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path: root/src/video_core/shader/registry.h (unfollow)
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2020-09-23shader/registry: Silence a -Wshadow warningLioncash1-1/+1
2020-06-05shader/texture: Join separate image and sampler pairs offlineReinUsesLisp1-0/+35
Games using D3D idioms can join images and samplers when a shader executes, instead of baking them into a combined sampler image. This is also possible on Vulkan. One approach to this solution would be to use separate samplers on Vulkan and leave this unimplemented on OpenGL, but we can't do this because there's no consistent way of determining which constant buffer holds a sampler and which one an image. We could in theory find the first bit and if it's in the TIC area, it's an image; but this falls apart when an image or sampler handle use an index of zero. The used approach is to track for a LOP.OR operation (this is done at an IR level, not at an ISA level), track again the constant buffers used as source and store this pair. Then, outside of shader execution, join the sample and image pair with a bitwise or operation. This approach won't work on games that truly use separate samplers in a meaningful way. For example, pooling textures in a 2D array and determining at runtime what sampler to use. This invalidates OpenGL's disk shader cache :) - Used mostly by D3D ports to Switch
2020-03-09engines/maxwell_3d: Add TFB registers and store them in shader registryReinUsesLisp1-3/+9
2020-03-09shader/registry: Address feedbackReinUsesLisp1-12/+6
2020-03-09shader/registry: Cache tessellation stateReinUsesLisp1-2/+6
2020-03-09shader/registry: Store graphics and compute metadataReinUsesLisp1-9/+40
Store information GLSL forces us to provide but it's dynamic state in hardware (workgroup sizes, primitive topology, shared memory size).
2020-03-09video_core: Rename "const buffer locker" to "registry"ReinUsesLisp1-15/+15
2020-03-09gl_shader_cache: Rework shader cache and remove post-specializationsReinUsesLisp1-6/+5
Instead of pre-specializing shaders and then post-specializing them, drop the later and only "specialize" the shader while decoding it.
2020-01-25Shader_IR: Address feedback.Fernando Sahmkow1-0/+2
2020-01-24Shader_IR: Address FeedbackFernando Sahmkow1-1/+1
2020-01-24Shader_IR: Allow constant access of guest driver.Fernando Sahmkow1-1/+1
2020-01-24Shader_IR: Address FeedbackFernando Sahmkow1-1/+0
2020-01-24Shader_IR: Store Bound buffer on Shader UsageFernando Sahmkow1-0/+12
2020-01-24GPU: Implement guest driver profile and deduce texture handler sizes.Fernando Sahmkow1-0/+8
2019-11-27video_core/const_buffer_locker: Remove unused includesLioncash1-0/+1
2019-11-23video_core: Unify ProgramType and ShaderStage into ShaderTypeReinUsesLisp1-1/+2
2019-10-26Shader_IR: Address Feedback.Fernando Sahmkow1-0/+7
2019-10-25gl_shader_cache: Implement locker variants invalidationReinUsesLisp1-0/+3
2019-10-25const_buffer_locker: Minor style changesReinUsesLisp1-53/+23
2019-10-25gl_shader_decompiler: Move entries to a separate functionReinUsesLisp1-2/+2
2019-10-25Shader_IR: Correct typo in Consistent method.Fernando Sahmkow1-1/+1
2019-10-25Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide itFernando Sahmkow1-5/+55
2019-10-25VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders.Fernando Sahmkow1-0/+50