Commit message (Collapse) | Author | Files | Lines | ||
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2021-07-23 | shader: Remove old shader management | ReinUsesLisp | 1 | -172/+0 | |
2020-09-23 | shader/registry: Silence a -Wshadow warning | Lioncash | 1 | -1/+1 | |
2020-06-05 | shader/texture: Join separate image and sampler pairs offline | ReinUsesLisp | 1 | -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 | |||||
2020-03-09 | engines/maxwell_3d: Add TFB registers and store them in shader registry | ReinUsesLisp | 1 | -3/+9 | |
2020-03-09 | shader/registry: Address feedback | ReinUsesLisp | 1 | -12/+6 | |
2020-03-09 | shader/registry: Cache tessellation state | ReinUsesLisp | 1 | -2/+6 | |
2020-03-09 | shader/registry: Store graphics and compute metadata | ReinUsesLisp | 1 | -9/+40 | |
Store information GLSL forces us to provide but it's dynamic state in hardware (workgroup sizes, primitive topology, shared memory size). | |||||
2020-03-09 | video_core: Rename "const buffer locker" to "registry" | ReinUsesLisp | 1 | -15/+15 | |
2020-03-09 | gl_shader_cache: Rework shader cache and remove post-specializations | ReinUsesLisp | 1 | -6/+5 | |
Instead of pre-specializing shaders and then post-specializing them, drop the later and only "specialize" the shader while decoding it. | |||||
2020-01-25 | Shader_IR: Address feedback. | Fernando Sahmkow | 1 | -0/+2 | |
2020-01-24 | Shader_IR: Address Feedback | Fernando Sahmkow | 1 | -1/+1 | |
2020-01-24 | Shader_IR: Allow constant access of guest driver. | Fernando Sahmkow | 1 | -1/+1 | |
2020-01-24 | Shader_IR: Address Feedback | Fernando Sahmkow | 1 | -1/+0 | |
2020-01-24 | Shader_IR: Store Bound buffer on Shader Usage | Fernando Sahmkow | 1 | -0/+12 | |
2020-01-24 | GPU: Implement guest driver profile and deduce texture handler sizes. | Fernando Sahmkow | 1 | -0/+8 | |
2019-11-27 | video_core/const_buffer_locker: Remove unused includes | Lioncash | 1 | -0/+1 | |
2019-11-23 | video_core: Unify ProgramType and ShaderStage into ShaderType | ReinUsesLisp | 1 | -1/+2 | |
2019-10-26 | Shader_IR: Address Feedback. | Fernando Sahmkow | 1 | -0/+7 | |
2019-10-25 | gl_shader_cache: Implement locker variants invalidation | ReinUsesLisp | 1 | -0/+3 | |
2019-10-25 | const_buffer_locker: Minor style changes | ReinUsesLisp | 1 | -53/+23 | |
2019-10-25 | gl_shader_decompiler: Move entries to a separate function | ReinUsesLisp | 1 | -2/+2 | |
2019-10-25 | Shader_IR: Correct typo in Consistent method. | Fernando Sahmkow | 1 | -1/+1 | |
2019-10-25 | Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide it | Fernando Sahmkow | 1 | -5/+55 | |
2019-10-25 | VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders. | Fernando Sahmkow | 1 | -0/+50 | |