Commit message (Collapse) | Author | Files | Lines | ||
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2020-12-05 | video_core: Resolve more variable shadowing scenarios pt.3 | Lioncash | 1 | -4/+4 | |
Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors. | |||||
2020-06-05 | shader/texture: Join separate image and sampler pairs offline | ReinUsesLisp | 1 | -2/+2 | |
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 | |||||
2020-06-05 | shader/track: Move bindless tracking to a separate function | ReinUsesLisp | 1 | -2/+8 | |
2020-04-26 | shader/memory_util: Deduplicate code | ReinUsesLisp | 1 | -2/+1 | |
Deduplicate code shared between vk_pipeline_cache and gl_shader_cache as well as shader decoder code. While we are at it, fix a bug in gl_shader_cache where compute shaders had an start offset of a stage shader. | |||||
2020-04-23 | shader/texture: Support multiple unknown sampler properties | ReinUsesLisp | 1 | -11/+13 | |
This allows deducing some properties from the texture instruction before asking the runtime. By doing this we can handle type mismatches in some instructions from the renderer instead of the shader decoder. Fixes texelFetch issues with games using 2D texture instructions on a 1D sampler. | |||||
2020-04-23 | shader_ir: Turn classes into data structures | ReinUsesLisp | 1 | -10/+10 | |
2020-04-12 | shader/video: Partially implement VMNMX | ReinUsesLisp | 1 | -0/+3 | |
Implements the common usages for VMNMX. Inputs with a different size than 32 bits are not supported and sign mismatches aren't supported either. VMNMX works as follows: It grabs Ra and Rb and applies a maximum/minimum on them (this is defined by .MX), having in mind the input sign. This result can then be saturated. After the intermediate result is calculated, it applies another operation on it using Rc. These operations are merges, accumulations or another min/max pass. This instruction allows to implement with a more flexible approach GCN's min3 and max3 instructions (for instance). | |||||
2020-04-06 | shader_decode: SULD.D using std::pair instead of out parameter | namkazy | 1 | -2/+2 | |
2020-04-06 | shader_decode: SULD.D implement bits64 and reverse shader ir init method to removed shader stage. | namkazy | 1 | -3/+6 | |
2020-04-05 | add shader stage when init shader ir | namkazy | 1 | -2/+3 | |
2020-03-16 | shader/shader_ir: Track usage in input attribute and of legacy varyings | ReinUsesLisp | 1 | -0/+8 | |
2020-03-09 | video_core: Rename "const buffer locker" to "registry" | ReinUsesLisp | 1 | -3/+3 | |
2020-01-25 | Shader_IR: Address feedback. | Fernando Sahmkow | 1 | -1/+1 | |
2020-01-24 | Shader_IR: Change name of TrackSampler function so it does not confuse with the type. | Fernando Sahmkow | 1 | -1/+2 | |
2020-01-24 | Shader_IR: Propagate bindless index into the GL compiler. | Fernando Sahmkow | 1 | -3/+2 | |
2020-01-24 | Shader_IR: Implement Injectable Custom Variables to the IR. | Fernando Sahmkow | 1 | -0/+9 | |
2020-01-24 | Shader_IR: deduce size of indexed samplers | Fernando Sahmkow | 1 | -0/+1 | |
2020-01-24 | Shader_IR: Implement initial code for tracking indexed samplers. | Fernando Sahmkow | 1 | -0/+3 | |
2020-01-24 | GPU: Implement guest driver profile and deduce texture handler sizes. | Fernando Sahmkow | 1 | -0/+1 | |
2020-01-09 | shader_ir/memory: Implement u16 and u8 for STG and LDG | ReinUsesLisp | 1 | -1/+1 | |
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. | |||||
2020-01-04 | Shader_IR: Address Feedback | Fernando Sahmkow | 1 | -4/+4 | |
2019-12-30 | Shader_IR: add the ability to amend code in the shader ir. | Fernando Sahmkow | 1 | -0/+8 | |
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. | |||||
2019-12-16 | shader/texture: Implement TLD4.PTP | ReinUsesLisp | 1 | -1/+4 | |
2019-12-12 | Shader_Ir: Correct TLD4S encoding and implement f16 flag. | Fernando Sahmkow | 1 | -1/+1 | |
2019-12-12 | Shader_Ir: default failed tracks on bindless samplers to null values. | Fernando Sahmkow | 1 | -2/+2 | |
2019-12-10 | shader: Keep track of shaders using warp instructions | ReinUsesLisp | 1 | -0/+5 | |
2019-11-23 | shader/texture: Deduce texture buffers from locker | ReinUsesLisp | 1 | -4/+9 | |
Instead of specializing shaders to separate texture buffers from 1D textures, use the locker to deduce them while they are being decoded. | |||||
2019-11-08 | video_core: Silence implicit conversion warnings | ReinUsesLisp | 1 | -3/+3 | |
2019-10-31 | Shader_IR: Fix regression on TLD4 | Fernando Sahmkow | 1 | -1/+1 | |
Originally on the last commit I thought TLD4 acted the same as TLD4S and didn't have a mask. It actually does have a component mask. This commit corrects that. | |||||
2019-10-30 | Shader_IR: Fix TLD4 and add Bindless Variant. | Fernando Sahmkow | 1 | -2/+2 | |
This commit fixes an issue where not all 4 results of tld4 were being written, the color component was defaulted to red, among other things. It also implements the bindless variant. | |||||
2019-10-30 | shader/node: Unpack bindless texture encoding | ReinUsesLisp | 1 | -7/+5 | |
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. | |||||
2019-10-25 | gl_shader_decompiler: Move entries to a separate function | ReinUsesLisp | 1 | -6/+6 | |
2019-10-25 | Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide it | Fernando Sahmkow | 1 | -3/+9 | |
2019-10-25 | Shader_Cache: setup connection of ConstBufferLocker | Fernando Sahmkow | 1 | -1/+2 | |
2019-10-25 | VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders. | Fernando Sahmkow | 1 | -0/+1 | |
2019-10-22 | Shader_Ir: Fix TLD4S from using a component mask. | Fernando Sahmkow | 1 | -1/+1 | |
TLD4S always outputs 4 values, the previous code checked a component mask and omitted those values that weren't part of it. This commit corrects that and makes sure all 4 values are set. | |||||
2019-10-22 | shader_ir/memory: Ignore global memory when tracking fails | ReinUsesLisp | 1 | -2/+3 | |
Ignore global memory operations instead of invoking undefined behaviour when constant buffer tracking fails and we are blasting through asserts, ignore the operation. In the case of LDG this means filling the destination registers with zeroes; for STG this means ignore the instruction as a whole. The default behaviour is still to abort execution on failure. | |||||
2019-10-05 | vk_shader_compiler: Implement the decompiler in SPIR-V | Fernando Sahmkow | 1 | -0/+4 | |
2019-10-05 | Shader_Ir: Refactor Decompilation process and allow multiple decompilation modes. | Fernando Sahmkow | 1 | -1/+9 | |
2019-10-05 | gl_shader_decompiler: Implement AST decompiling | Fernando Sahmkow | 1 | -8/+17 | |
2019-10-05 | shader_ir: Declare Manager and pass it to appropiate programs. | Fernando Sahmkow | 1 | -0/+2 | |
2019-09-21 | gl_shader_decompiler: Use uint for images and fix SUATOM | ReinUsesLisp | 1 | -6/+3 | |
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. | |||||
2019-09-19 | VideoCore: Corrections to the MME Inliner and removal of hacky instance management. | Fernando Sahmkow | 1 | -0/+10 | |
2019-09-11 | shader/image: Implement SUATOM and fix SUST | ReinUsesLisp | 1 | -2/+8 | |
2019-09-06 | gl_shader_decompiler: Keep track of written images and mark them as modified | ReinUsesLisp | 1 | -4/+4 | |
2019-09-05 | shader_ir: Implement ST_S | ReinUsesLisp | 1 | -1/+5 | |
This instruction writes to a memory buffer shared with threads within the same work group. It is known as "shared" memory in GLSL. | |||||
2019-08-21 | shader_ir: Implement VOTE | ReinUsesLisp | 1 | -0/+1 | |
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. | |||||
2019-07-22 | shader/decode: Implement S2R Tic | ReinUsesLisp | 1 | -0/+3 | |
2019-07-17 | shader_ir: Rename Get/SetTemporal to Get/SetTemporary | Lioncash | 1 | -4/+4 | |
This is more accurate in terms of describing what the functions are actually doing. Temporal relates to time, not the setting of a temporary itself. | |||||
2019-07-17 | shader_ir: Remove unused includes | Lioncash | 1 | -3/+0 | |
Removes unnecessary header dependencies. | |||||
2019-07-15 | shader: Allow tracking of indirect buffers without variable offset | ReinUsesLisp | 1 | -1/+1 | |
While changing this code, simplify tracking code to allow returning the base address node, this way callers don't have to manually rebuild it on each invocation. | |||||
2019-07-09 | shader_ir: Add comments on missing instruction. | Fernando Sahmkow | 1 | -0/+4 | |
Also shows Nvidia's address space on comments. | |||||
2019-07-09 | shader_ir: Unify blocks in decompiled shaders. | Fernando Sahmkow | 1 | -0/+6 | |
2019-07-09 | shader_ir: Decompile Flow Stack | Fernando Sahmkow | 1 | -0/+3 | |
2019-07-09 | shader_ir: propagate shader size to the IR | Fernando Sahmkow | 1 | -1/+2 | |
2019-07-09 | shader_ir: Remove the old scanner. | Fernando Sahmkow | 1 | -11/+0 | |
2019-07-08 | gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders | ReinUsesLisp | 1 | -0/+15 | |
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. | |||||
2019-06-21 | shader: Implement bindless images | ReinUsesLisp | 1 | -0/+3 | |
2019-06-21 | shader: Decode SUST and implement backing image functionality | ReinUsesLisp | 1 | -0/+9 | |
2019-06-21 | shader: Implement texture buffers | ReinUsesLisp | 1 | -0/+2 | |
2019-06-07 | shader: Move Node declarations out of the shader IR header | ReinUsesLisp | 1 | -492/+1 | |
Analysis passes do not have a good reason to depend on shader_ir.h to work on top of nodes. This splits node-related declarations to their own file and leaves the IR in shader_ir.h | |||||
2019-06-06 | shader: Use shared_ptr to store nodes and move initialization to file | ReinUsesLisp | 1 | -83/+25 | |
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. | |||||
2019-05-23 | shader/shader_ir: Make Comment() take a std::string by value | Lioncash | 1 | -1/+1 | |
This allows for forming comment nodes without making unnecessary copies of the std::string instance. e.g. previously: Comment(fmt::format("Base address is c[0x{:x}][0x{:x}]", cbuf->GetIndex(), cbuf_offset)); Would result in a copy of the string being created, as CommentNode() takes a std::string by value (a const ref passed to a value parameter results in a copy). Now, only one instance of the string is ever moved around. (fmt::format returns a std::string, and since it's returned from a function by value, this is a prvalue (which can be treated like an rvalue), so it's moved into Comment's string parameter), we then move it into the CommentNode constructor, which then moves the string into its member variable). | |||||
2019-05-21 | shader/memory: Implement LD (generic memory) | ReinUsesLisp | 1 | -4/+2 | |
2019-05-20 | shader: Implement S2R Tid{XYZ} and CtaId{XYZ} | ReinUsesLisp | 1 | -1/+7 | |
2019-05-19 | shader/shader_ir: Remove unnecessary inline specifiers | Lioncash | 1 | -2/+2 | |
constexpr internally links by default, so the inline specifier is unnecessary. | |||||
2019-05-19 | shader/shader_ir: Simplify constructors for OperationNode | Lioncash | 1 | -15/+6 | |
Many of these constructors don't even need to be templated. The only ones that need to be templated are the ones that actually make use of the parameter pack. Even then, since std::vector accepts an initializer list, we can supply the parameter pack directly to it instead of creating our own copy of the list, then copying it again into the std::vector. | |||||
2019-05-19 | shader/shader_ir: Remove unnecessary template parameter packs from Operation() overloads where applicable | Lioncash | 1 | -2/+0 | |
These overloads don't actually make use of the parameter pack, so they can be turned into regular non-template function overloads. | |||||
2019-05-19 | shader/shader_ir: Mark tracking functions as const member functions | Lioncash | 1 | -3/+4 | |
These don't actually modify instance state, so they can be marked as const member functions | |||||
2019-05-19 | shader/shader_ir: Place implementations of constructor and destructor in cpp file | Lioncash | 1 | -5/+2 | |
Given the class contains quite a lot of non-trivial types, place the constructor and destructor within the cpp file to avoid inlining construction and destruction code everywhere the class is used. | |||||
2019-05-03 | shader: Add physical attributes commentaries | ReinUsesLisp | 1 | -2/+4 | |
2019-05-03 | gl_shader_decompiler: Implement GLSL physical attributes | ReinUsesLisp | 1 | -1/+1 | |
2019-05-03 | shader_ir/memory: Implement physical input attributes | ReinUsesLisp | 1 | -3/+17 | |
2019-05-03 | shader: Remove unused AbufNode Ipa mode | ReinUsesLisp | 1 | -16/+4 | |
2019-05-03 | shader_ir/memory: Emit AL2P IR | ReinUsesLisp | 1 | -0/+5 | |
2019-04-26 | shader_ir: Move Sampler index entry in operand< to sort declarations | ReinUsesLisp | 1 | -2/+2 | |
2019-04-26 | shader_ir: Add missing entry to Sampler operand< comparison | ReinUsesLisp | 1 | -2/+3 | |
2019-04-16 | shader_ir/decode: Fix half float pre-operations and remove MetaHalfArithmetic | ReinUsesLisp | 1 | -16/+10 | |
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. | |||||
2019-04-16 | shader_ir/decode: Implement half float saturation | ReinUsesLisp | 1 | -0/+3 | |
2019-04-16 | renderer_opengl: Implement half float NaN comparisons | ReinUsesLisp | 1 | -6/+12 | |
2019-04-14 | shader_ir: Implement STG, keep track of global memory usage and flush | ReinUsesLisp | 1 | -3/+13 | |
2019-04-08 | Move ConstBufferAccessor to Maxwell3d, correct mistakes and clang format. | Fernando Sahmkow | 1 | -2/+2 | |
2019-04-08 | Refactor GetTextureCode and GetTexCode to use an optional instead of optional parameters | Fernando Sahmkow | 1 | -11/+9 | |
2019-04-08 | Implement Bindless Handling on SetupTexture | Fernando Sahmkow | 1 | -4/+3 | |
2019-04-08 | Unify both sampler types. | Fernando Sahmkow | 1 | -8/+28 | |
2019-04-08 | Implement Bindless Samplers and TEX_B in the IR. | Fernando Sahmkow | 1 | -9/+22 | |
2019-03-30 | shader_ir/decode: Implement AOFFI for TEX and TLD4 | ReinUsesLisp | 1 | -3/+6 | |
2019-03-30 | shader_ir: Implement immediate register tracking | ReinUsesLisp | 1 | -0/+3 | |
2019-02-26 | shader/decode: Remove extras from MetaTexture | ReinUsesLisp | 1 | -1/+3 | |
2019-02-26 | shader/decode: Split memory and texture instructions decoding | ReinUsesLisp | 1 | -0/+1 | |
2019-02-07 | shader_ir: Remove F4 prefix to texture operations | ReinUsesLisp | 1 | -6/+6 | |
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. | |||||
2019-02-07 | shader_ir: Clean texture management code | ReinUsesLisp | 1 | -5/+5 | |
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. | |||||
2019-02-07 | gl_shader_disk_cache: Save GLSL and entries into the precompiled file | ReinUsesLisp | 1 | -0/+9 | |
2019-02-03 | shader_ir: Rename BasicBlock to NodeBlock | ReinUsesLisp | 1 | -46/+46 | |
It's not always used as a basic block. Rename it for consistency. | |||||
2019-02-03 | shader_ir: Pass decoded nodes as a whole instead of per basic blocks | ReinUsesLisp | 1 | -25/+26 | |
Some games call LDG at the top of a basic block, making the tracking heuristic to fail. This commit lets the heuristic the decoded nodes as a whole instead of per basic blocks. This may lead to some false positives but allows it the heuristic to track cases it previously couldn't. | |||||
2019-01-30 | shader_ir: Unify constant buffer offset values | ReinUsesLisp | 1 | -1/+1 | |
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. | |||||
2019-01-30 | shader_decode: Implement LDG and basic cbuf tracking | ReinUsesLisp | 1 | -4/+34 | |
2019-01-28 | shader/shader_ir: Amend three comment typos | Lioncash | 1 | -3/+3 | |
Given we're in the area, these are three trivial typos that can be corrected. | |||||
2019-01-28 | shader/shader_ir: Amend constructor initializer ordering for AbufNode | Lioncash | 1 | -2/+2 | |
Orders the class members in the same order that they would actually be initialized in. Gets rid of two compiler warnings. | |||||
2019-01-15 | shader_ir: Pass to decoder functions basic block's code | ReinUsesLisp | 1 | -25/+25 | |
2019-01-15 | shader_decode: Improve zero flag implementation | ReinUsesLisp | 1 | -2/+7 | |
2019-01-15 | shader_ir: Remove composite primitives and use temporals instead | ReinUsesLisp | 1 | -30/+30 | |
2019-01-15 | shader_decode: Use proper primitive names | ReinUsesLisp | 1 | -7/+5 | |
2019-01-15 | shader_decode: Use BitfieldExtract instead of shift + and | ReinUsesLisp | 1 | -2/+7 | |
2019-01-15 | shader_ir: Remove Ipa primitive | ReinUsesLisp | 1 | -2/+0 | |
2019-01-15 | shader_ir: Remove RZ and use Register::ZeroIndex instead | ReinUsesLisp | 1 | -2/+0 | |
2019-01-15 | shader_decode: Implement TEXS.F16 | ReinUsesLisp | 1 | -2/+6 | |
2019-01-15 | video_core: Implement IR based geometry shaders | ReinUsesLisp | 1 | -0/+3 | |
2019-01-15 | shader_decode: Implement VMAD and VSETP | ReinUsesLisp | 1 | -0/+4 | |
2019-01-15 | shader_decode: Implement HSET2 | ReinUsesLisp | 1 | -0/+1 | |
2019-01-15 | shader_decode: Rework HSETP2 | ReinUsesLisp | 1 | -7/+8 | |
2019-01-15 | shader_decode: Implement HFMA2 | ReinUsesLisp | 1 | -0/+1 | |
2019-01-15 | shader_decode: Implement POPC | ReinUsesLisp | 1 | -1/+3 | |
2019-01-15 | shader_decode: Implement TLDS (untested) | ReinUsesLisp | 1 | -0/+4 | |
2019-01-15 | shader_decode: Update TLD4 reflecting #1862 changes | ReinUsesLisp | 1 | -0/+3 | |
2019-01-15 | shader_ir: Fixup TEX and TEXS and partially fix TLD4 decompiling | ReinUsesLisp | 1 | -1/+3 | |
2019-01-15 | video_core: Address feedback | ReinUsesLisp | 1 | -11/+10 | |
2019-01-15 | shader_ir: Fixup file inclusions and clang-format | ReinUsesLisp | 1 | -1/+0 | |
2019-01-15 | shader_ir: Move comment node string | Mat M | 1 | -2/+2 | |
Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc> | |||||
2019-01-15 | shader_ir: Address feedback to avoid UB in bit casting | ReinUsesLisp | 1 | -2/+4 | |
2019-01-15 | shader_decode: Implement LOP3 | ReinUsesLisp | 1 | -0/+2 | |
2019-01-15 | shader_decode: Implement LOP32I | ReinUsesLisp | 1 | -0/+5 | |
2019-01-15 | shader_decode: Implement TEX and TXQ | ReinUsesLisp | 1 | -0/+4 | |
2019-01-15 | shader_decode: Implement TEXS (F32) | ReinUsesLisp | 1 | -0/+18 | |
2019-01-15 | shader_ir: Add condition code helper | ReinUsesLisp | 1 | -0/+3 | |
2019-01-15 | shader_ir: Add predicate combiner helper | ReinUsesLisp | 1 | -0/+3 | |
2019-01-15 | shader_ir: Add comparison helpers | ReinUsesLisp | 1 | -0/+9 | |
2019-01-15 | shader_ir: Add half float helpers | ReinUsesLisp | 1 | -0/+7 | |
2019-01-15 | shader_ir: Add integer helpers | ReinUsesLisp | 1 | -0/+5 | |
2019-01-15 | shader_ir: Add float helpers | ReinUsesLisp | 1 | -0/+5 | |
2019-01-15 | shader_ir: Add setters | ReinUsesLisp | 1 | -0/+8 | |
2019-01-15 | shader_ir: Add local memory getters | ReinUsesLisp | 1 | -0/+3 | |
2019-01-15 | shader_ir: Add internal flag getters | ReinUsesLisp | 1 | -0/+2 | |
2019-01-15 | shader_ir: Add attribute getters | ReinUsesLisp | 1 | -0/+5 | |
2019-01-15 | shader_ir: Add constant buffer getters | ReinUsesLisp | 1 | -0/+4 | |
2019-01-15 | shader_ir: Add register getter | ReinUsesLisp | 1 | -0/+2 | |
2019-01-15 | shader_ir: Add immediate node constructors | ReinUsesLisp | 1 | -1/+18 | |
2019-01-15 | shader_ir: Initial implementation | ReinUsesLisp | 1 | -0/+662 | |