: Implement BRX & BRA.CCFernando Sahmkow1-0/+9
2019-07-08gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shadersReinUsesLisp1-29/+75
This commit implements gl_ViewportIndex and gl_Layer in vertex and geometry shaders. In the case it's used in a vertex shader, it requires ARB_shader_viewport_layer_array. This extension is available on AMD and Nvidia devices (mesa and proprietary drivers), but not available on Intel on any platform. At the moment of writing this description I don't know if this is a hardware limitation or a driver limitation. In the case that ARB_shader_viewport_layer_array is not available, writes to these registers on a vertex shader are ignored, with the appropriate logging.
2019-07-06gl_rasterizer: Minor style changesReinUsesLisp1-1/+1
2019-06-24gl_shader_decompiler: Address feedbackReinUsesLisp1-11/+12
2019-06-21gl_shader_decompiler: Implement image binding settingsReinUsesLisp1-0/+3
2019-06-21shader: Decode SUST and implement backing image functionalityReinUsesLisp1-0/+70
2019-06-21gl_shader_decompiler: Allow 1D textures to be texture buffersReinUsesLisp1-4/+38
2019-06-07shader: Split SSY and PBK stackReinUsesLisp1-4/+27
Hardware testing revealed that SSY and PBK push to a different stack, allowing code like this: SSY label1; PBK label2; SYNC; label1: PBK; label2: EXIT;
2019-06-06shader: Use shared_ptr to store nodes and move initialization to fileReinUsesLisp1-31/+31
Instead of having a vector of unique_ptr stored in a vector and returning star pointers to this, use shared_ptr. While changing initialization code, move it to a separate file when possible. This is a first step to allow code analysis and node generation beyond the ShaderIR class.
2019-06-03gl_shader_decompiler: Remove guest "position" varyingReinUsesLisp1-19/+19
"position" was being written but not read anywhere besides geometry shaders, where it had the same value as gl_Position. This commit replaces "position" with gl_Position, reducing the complexity of our code and the emitted GLSL code.
2019-05-30gl_rasterizer: Move alpha testing to the OpenGL pipelineReinUsesLisp1-19/+1
Removes the alpha testing code from each fragment shader invocation.
2019-05-24gl_shader_decompiler: Use an if based cbuf indexing for broken driversReinUsesLisp1-3/+20
The following code is broken on AMD's proprietary GLSL compiler: ```glsl uint idx = ...; vec4 values = ...; float some_value = values[idx & 3]; ``` It index the wrong components, to fix this the following pessimized code is emitted when that bug is present: ```glsl uint idx = ...; vec4 values = ...; float some_value; if ((idx & 3) == 0) some_value = values.x; if ((idx & 3) == 1) some_value = values.y; if ((idx & 3) == 2) some_value = values.z; if ((idx & 3) == 3) some_value = values.w; ```
2019-05-21renderer_opengl/gl_shader_decompiler: Remove redundant name specification in format stringLioncash1-1/+1
This accidentally slipped through a rebase.
2019-05-20shader: Implement S2R Tid{XYZ} and CtaId{XYZ}ReinUsesLisp1-0/+16
2019-05-20gl_shader_decompiler: Make GetSwizzle constexprReinUsesLisp1-7/+7
2019-05-20gl_shader_decompiler: Tidy up minor remaining cases of unnecessary std::string concatenationLioncash1-21/+20
2019-05-20gl_shader_decompiler: Replace individual overloads with the fmt-based oneLioncash1-28/+16
Gets rid of the need to special-case brace handling depending on the overload used, and makes it consistent across the board with how fmt handles them. Strings with compile-time deducible strings are directly forwarded to std::string's constructor, so we don't need to worry about the performance difference here, as it'll be identical.
2019-05-20gl_shader_decompiler: Utilize fmt overload of AddLine() where applicableLioncash1-136/+152
2019-05-19gl_shader_decompiler: Add AddLine() overload that forwards to fmtLioncash1-0/+11
In a lot of places throughout the decompiler, string concatenation via operator+ is used quite heavily. This is usually fine, when not heavily used, but when used extensively, can be a problem. operator+ creates an entirely new heap allocated temporary string and given we perform expressions like: std::string thing = a + b + c + d; this ends up with a lot of unnecessary temporary strings being created and discarded, which kind of thrashes the heap more than we need to. Given we utilize fmt in some AddLine calls, we can make this a part of the ShaderWriter's API. We can make an overload that simply acts as a passthrough to fmt. This way, whenever things need to be appended to a string, the operation can be done via a single string formatting operation instead of discarding numerous temporary strings. This also has the benefit of making the strings themselves look nicer and makes it easier to spot errors in them.
2019-05-10video_core/renderer_opengl/gl_shader_decompiler: Remove unused Composite() functionLioncash1-11/+0
This isn't used at all, so it can be removed.
2019-05-03gl_shader_decompiler: Skip physical unused attributesReinUsesLisp1-18/+27
2019-05-03shader: Add physical attributes commentariesReinUsesLisp1-0/+2
2019-05-03gl_shader_decompiler: Implement GLSL physical attributesReinUsesLisp1-65/+100
2019-05-03gl_shader_decompiler: Abstract generic attribute operationsReinUsesLisp1-29/+26
2019-05-03gl_shader_decompiler: Declare all possible varyings on physical attribute usageReinUsesLisp1-26/+65
2019-05-03shader: Remove unused AbufNode Ipa modeReinUsesLisp1-2/+1
2019-04-16shader_ir/decode: Fix half float pre-operations and remove MetaHalfArithmeticReinUsesLisp1-28/+23
Operations done before the main half float operation (like HAdd) were managing a packed value instead of the unpacked one. Adding an unpacked operation allows us to drop the per-operand MetaHalfArithmetic entry, simplifying the code overall.
2019-04-16gl_shader_decompiler: Fix MrgH0 decompilationReinUsesLisp1-2/+2
GLSL decompilation for HMergeH0 was wrong. This addresses that issue.
2019-04-16shader_ir/decode: Implement half float saturationReinUsesLisp1-4/+11
2019-04-16renderer_opengl: Implement half float NaN comparisonsReinUsesLisp1-18/+42
2019-04-14gl_shader_decompiler: Use variable AOFFI on supported hardwareReinUsesLisp1-5/+13
2019-04-14shader_ir: Implement STG, keep track of global memory usage and flushReinUsesLisp1-11/+25
2019-04-10Remove bounding in LD_CFernando Sahmkow1-2/+1
2019-04-05gl_shader_decompiler: Rename GenerateTemporal() to GenerateTemporary()Lioncash1-12/+12
Temporal generally indicates a relation to time, but this is just creating a temporary, so this isn't really an accurate name for what the function is actually doing.
2019-04-05gl_shader_decompiler: Fix TXQ typesReinUsesLisp1-2/+3
TXQ returns integer types. Shaders usually do: R0 = TXQ(); // => int R0 = static_cast<float>(R0); If we don't treat it as an integer, it will cast a binary float value as float - resulting in a corrupted number.
2019-04-03gl_shader_decompiler: Return early when an operation is invalidReinUsesLisp1-1/+6
2019-03-31gl_shader_decompiler: Hide local definitions inside an anonymous namespaceReinUsesLisp1-6/+8
2019-03-30gl_shader_decompiler: Add AOFFI backing implementationReinUsesLisp1-38/+85
2019-02-26shader/decode: Remove extras from MetaTextureReinUsesLisp1-21/+35
2019-02-14shader_decompiler: Improve Accuracy of Attribute Interpolation.Fernando Sahmkow1-27/+17
2019-02-12gl_shader_decompiler: Re-implement TLDS lodReinUsesLisp1-21/+34
2019-02-07shader_ir: Remove F4 prefix to texture operationsReinUsesLisp1-12/+12
This was originally included because texture operations returned a vec4. These operations now return a single float and the F4 prefix doesn't mean anything.
2019-02-07shader_ir: Clean texture management codeReinUsesLisp1-32/+41
Previous code relied on GLSL parameter order (something that's always ill-formed on an IR design). This approach passes spatial coordiantes through operation nodes and array and depth compare values in the the texture metadata. It still contains an "extra" vector containing generic nodes for bias and component index (for example) which is still a bit ill-formed but it should be better than the previous approach.
2019-02-07gl_shader_disk_cache: Save GLSL and entries into the precompiled fileReinUsesLisp1-3/+4
2019-02-07gl_shader_decompiler: Remove name entriesReinUsesLisp1-5/+3
2019-02-03shader_ir: Rename BasicBlock to NodeBlockReinUsesLisp1-3/+3
It's not always used as a basic block. Rename it for consistency.
2019-01-30shader_ir: Unify constant buffer offset valuesReinUsesLisp1-2/+3
Constant buffer values on the shader IR were using different offsets if the access direct or indirect. cbuf34 has a non-multiplied offset while cbuf36 does. On shader decoding this commit multiplies it by four on cbuf34 queries.
2019-01-30gl_shader_cache: Use explicit bindingsReinUsesLisp1-3/+8
2019-01-30shader_decode: Implement LDG and basic cbuf trackingReinUsesLisp1-6/+38
2019-01-15gl_shader_decompiler: replace std::get<> with std::get_if<> for macOS compatibilityReinUsesLisp1-44/+58
2019-01-15gl_shader_decompiler: Inline textureGather componentReinUsesLisp1-15/+16
2019-01-15shader_ir: Remove composite primitives and use temporals insteadReinUsesLisp1-66/+37
2019-01-15gl_shader_decompiler: Fixup AssignCompositeHalfReinUsesLisp1-1/+1
2019-01-15shader_decode: Use proper primitive namesReinUsesLisp1-10/+8
2019-01-15shader_decode: Use BitfieldExtract instead of shift + andReinUsesLisp1-0/+7
2019-01-15shader_ir: Remove Ipa primitiveReinUsesLisp1-8/+0
2019-01-15gl_shader_decompiler: Use rasterizer's UBO size limitReinUsesLisp1-1/+3
2019-01-15gl_shader_gen: Fixup code formattingReinUsesLisp1-1/+1
2019-01-15video_core: Rename glsl_decompiler to gl_shader_decompilerReinUsesLisp1-1/+1
2019-01-15shader_ir: Remove RZ and use Register::ZeroIndex insteadReinUsesLisp1-4/+5
2019-01-15shader_decode: Implement TEXS.F16ReinUsesLisp1-0/+26
2019-01-15glsl_decompiler: Fixup TLDSReinUsesLisp1-1/+0
2019-01-15glsl_decompiler: Fixup geometry shadersReinUsesLisp1-10/+16
2019-01-15glsl_decompiler: Fixup permissive member function declarationsReinUsesLisp1-133/+133
2019-01-15video_core: Implement IR based geometry shadersReinUsesLisp1-2/+68
2019-01-15shader_decode: Implement HSET2ReinUsesLisp1-0/+6
2019-01-15shader_decode: Rework HSETP2ReinUsesLisp1-26/+33
2019-01-15shader_decode: Implement HFMA2ReinUsesLisp1-4/+5
2019-01-15glsl_decompiler: Remove HNegate inliningReinUsesLisp1-10/+0
2019-01-15shader_decode: Implement POPCReinUsesLisp1-0/+7
2019-01-15shader_decode: Implement TLDS (untested)ReinUsesLisp1-2/+27
2019-01-15shader_ir: Fixup TEX and TEXS and partially fix TLD4 decompilingReinUsesLisp1-9/+20
2019-01-15video_core: Return safe values after an assert hitsReinUsesLisp1-0/+5
2019-01-15video_core: Address feedbackReinUsesLisp1-1/+1
2019-01-15glsl_decompiler: ImplementationReinUsesLisp1-0/+1393