Commit message (Collapse) | Author | Files | Lines | ||
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2020-03-09 | shader/registry: Store graphics and compute metadata | ReinUsesLisp | 1 | -6/+3 | |
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 | -2/+2 | |
2020-03-09 | gl_shader_cache: Rework shader cache and remove post-specializations | ReinUsesLisp | 1 | -6/+3 | |
Instead of pre-specializing shaders and then post-specializing them, drop the later and only "specialize" the shader while decoding it. | |||||
2020-02-29 | nit: move comment to right place. | Nguyen Dac Nam | 1 | -2/+2 | |
2020-02-28 | shader_decode: Fix LD, LDG when track constant buffer | Nguyen Dac Nam | 1 | -4/+12 | |
2020-02-28 | shader_decode: keep it search on all code | Nguyen Dac Nam | 1 | -4/+12 | |
It fixed opcode LD, LDG on Pokemon Sword that can't find the constant buffer. Not sure if it helps any on visual. | |||||
2020-02-02 | shader: Remove curly braces initializers on shared pointers | ReinUsesLisp | 1 | -2/+2 | |
2020-01-25 | Shader_IR: Address feedback. | Fernando Sahmkow | 1 | -5/+4 | |
2020-01-24 | Shader_IR: Change name of TrackSampler function so it does not confuse with the type. | Fernando Sahmkow | 1 | -5/+7 | |
2020-01-24 | Shader_IR: Propagate bindless index into the GL compiler. | Fernando Sahmkow | 1 | -3/+26 | |
2020-01-24 | Shader_IR: Implement initial code for tracking indexed samplers. | Fernando Sahmkow | 1 | -0/+82 | |
2019-12-10 | shader_ir/memory: Implement patch stores | ReinUsesLisp | 1 | -0/+1 | |
2019-07-17 | shader_ir: std::move Node instance where applicable | Lioncash | 1 | -4/+6 | |
These are std::shared_ptr instances underneath the hood, which means copying them isn't as cheap as a regular pointer. Particularly so on weakly-ordered systems. This avoids atomic reference count increments and decrements where they aren't necessary for the core set of operations. | |||||
2019-07-16 | Shader_Ir: Correct tracking to track from right to left | Fernando Sahmkow | 1 | -2/+2 | |
2019-07-15 | shader: Allow tracking of indirect buffers without variable offset | ReinUsesLisp | 1 | -10/+15 | |
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. | |||||
2019-06-06 | shader: Use shared_ptr to store nodes and move initialization to file | ReinUsesLisp | 1 | -9/+9 | |
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. | |||||
2019-05-19 | shader/shader_ir: Mark tracking functions as const member functions | Lioncash | 1 | -5/+7 | |
These don't actually modify instance state, so they can be marked as const member functions | |||||
2019-03-30 | shader_ir: Implement immediate register tracking | ReinUsesLisp | 1 | -1/+16 | |
2019-02-25 | shader/track: Resolve variable shadowing warnings | Lioncash | 1 | -5/+5 | |
2019-02-03 | shader/track: Search inside of conditional nodes | ReinUsesLisp | 1 | -0/+11 | |
Some games search conditionally use global memory instructions. This allows the heuristic to search inside conditional nodes for the source constant buffer. | |||||
2019-02-03 | shader_ir: Rename BasicBlock to NodeBlock | ReinUsesLisp | 1 | -3/+3 | |
It's not always used as a basic block. Rename it for consistency. | |||||
2019-01-30 | shader_decode: Implement LDG and basic cbuf tracking | ReinUsesLisp | 1 | -0/+76 | |