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* shader/arithmetic: Implement FCMP immediate + register variantReinUsesLisp2020-10-281-1/+2
| | | | Trivially add the encoding for this.
* shader/texture: Implement CUBE texture type for TMML and fix arraysReinUsesLisp2020-10-081-19/+22
| | | | | | | | TMML takes an array argument that has no known meaning, this one appears as the first component in gpr8 followed by s, t and r. Skip this component when arrays are being used. Also implement CUBE texture types. - Used by Pikmin 3: Deluxe Demo.
* Merge pull request #4703 from lioncash/desig7bunnei2020-09-272-26/+26
|\ | | | | shader/registry: Make use of designated initializers where applicable
| * shader/registry: Silence a -Wshadow warningLioncash2020-09-232-5/+5
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| * shader/registry: Remove unnecessary namespace qualifiersLioncash2020-09-231-5/+3
| | | | | | | | Using statements already make these unnecessary.
| * shader/registry: Make use of designated initializers where applicableLioncash2020-09-231-17/+19
| | | | | | | | Same behavior, less repetition.
* | Merge pull request #4711 from lioncash/move5bunnei2020-09-251-16/+19
|\ \ | | | | | | arithmetic_integer_immediate: Make use of std::move where applicable
| * | arithmetic_integer_immediate: Make use of std::move where applicableLioncash2020-09-241-16/+19
| |/ | | | | | | | | Same behavior, minus any redundant atomic reference count increments and decrements.
* | Merge pull request #4674 from ReinUsesLisp/timeline-semaphoresbunnei2020-09-241-0/+11
|\ \ | | | | | | renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphore
| * | renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp2020-09-191-0/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This reworks how host<->device synchronization works on the Vulkan backend. Instead of "protecting" resources with a fence and signalling these as free when the fence is known to be signalled by the host GPU, use timeline semaphores. Vulkan timeline semaphores allow use to work on a subset of D3D12 fences. As far as we are concerned, timeline semaphores are a value set by the host or the device that can be waited by either of them. Taking advantange of this, we can have a monolithically increasing atomic value for each submission to the graphics queue. Instead of protecting resources with a fence, we simply store the current logical tick (the atomic value stored in CPU memory). When we want to know if a resource is free, it can be compared to the current GPU tick. This greatly simplifies resource management code and the free status of resources should have less false negatives. To workaround bugs in validation layers, when these are attached there's a thread waiting for timeline semaphores.
* | | control_flow: emplace elements in place within TryQuery()Lioncash2020-09-231-6/+6
| | | | | | | | | | | | | | | Places data structures where they'll eventually be moved to to avoid needing to even move them in the first place.
* | | control_flow: Make use of std::move in InsertBranch()Lioncash2020-09-231-7/+8
| |/ |/| | | | | Avoids unnecessary atomic increments and decrements.
* | General: Make use of std::nullopt where applicableLioncash2020-09-222-18/+11
| | | | | | | | | | | | | | | | 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.
* | Merge pull request #4672 from lioncash/narrowingRodrigo Locatti2020-09-171-1/+1
|\ \ | | | | | | decoder/texture: Eliminate narrowing conversion in GetTldCode()
| * | decoder/texture: Eliminate narrowing conversion in GetTldCode()Lioncash2020-09-171-1/+1
| |/ | | | | | | The assignment was previously truncating a u64 value to a bool.
* / decode/image: Eliminate switch fallthrough in DecodeImage()Lioncash2020-09-171-0/+1
|/ | | | | Fortunately this didn't result in any issues, given the block that code was falling through to would immediately break.
* video_core: Enforce -Werror=switchReinUsesLisp2020-09-162-4/+13
| | | | This forces us to fix all -Wswitch warnings in video_core.
* video_core: Remove all Core::System references in rendererReinUsesLisp2020-09-062-9/+4
| | | | | | | | | Now that the GPU is initialized when video backends are initialized, it's no longer needed to query components once the game is running: it can be done when yuzu is booting. This allows us to pass components between constructors and in the process remove all Core::System references in the video backend.
* Merge pull request #4575 from lioncash/asyncbunnei2020-09-032-17/+15
|\ | | | | async_shaders: Mark getters as const member functions
| * async_shaders: Mark getters as const member functionsLioncash2020-08-242-17/+15
| | | | | | | | While we're at it, we can also mark them as nodiscard.
* | Merge pull request #4524 from lioncash/memory-logbunnei2020-08-271-1/+2
|\ \ | |/ |/| shader/memory: Amend UNIMPLEMENTED_IF_MSG without a message
| * shader/memory: Amend UNIMPLEMENTED_IF_MSG without a messageLioncash2020-08-141-1/+2
| | | | | | | | | | We need to provide a message for this variant of the macro, so we can simply log out the type being used.
* | Merge pull request #4443 from ameerj/vk-async-shadersDavid2020-08-172-30/+99
|\ \ | | | | | | vulkan_renderer: Async shader/graphics pipeline compilation
| * | Remove unneeded newlines, optional Registry in shader paramsameerj2020-08-162-8/+4
| | | | | | | | | | | | Addressing feedback from Rodrigo
| * | Morph: Update worker allocation commentAmeer J2020-08-161-1/+1
| | | | | | | | | Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
| * | move thread 1/4 count computation into allocate workers methodameerj2020-08-162-3/+12
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| * | Address feedback, add shader compile notifier, update setting textameerj2020-08-162-68/+65
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| * | Vk Async Worker directly emplace in cacheameerj2020-08-161-53/+25
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| * | Address feedback. Bruteforce delete duplicatesameerj2020-08-162-61/+78
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| * | Vk Async pipeline compilationameerj2020-08-162-6/+84
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* / async_shaders: Resolve -Wpessimizing-move warningLioncash2020-08-141-2/+2
|/ | | | | Prevents pessimization of the move constructor (which thankfully didn't actually happen in practice here, given std::thread isn't copyable).
* General: Tidy up clang-format warnings part 2Lioncash2020-08-132-17/+19
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* Merge pull request #4391 from lioncash/nrvobunnei2020-07-244-22/+22
|\ | | | | video_core: Allow copy elision to take place where applicable
| * video_core: Allow copy elision to take place where applicableLioncash2020-07-214-22/+22
| | | | | | | | | | Removes const from some variables that are returned from functions, as this allows the move assignment/constructors to execute for them.
* | Merge pull request #4361 from ReinUsesLisp/lane-idRodrigo Locatti2020-07-211-2/+1
|\ \ | | | | | | decode/other: Implement S2R.LaneId
| * | decode/other: Implement S2R.LaneIdReinUsesLisp2020-07-161-2/+1
| | | | | | | | | | | | | | | | | | This maps to host's thread id. - Fixes graphical issues on Paper Mario.
* | | Merge pull request #4324 from ReinUsesLisp/formatsbunnei2020-07-211-27/+27
|\ \ \ | |_|/ |/| | video_core: Fix, add and rename pixel formats
| * | video_core: Rearrange pixel format namesReinUsesLisp2020-07-131-27/+27
| |/ | | | | | | | | | | Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
* | Fix style issuesDavid Marcec2020-07-181-4/+10
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* | Remove duplicate configDavid Marcec2020-07-171-0/+1
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* | Use conditional varDavid Marcec2020-07-172-9/+15
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* | async shadersDavid Marcec2020-07-172-0/+277
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* Merge pull request #4147 from ReinUsesLisp/hset2-immbunnei2020-06-271-21/+67
|\ | | | | shader/half_set: Implement HSET2_IMM
| * shader/half_set: Implement HSET2_IMMReinUsesLisp2020-06-231-21/+67
| | | | | | | | | | | | Add HSET2_IMM. Due to the complexity of the encoding avoid using BitField unions and read the relevant bits from the code itself. This is less error prone.
* | Merge pull request #4083 from Morph1984/B10G11R11Fbunnei2020-06-241-9/+17
|\ \ | |/ |/| decode/image: Implement B10G11R11F
| * decode/image: Implement B10G11R11FMorph2020-06-201-9/+17
| | | | | | | | - Used by Kirby Star Allies
* | memory_util: boost hashes are size_tMerryMage2020-06-181-2/+2
|/ | | | | * boost::hash_value returns a size_t * boost::hash_combine takes a size_t& argument
* shader/texture: Join separate image and sampler pairs offlineReinUsesLisp2020-06-057-69/+146
| | | | | | | | | | | | | | | | | | | | | | | | | | 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
* shader/track: Move bindless tracking to a separate functionReinUsesLisp2020-06-052-25/+39
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* Merge pull request #4016 from ReinUsesLisp/invocation-infoLC2020-06-021-1/+1
|\ | | | | shader/other: Fix hardcoded value in S2R INVOCATION_INFO
| * shader/other: Fix hardcoded value in S2R INVOCATION_INFOReinUsesLisp2020-05-301-1/+1
| | | | | | | | | | | | | | | | | | | | Geometry shaders built from Nvidia's compiler check for bits[16:23] to be less than or equal to 0 with VSETP to default to a "safe" value of 0x8000'0000 (safe from hardware's perspective). To avoid hitting this path in the shader, return 0x00ff'0000 from S2R INVOCATION_INFO. This seems to be the maximum number of vertices a geometry shader can emit in a primitive.
* | shader/other: Implement MEMBAR.CTSReinUsesLisp2020-05-272-4/+15
|/ | | | | This silences an assertion we were hitting and uses workgroup memory barriers when the game requests it.
* Merge pull request #3981 from ReinUsesLisp/barbunnei2020-05-262-0/+6
|\ | | | | shader/other: Implement BAR.SYNC 0x0
| * shader/other: Implement BAR.SYNC 0x0ReinUsesLisp2020-05-222-0/+6
| | | | | | | | | | Trivially implement this particular case of BAR. Unless games use OpenCL or CUDA barriers, we shouldn't hit any other case here.
* | Merge pull request #3980 from ReinUsesLisp/red-opbunnei2020-05-261-2/+1
|\ \ | | | | | | shader/memory: Implement non-addition operations in RED
| * | shader/memory: Implement non-addition operations in REDReinUsesLisp2020-05-221-2/+1
| |/ | | | | | | Trivially implement these instructions. They are used in Astral Chain.
* / shader/other: Implement thread comparisons (NV_shader_thread_group)ReinUsesLisp2020-05-222-0/+26
|/ | | | | | | | | | | 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
* shader_ir: Separate float-point comparisons in ordered and unorderedReinUsesLisp2020-05-094-78/+66
| | | | | This allows us to use native SPIR-V instructions without having to manually check for NAN.
* Merge pull request #3693 from ReinUsesLisp/clean-samplersbunnei2020-05-025-223/+168
|\ | | | | shader/texture: Support multiple unknown sampler properties
| * shader/texture: Support multiple unknown sampler propertiesReinUsesLisp2020-04-232-62/+87
| | | | | | | | | | | | | | | | | | 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.
| * shader_ir: Turn classes into data structuresReinUsesLisp2020-04-235-182/+102
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* | Merge pull request #3799 from ReinUsesLisp/iadd-ccbunnei2020-04-303-27/+58
|\ \ | | | | | | shader: Implement P2R CC, IADD Rd.CC and IADD.X
| * | shader/arithmetic_integer: Fix tracking issue in temporaryReinUsesLisp2020-04-281-4/+0
| | | | | | | | | | | | | | | This temporary is not needed as we mark Rd.CC + IADD.X as unimplemented. It caused issues when tracking global buffers.
| * | shader/arithmetic_integer: Fix edge case and mark IADD.X Rd.CC as unimplementedReinUsesLisp2020-04-261-1/+6
| | | | | | | | | | | | | | | IADD.X Rd.CC requires some extra logic that is not currently implemented. Abort when this is hit.
| * | shader/arithmetic_integer: Change IAdd to UAdd to avoid signed overflowReinUsesLisp2020-04-261-2/+2
| | | | | | | | | | | | | | | | | | Signed integer addition overflow might be undefined behavior. It's free to change operations to UAdd and use unsigned integers to avoid potential bugs.
| * | shader/arithmetic_integer: Implement IADD.XReinUsesLisp2020-04-261-0/+6
| | | | | | | | | | | | | | | IADD.X takes the carry flag and adds it to the result. This is generally used to emulate 64-bit operations with 32-bit registers.
| * | shader/arithmetic_integer: Implement CC for IADDReinUsesLisp2020-04-262-3/+21
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| * | decode/register_set_predicate: Implement CCReinUsesLisp2020-04-261-9/+14
| | | | | | | | | | | | | | | | | | P2R CC takes the state of condition codes and puts them into a register. We already have this implemented for PR (predicates). This commit implements CC over that.
| * | decode/register_set_predicate: Use move for shared pointersReinUsesLisp2020-04-261-16/+17
| | | | | | | | | | | | Avoid atomic counters used by shared pointers.
* | | Merge pull request #3788 from FernandoS27/revertbunnei2020-04-301-14/+6
|\ \ \ | | | | | | | | Revert: shader_decode: Fix LD, LDG when track constant buffer.
| * | | Revert: shader_decode: Fix LD, LDG when track constant buffer.Fernando Sahmkow2020-04-241-14/+6
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* | | Merge pull request #3784 from ReinUsesLisp/shader-memory-utilbunnei2020-04-285-24/+127
|\ \ \ | |_|/ |/| | shader/memory_util: Deduplicate code
| * | shader/memory_util: Deduplicate codeReinUsesLisp2020-04-265-24/+127
| |/ | | | | | | | | | | | | | | 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.
* | Merge pull request #3734 from ReinUsesLisp/half-float-modsbunnei2020-04-251-14/+37
|\ \ | | | | | | decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bits
| * | decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bitsReinUsesLisp2020-04-231-14/+37
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The encoding for negation and absolute value was wrong. Extracting is now done manually. Similar instructions having different encodings is the rule, not the exception. To keep sanity and readability I preferred to extract the desired bit manually. This is implemented against nxas: https://github.com/ReinUsesLisp/nxas/blob/8dbc38995711cc12206aa370145a3a02665fd989/table.h#L68 That is itself tested against nvdisasm (Nvidia's official disassembler).
* | | Merge pull request #3749 from ReinUsesLisp/lea-immbunnei2020-04-241-2/+2
|\ \ \ | |_|/ |/| | shader/arithmetic_integer: Fix LEA_IMM encoding
| * | shader/arithmetic_integer: Fix LEA_IMM encodingReinUsesLisp2020-04-211-2/+2
| | | | | | | | | | | | | | | | | | | | | The operand order in LEA_IMM was flipped compared to nvdisasm. Fix that using nxas as reference: https://github.com/ReinUsesLisp/nxas/blob/8dbc38995711cc12206aa370145a3a02665fd989/table.h#L122
* | | Merge pull request #3697 from lioncash/declarationsbunnei2020-04-231-2/+2
|\ \ \ | | | | | | | | CMakeLists: Enable -Wmissing-declarations on Linux builds
| * | | General: Resolve warnings related to missing declarationsLioncash2020-04-171-2/+2
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* | | Merge pull request #3698 from lioncash/warningbunnei2020-04-212-12/+13
|\ \ \ | |_|/ |/| | General: Resolve minor assorted warnings
| * | decode/memory: Resolve unused variable warningLioncash2020-04-171-1/+1
| | | | | | | | | | | | Only the first element of the returned pair is ever used.
| * | decode/texture: Resolve unused variable warnings.Lioncash2020-04-171-5/+7
| | | | | | | | | | | | | | | | | | | | | | | | Some variables aren't used, so we can remove these. Unfortunately, diagnostics are still reported on structured bindings even when annotated with [[maybe_unused]], so we need to unpack the elements that we want to use manually.
| * | decode/texture: Collapse loop down into std::generateLioncash2020-04-171-3/+1
| | | | | | | | | | | | Same behavior, less code.
| * | decode/texture: Eliminate trivial missing field initializer warningsLioncash2020-04-171-3/+4
| |/ | | | | | | We can just specify the initializers.
* | Merge pull request #3679 from lioncash/trackbunnei2020-04-191-5/+6
|\ \ | |/ |/| track: Eliminate redundant copies
| * track: Eliminate redundant copiesLioncash2020-04-161-5/+6
| | | | | | | | | | Two variables can be references, while two others can be std::moved. Makes for 4 less atomic reference count increments and decrements.
* | Merge pull request #3673 from lioncash/extrabunnei2020-04-173-10/+15
|\ \ | | | | | | CMakeLists: Specify -Wextra on linux builds
| * | CMakeLists: Specify -Wextra on linux buildsLioncash2020-04-163-10/+15
| |/ | | | | | | | | | | | | | | | | | | | | 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.
* | Merge pull request #3689 from lioncash/unused-varRodrigo Locatti2020-04-161-1/+0
|\ \ | | | | | | decode/shift: Remove unused variable within Shift()
| * | decode/shift: Remove unused variable within Shift()Lioncash2020-04-161-1/+0
| |/ | | | | | | | | Removes a redundant variable that is already satisfied by the IsFull() utility function.
* / control_flow: Make use of std::move in TryInspectAddress()Lioncash2020-04-161-3/+3
|/ | | | Eliminates redundant atomic reference count increments and decrements.
* Merge pull request #3612 from ReinUsesLisp/redFernando Sahmkow2020-04-152-43/+71
|\ | | | | shader/memory: Implement RED.E.ADD and minor changes to ATOM
| * shader/memory: Implement RED.E.ADDReinUsesLisp2020-04-062-1/+29
| | | | | | | | | | | | | | | | 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.
| * shader/memory: Add "using std::move"ReinUsesLisp2020-04-061-11/+13
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| * shader/memory: Minor fixes in ATOMReinUsesLisp2020-04-061-32/+30
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* | shader/arithmetic: Add FCMP_CR variantReinUsesLisp2020-04-151-1/+2
| | | | | | | | Adds another variant of FCMP.
* | Merge pull request #3619 from ReinUsesLisp/i2iMat M2020-04-131-13/+100
|\ \ | | | | | | shader/conversion: Implement I2I sign extension, saturation and selection
| * | shader/conversion: Implement I2I sign extension, saturation and selectionReinUsesLisp2020-04-071-13/+100
| | | | | | | | | | | | | | | | | | | | | | | | Reimplements I2I adding sign extension, saturation (clamp source value to the destination), selection and destination sizes that are not 32 bits wide. It doesn't implement CC yet.
* | | Merge pull request #3633 from ReinUsesLisp/clean-texdecMat M2020-04-131-14/+0
|\ \ \ | | | | | | | | shader/texture: Remove type mismatches management from shader decoder
| * | | shader/texture: Remove type mismatches management from shader decoderReinUsesLisp2020-04-101-14/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Since commit e22816a5bb we handle type mismatches from the CPU. We don't need to hack our shader decoder due to game bugs anymore. Removed in this commit.
* | | | Merge pull request #3578 from ReinUsesLisp/vmnmxFernando Sahmkow2020-04-122-0/+61
|\ \ \ \ | |/ / / |/| | | shader/video: Partially implement VMNMX
| * | | shader/video: Partially implement VMNMXReinUsesLisp2020-04-122-0/+61
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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).
* | | | Merge pull request #3601 from ReinUsesLisp/some-shader-encodingsbunnei2020-04-092-3/+12
|\ \ \ \ | | | | | | | | | | video_core/shader: Add some instruction and S2R encodings
| * | | | shader/other: Add error message for some S2R registersReinUsesLisp2020-04-041-0/+6
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| * | | | shader_bytecode: Rename MOV_SYS to S2RReinUsesLisp2020-04-041-3/+3
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| * | | | shader_ir: Add error message for EXIT.FCSM_TRReinUsesLisp2020-04-041-0/+3
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* | | | Merge pull request #3489 from namkazt/patch-2Rodrigo Locatti2020-04-072-11/+353
|\ \ \ \ | |_|_|/ |/| | | shader: implement SULD.D bits32/64
| * | | address nit.Nguyen Dac Nam2020-04-071-1/+1
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| * | | Apply suggestions from code reviewNguyen Dac Nam2020-04-071-9/+9
| | | | | | | | | | | | Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
| * | | shader_decode: SULD.D using std::pair instead of out parameternamkazy2020-04-062-19/+15
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| * | | shader_decode: SULD.D avoid duplicate code block.namkazy2020-04-061-39/+2
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| * | | shader_decode: SULD.D fix conversion error.namkazy2020-04-061-3/+3
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| * | | shader_decode: SULD.D implement bits64 and reverse shader ir init method to removed shader stage.namkazy2020-04-063-42/+101
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| * | | silent warning (conversion error)namkazy2020-04-051-3/+2
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| * | | shader_decode: SULD.D -> SINT actually same as UNORM.namkazy2020-04-051-5/+4
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| * | | shader_decode: SULD.D fix decode SNORM componentnamkazy2020-04-051-10/+9
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| * | | clang-formatnamkazy2020-04-051-2/+2
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| * | | shader_decode: get sampler descriptor from registry.namkazy2020-04-051-77/+93
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| * | | tweaking.namkazy2020-04-051-3/+3
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| * | | cleanup unuse paramsnamkazy2020-04-051-8/+6
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| * | | cleanup debug code.namkazy2020-04-051-14/+3
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| * | | reimplement get component type, uncomment mistaken codenamkazy2020-04-051-18/+93
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| * | | remove disable optimizenamkazy2020-04-051-2/+0
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| * | | [wip] reimplement SULD.Dnamkazy2020-04-051-22/+229
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| * | | add shader stage when init shader irnamkazy2020-04-052-5/+7
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| * | | clang-fixNguyen Dac Nam2020-04-051-1/+1
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| * | | shader: image - import PredConditionNguyen Dac Nam2020-04-051-0/+1
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| * | | shader: SULD.D bits32 implement more complexer method.Nguyen Dac Nam2020-04-051-4/+28
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| * | | shader: SULD.D import StoreTypeNguyen Dac Nam2020-04-051-0/+1
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| * | | shader: implement SULD.D bits32Nguyen Dac Nam2020-04-051-11/+27
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* | | Merge pull request #3592 from ReinUsesLisp/ipaFernando Sahmkow2020-04-061-15/+21
|\ \ \ | |/ / |/| | shader_decompiler: Remove FragCoord.w hack and change IPA implementation
| * | shader_decompiler: Remove FragCoord.w hack and change IPA implementationReinUsesLisp2020-04-021-15/+21
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* | | shader/memory: Silence no return value warningReinUsesLisp2020-04-021-0/+3
|/ / | | | | | | Silences a warning about control paths not all returning a value.
* | Merge pull request #3561 from ReinUsesLisp/f2f-conversionFernando Sahmkow2020-03-311-5/+10
|\ \ | | | | | | shader/conversion: Fix F2F rounding operations with different sizes
| * | shader/conversion: Fix F2F rounding operations with different sizesReinUsesLisp2020-03-261-5/+10
| |/ | | | | | | | | | | | | | | | | Rounding operations only matter when the conversion size of source and destination is the same, i.e. .F16.F16, .F32.F32 and .F64.F64. When there is a mismatch (.F16.F32), these bits are used for IEEE rounding, we don't emulate this because GLSL and SPIR-V don't support configuring it per operation.
* | Merge pull request #3577 from ReinUsesLisp/leaFernando Sahmkow2020-03-311-11/+4
|\ \ | | | | | | shader/lea: Fix LEA implementation
| * | shader/lea: Simplify generated LEA codeReinUsesLisp2020-03-281-3/+2
| | |
| * | shader/lea: Fix op_a and op_b usagesReinUsesLisp2020-03-271-2/+2
| | | | | | | | | | | | They were swapped.
| * | shader/lea: Remove const and use move when possibleReinUsesLisp2020-03-271-11/+5
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* | clang-formatNguyen Dac Nam2020-03-311-2/+1
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* | shader_decode: fix by suggestionNguyen Dac Nam2020-03-311-27/+22
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* | clang-formatnamkazy2020-03-301-3/+3
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* | shader_decode: ATOM/ATOMS: add function to avoid code repetitionnamkazy2020-03-302-70/+53
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* | shader_decode: implement ATOM operation for S32 and U32Nguyen Dac Nam2020-03-301-6/+39
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* | clang-formatnamkazy2020-03-301-3/+3
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* | shader_decode: implement ATOMS instr partial.Nguyen Dac Nam2020-03-301-10/+42
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* | shader: node - update correct commentNguyen Dac Nam2020-03-301-15/+15
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* | shader_decode: add Atomic op for common usageNguyen Dac Nam2020-03-301-1/+15
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* Merge pull request #3544 from makigumo/myfork/patch-2bunnei2020-03-261-4/+5
|\ | | | | xmad: fix clang build error
| * xmad: fix clang build errormakigumo2020-03-231-4/+5
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* | Merge pull request #3520 from ReinUsesLisp/legacy-varyingsbunnei2020-03-262-35/+58
|\ \ | |/ |/| gl_shader_decompiler: Implement legacy varyings
| * shader/shader_ir: Track usage in input attribute and of legacy varyingsReinUsesLisp2020-03-162-34/+58
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| * shader/shader_ir: Fix clip distance usage storesReinUsesLisp2020-03-161-2/+1
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| * shader/shader_ir: Change declare output attribute to a switchReinUsesLisp2020-03-161-9/+9
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* | Merge pull request #3505 from namkazt/patch-8bunnei2020-03-191-15/+48
|\ \ | | | | | | shader_decode: implement XMAD mode CSfu
| * | nit & remove some optional paramNguyen Dac Nam2020-03-131-10/+11
| | |
| * | shader_decode: implement XMAD mode CSfuNguyen Dac Nam2020-03-131-9/+41
| | |
* | | Merge pull request #3502 from namkazt/patch-3Rodrigo Locatti2020-03-162-21/+50
|\ \ \ | |_|/ |/| | shader_decode: Reimplement BFE instructions
| * | clang-formatNguyen Dac Nam2020-03-141-2/+1
| | |
| * | nitNguyen Dac Nam2020-03-141-1/+1
| | |
| * | clang-formatNguyen Dac Nam2020-03-131-4/+8
| | |
| * | Apply suggestions from code reviewNguyen Dac Nam2020-03-131-5/+5
| | | | | | | | | Co-Authored-By: Mat M. <mathew1800@gmail.com>
| * | shader_decode: BFE add ref of reverse parallel method.Nguyen Dac Nam2020-03-131-0/+3
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| * | shader_decode: implement BREV on BFENguyen Dac Nam2020-03-131-6/+25
| | | | | | | | | Implement reverse parallel follow: https://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel
| * | node_helper: add IBitfieldExtract caseNguyen Dac Nam2020-03-131-0/+2
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| * | shader_decode: Reimplement BFE instructionsNguyen Dac Nam2020-03-131-25/+27
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* | shader/transform_feedback: Expose buffer strideReinUsesLisp2020-03-132-0/+2
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* | shader/transform_feedback: Add host API friendly TFB builderReinUsesLisp2020-03-132-0/+136
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* | engines/maxwell_3d: Add TFB registers and store them in shader registryReinUsesLisp2020-03-092-3/+12
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* | shader/registry: Address feedbackReinUsesLisp2020-03-092-12/+17
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* | shader/registry: Cache tessellation stateReinUsesLisp2020-03-092-2/+9
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* | shader/registry: Store graphics and compute metadataReinUsesLisp2020-03-093-36/+81
| | | | | | | | | | Store information GLSL forces us to provide but it's dynamic state in hardware (workgroup sizes, primitive topology, shared memory size).
* | video_core: Rename "const buffer locker" to "registry"ReinUsesLisp2020-03-099-50/+54
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* | gl_shader_cache: Rework shader cache and remove post-specializationsReinUsesLisp2020-03-094-28/+17
|/ | | | | Instead of pre-specializing shaders and then post-specializing them, drop the later and only "specialize" the shader while decoding it.
* Merge pull request #3451 from ReinUsesLisp/indexed-texturesbunnei2020-03-051-1/+1
|\ | | | | vk_shader_decompiler: Implement indexed textures
| * shader: Simplify indexed sampler usagesReinUsesLisp2020-02-241-1/+1
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* | nit: move comment to right place.Nguyen Dac Nam2020-02-291-2/+2
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* | shader_decode: Fix LD, LDG when track constant bufferNguyen Dac Nam2020-02-281-4/+12
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* | shader: FMUL switch to using LUT (#3441)Nguyen Dac Nam2020-02-271-19/+14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * shader: add FmulPostFactor LUT table * shader: FMUL apply LUT * Update src/video_core/engines/shader_bytecode.h Co-Authored-By: Mat M. <mathew1800@gmail.com> * nit: mistype * clang-format & add missing import * shader: remove post factor LUT. * shader: move post factor LUT to function and fix incorrect order. * clang-format * shader: FMUL: add static to post factor LUT * nit: typo Co-authored-by: Mat M. <mathew1800@gmail.com>
* | Merge pull request #3440 from namkazt/patch-6bunnei2020-02-261-36/+58
|\ \ | |/ |/| shader: implement LOP3 fast replace for old function
| * nit: add const to where it need.Nguyen Dac Nam2020-02-211-14/+14
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| * shader: implement LOP3 fast replace for old functionNguyen Dac Nam2020-02-211-36/+58
| | | | | | ref: https://devtalk.nvidia.com/default/topic/1070081/cuda-programming-and-performance/reverse-lut-for-lop3-lut/
* | shader/texture: Fix illegal 3D texture assertReinUsesLisp2020-02-211-1/+1
|/ | | | | Fix typo in the illegal 3D texture assert logic. We care about catching arrayed 3D textures or 3D shadow textures, not regular 3D textures.
* Merge pull request #3415 from ReinUsesLisp/texture-codebunnei2020-02-201-43/+28
|\ | | | | shader/texture: Allow 2D shadow arrays and simplify code
| * shader/texture: Allow 2D shadow arrays and simplify codeReinUsesLisp2020-02-151-43/+28
| | | | | | | | | | | | | | Shadow sampler 2D arrays are supported on OpenGL, so there's no reason to forbid these. Enable textureLod usage on these. Minor style changes.
* | shader_conversion: I2F : add Assert for case src_size is ShortNguyen Dac Nam2020-02-191-0/+3
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* | fix warningNguyen Dac Nam2020-02-191-1/+1
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* | clang-format fixNguyen Dac Nam2020-02-191-1/+1
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* | shader_conversion: add conversion I2F for ShortNguyen Dac Nam2020-02-191-9/+6
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* Merge pull request #3379 from ReinUsesLisp/cbuf-offsetbunnei2020-02-142-3/+3
|\ | | | | shader/decode: Fix constant buffer offsets
| * shader/decode: Fix constant buffer offsetsReinUsesLisp2020-02-052-3/+3
| | | | | | | | | | | | Some instances were using cbuf34.offset instead of cbuf34.GetOffset(). This returned the an invalid offset. Address those instances and rename offset to "shifted_offset" to avoid future bugs.
* | Merge pull request #3369 from ReinUsesLisp/shfbunnei2020-02-081-11/+102
|\ \ | |/ |/| shader/shift: Implement SHF
| * shader/shift: Implement SHIFT_RIGHT_{IMM,R}ReinUsesLisp2020-02-021-26/+58
| | | | | | | | Shifts a pair of registers to the right and returns the low register.
| * shader/shift: Implement SHF_LEFT_{IMM,R}ReinUsesLisp2020-02-021-10/+69
| | | | | | | | Shifts a pair of registers to the left and returns the high register.
* | Merge pull request #3357 from ReinUsesLisp/bfi-rcbunnei2020-02-041-2/+5
|\ \ | | | | | | shader/bfi: Implement register-constant buffer variant
| * | shader/bfi: Implement register-constant buffer variantReinUsesLisp2020-01-271-2/+5
| | | | | | | | | | | | | | | It's the same as the variant that was implemented, but it takes the operands from another source.
* | | Merge pull request #3356 from ReinUsesLisp/fcmpbunnei2020-02-041-1/+10
|\ \ \ | | | | | | | | shader/arithmetic: Implement FCMP
| * | | shader/arithmetic: Implement FCMPReinUsesLisp2020-01-271-1/+10
| |/ / | | | | | | | | | | | | Compares the third operand with zero, then selects between the first and second.
* | | Merge pull request #3337 from ReinUsesLisp/vulkan-stagedbunnei2020-02-031-3/+6
|\ \ \ | | | | | | | | yuzu: Implement Vulkan frontend
| * | | shader/other: Fix skips for SYNC and BRKReinUsesLisp2020-01-291-2/+2
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| * | | shader/other: Stub S2R LaneIdReinUsesLisp2020-01-291-1/+4
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* | | shader: Remove curly braces initializers on shared pointersReinUsesLisp2020-02-025-12/+12
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* | | Merge pull request #3282 from FernandoS27/indexed-samplersbunnei2020-02-029-43/+397
|\ \ \ | | | | | | | | Partially implement Indexed samplers in general and specific code in GLSL
| * | | Shader_IR: Address feedback.Fernando Sahmkow2020-01-257-31/+33
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| * | | Shader_IR: Change name of TrackSampler function so it does not confuse with the type.Fernando Sahmkow2020-01-243-7/+10
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| * | | Shader_IR: Corrections, styling and extras.Fernando Sahmkow2020-01-241-2/+4
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| * | | Shader_IR: Propagate bindless index into the GL compiler.Fernando Sahmkow2020-01-244-23/+53
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| * | | Shader_IR: Implement Injectable Custom Variables to the IR.Fernando Sahmkow2020-01-243-1/+34
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| * | | Shader_IR: deduce size of indexed samplersFernando Sahmkow2020-01-244-8/+60
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| * | | Shader_IR: Setup Indexed Samplers on the IRFernando Sahmkow2020-01-241-20/+46
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| * | | Shader_IR: Implement initial code for tracking indexed samplers.Fernando Sahmkow2020-01-244-0/+139
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| * | | Shader_IR: Address FeedbackFernando Sahmkow2020-01-242-25/+25
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| * | | Shader_IR: Allow constant access of guest driver.Fernando Sahmkow2020-01-241-1/+1
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| * | | Shader_IR: Address FeedbackFernando Sahmkow2020-01-242-17/+24
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| * | | Shader_IR: Store Bound buffer on Shader UsageFernando Sahmkow2020-01-242-0/+29
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| * | | GPU: Implement guest driver profile and deduce texture handler sizes.Fernando Sahmkow2020-01-244-0/+31
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* | | Merge pull request #3347 from ReinUsesLisp/local-membunnei2020-01-301-30/+55
|\ \ \ | |_|/ |/| | shader/memory: Implement LDL.S16, LDS.S16, STL.S16 and STS.S16
| * | shader/memory: Implement STL.S16 and STS.S16ReinUsesLisp2020-01-251-3/+10
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| * | shader/memory: Implement unaligned LDL.S16 and LDS.S16ReinUsesLisp2020-01-251-5/+3
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| * | shader/memory: Move unaligned load/store to functionsReinUsesLisp2020-01-251-18/+27
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| * | shader/memory: Implement LDL.S16 and LDS.S16ReinUsesLisp2020-01-251-12/+23
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* / shader/memory: Implement ATOM.ADDReinUsesLisp2020-01-262-2/+22
|/ | | | | | | | | | | | | 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.
* Merge pull request #3273 from FernandoS27/txd-arraybunnei2020-01-241-5/+12
|\ | | | | Shader_IR: Implement TXD Array.
| * Shader_IR: Implement TXD Array.Fernando Sahmkow2020-01-041-5/+12
| | | | | | | | | | This commit extends the compilation of TXD to support array samplers on TXD.
* | shader/memory: Implement ATOMS.ADD.U32ReinUsesLisp2020-01-162-0/+21
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* | control_flow: Silence -Wreorder warning for CFGRebuildStateLioncash2020-01-141-1/+1
| | | | | | | | | | Organizes the initializer list in the same order that the variables would actually be initialized in.
* | Merge pull request #3287 from ReinUsesLisp/ldg-stg-16bunnei2020-01-142-34/+52
|\ \ | | | | | | shader_ir/memory: Implement u16 and u8 for STG and LDG
| * | shader_ir/memory: Implement u16 and u8 for STG and LDGReinUsesLisp2020-01-092-34/+52
| | | | | | | | | | | | | | | | | | | | | 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.
* | | shader_ir/texture: Simplify AOFFI codeReinUsesLisp2020-01-091-10/+6
|/ /
* | Merge pull request #3258 from FernandoS27/shader-amendbunnei2020-01-043-2/+38
|\ \ | |/ |/| Shader_IR: add the ability to amend code in the shader ir.
| * Shader_IR: Address FeedbackFernando Sahmkow2020-01-043-11/+11
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| * Shader_IR: add the ability to amend code in the shader ir.Fernando Sahmkow2019-12-303-3/+39
| | | | | | | | | | | | | | 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.
* | Merge pull request #3239 from ReinUsesLisp/p2rbunnei2020-01-011-16/+44
|\ \ | |/ |/| shader/p2r: Implement P2R Pr
| * shader/p2r: Implement P2R PrReinUsesLisp2019-12-201-1/+15
| | | | | | | | | | P2R dumps predicate or condition codes state to a register. This is useful for unit testing.
| * shader/r2p: Refactor P2R to support P2RReinUsesLisp2019-12-201-16/+30
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* | Merge pull request #3228 from ReinUsesLisp/ptpbunnei2019-12-273-34/+80
|\ \ | | | | | | shader/texture: Implement AOFFI and PTP for TLD4 and TLD4S
| * | shader/texture: Implement TLD4.PTPReinUsesLisp2019-12-163-19/+61
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| * | shader/texture: Enable arrayed TLD4ReinUsesLisp2019-12-161-1/+0
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| * | shader/texture: Implement AOFFI for TLD4SReinUsesLisp2019-12-161-13/+18
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| * | shader/texture: Remove unnecesary parenthesisReinUsesLisp2019-12-161-2/+2
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* | | Merge pull request #3235 from ReinUsesLisp/ldg-u8bunnei2019-12-221-6/+32
|\ \ \ | |_|/ |/| | shader/memory: Implement LDG.U8 and unaligned U8 loads
| * | shader/memory: Implement LDG.U8 and unaligned U8 loadsReinUsesLisp2019-12-181-6/+32
| |/ | | | | | | | | | | | | | | | | | | | | | | LDG can load single bytes instead of full integers or packs of integers. These have the advantage of loading bytes that are not aligned to 4 bytes. To emulate these this commit gets the byte being referenced (by doing "address & 3" and then using that to extract the byte from the loaded integer: result = bitfieldExtract(loaded_integer, (address % 4) * 8, 8)
* | Merge pull request #3234 from ReinUsesLisp/i2f-u8-selectorbunnei2019-12-201-2/+13
|\ \ | | | | | | shader/conversion: Implement byte selector in I2F
| * | shader/conversion: Implement byte selector in I2FReinUsesLisp2019-12-181-2/+13
| |/ | | | | | | | | | | | | I2F's byte selector is used to choose what bytes to convert to float. e.g. if the input is 0xaabbccdd and the selector is ".B3" it will convert 0xaa. The default (when it's not shown in nvdisasm) is ".B0", in that example the default would convert 0xdd to float.
* / shader/texture: Properly shrink unused entries in size mismatchesReinUsesLisp2019-12-181-4/+9
|/ | | | | | | When a image format mismatches we were inserting zeroes to the texture itself. This was not handling cases were the mismatch uses less coordinates than the guest shader code. Address that by resizing the vector.
* Shader_IR: Correct TLD4S Depth Compare.Fernando Sahmkow2019-12-121-5/+12
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* Shader_Ir: Correct TLD4S encoding and implement f16 flag.Fernando Sahmkow2019-12-122-10/+13
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* Shader_Ir: default failed tracks on bindless samplers to null values.Fernando Sahmkow2019-12-122-24/+77
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* shader: Implement MEMBAR.GLReinUsesLisp2019-12-102-0/+8
| | | | Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
* shader_ir/other: Implement S2R InvocationIdReinUsesLisp2019-12-102-0/+3
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* shader: Keep track of shaders using warp instructionsReinUsesLisp2019-12-102-0/+8
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* shader_ir/memory: Implement patch storesReinUsesLisp2019-12-103-19/+36
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* Merge pull request #3109 from FernandoS27/new-instrbunnei2019-12-073-7/+69
|\ | | | | Implement FLO & TXD Instructions on GPU Shaders
| * Shader_IR: Address FeedbackFernando Sahmkow2019-11-182-10/+8
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| * Shader_IR: Implement TXD instruction.Fernando Sahmkow2019-11-142-7/+51
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| * Shader_IR: Implement FLO instruction.Fernando Sahmkow2019-11-142-0/+20
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* | video_core/const_buffer_locker: Make use of std::tie in HasEqualKeys()Lioncash2019-11-271-2/+3
| | | | | | | | Tidies it up a little bit visually.
* | video_core/const_buffer_locker: Remove unused includesLioncash2019-11-272-2/+2
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* | video_core/const_buffer_locker: Remove #pragma once from cpp fileLioncash2019-11-271-2/+0
| | | | | | | | Silences a compiler warning.
* | video_core: Unify ProgramType and ShaderStage into ShaderTypeReinUsesLisp2019-11-232-1/+3
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* | shader/texture: Handle TLDS texture type mismatchesReinUsesLisp2019-11-231-1/+10
| | | | | | | | | | | | | | | | | | | | Some games like "Fire Emblem: Three Houses" bind 2D textures to offsets used by instructions of 1D textures. To handle the discrepancy this commit uses the the texture type from the binding and modifies the emitted code IR to build a valid backend expression. E.g.: Bound texture is 2D and instruction is 1D, the emitted IR samples a 2D texture in the coordinate ivec2(X, 0).
* | shader/texture: Deduce texture buffers from lockerReinUsesLisp2019-11-233-69/+60
| | | | | | | | | | Instead of specializing shaders to separate texture buffers from 1D textures, use the locker to deduce them while they are being decoded.
* | shader/other: Reduce DEPBAR log severityReinUsesLisp2019-11-201-1/+1
|/ | | | | | While DEPBAR is stubbed it doesn't change anything from our end. Shading languages handle what this instruction does implicitly. We are not getting anything out fo this log except noise.
* Merge pull request #3081 from ReinUsesLisp/fswzadd-shufflesFernando Sahmkow2019-11-142-43/+48
|\ | | | | shader: Implement FSWZADD and reimplement SHFL
| * shader_ir/warp: Implement FSWZADDReinUsesLisp2019-11-082-0/+10
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| * gl_shader_decompiler: Reimplement shuffles with platform agnostic intrinsicsReinUsesLisp2019-11-082-42/+37
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* | Merge pull request #3084 from ReinUsesLisp/cast-warningsRodrigo Locatti2019-11-132-5/+5
|\ \ | |/ |/| video_core: Treat implicit conversions as errors
| * video_core: Silence implicit conversion warningsReinUsesLisp2019-11-082-5/+5
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* | Merge pull request #3032 from ReinUsesLisp/simplify-control-flow-brxbunnei2019-11-071-103/+111
|\ \ | | | | | | shader/control_flow: Abstract repeated code chunks in BRX tracking
| * | shader/control_flow: Specify constness on caller lambdasRodrigo Locatti2019-11-071-11/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Update src/video_core/shader/control_flow.cpp Co-Authored-By: Mat M. <mathew1800@gmail.com> Update src/video_core/shader/control_flow.cpp Co-Authored-By: Mat M. <mathew1800@gmail.com> Update src/video_core/shader/control_flow.cpp Co-Authored-By: Mat M. <mathew1800@gmail.com> Update src/video_core/shader/control_flow.cpp Co-Authored-By: Mat M. <mathew1800@gmail.com> Update src/video_core/shader/control_flow.cpp Co-Authored-By: Mat M. <mathew1800@gmail.com> Update src/video_core/shader/control_flow.cpp Co-Authored-By: Mat M. <mathew1800@gmail.com>
| * | shader/control_flow: Use callable template instead of std::functionReinUsesLisp2019-11-071-6/+5
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| * | shader/control_flow: Abstract repeated code chunks in BRX trackingReinUsesLisp2019-11-071-93/+101
| | | | | | | | | | | | Remove copied and pasted for cycles into a common templated function.
| * | shader/control_flow: Silence Intellisense cast warningsReinUsesLisp2019-11-071-1/+1
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| * | shader/control_flow: Remove brace initializer in std containersReinUsesLisp2019-11-071-9/+9
| |/ | | | | | | These containers have a default constructor.
* | shader/decode: Reduce severity of arithmetic rounding warningsReinUsesLisp2019-11-076-15/+17
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* | shader/arithmetic: Reduce RRO stub severityReinUsesLisp2019-11-071-1/+2
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* | shader/texture: Remove NODEP warningsReinUsesLisp2019-11-071-35/+0
|/ | | | | These warnings don't offer meaningful information while decoding shaders. Remove them.
* Merge pull request #3039 from ReinUsesLisp/cleanup-samplersRodrigo Locatti2019-11-064-122/+100
|\ | | | | shader/node: Unpack bindless texture encoding
| * shader/node: Unpack bindless texture encodingReinUsesLisp2019-10-304-122/+100
| | | | | | | | | | | | | | | | | | 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.
* | Shader_IR: Fix regression on TLD4Fernando Sahmkow2019-10-312-5/+4
| | | | | | | | | | | | 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.
* | Shader_IR: Fix TLD4 and add Bindless Variant.Fernando Sahmkow2019-10-302-10/+26
|/ | | | | | 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.
* Merge pull request #2976 from FernandoS27/cache-fast-brx-rebasedRodrigo Locatti2019-10-2610-171/+638
|\ | | | | Implement Fast BRX, fix TXQ and addapt the Shader Cache for it
| * Shader_IR: Address Feedback.Fernando Sahmkow2019-10-267-52/+59
| |
| * gl_shader_cache: Implement locker variants invalidationReinUsesLisp2019-10-252-12/+19
| |
| * gl_shader_disk_cache: Store and load fast BRXReinUsesLisp2019-10-251-2/+2
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| * const_buffer_locker: Minor style changesReinUsesLisp2019-10-252-152/+76
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| * gl_shader_decompiler: Move entries to a separate functionReinUsesLisp2019-10-257-32/+29
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| * Shader_IR: Implement Fast BRX and allow multi-branches in the CFG.Fernando Sahmkow2019-10-251-1/+1
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| * Shader_IR: Correct typo in Consistent method.Fernando Sahmkow2019-10-252-2/+2
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| * Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide itFernando Sahmkow2019-10-254-42/+212
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| * Shader_IR: Implement Fast BRX and allow multi-branches in the CFG.Fernando Sahmkow2019-10-255-130/+246
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| * Shader_Cache: setup connection of ConstBufferLockerFernando Sahmkow2019-10-255-12/+22
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| * VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders.Fernando Sahmkow2019-10-253-0/+123
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| * Shader_IR: Implement BRX tracking.Fernando Sahmkow2019-10-251-0/+113
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* | Merge pull request #3027 from lioncash/lookupRodrigo Locatti2019-10-261-53/+67
|\ \ | | | | | | shader_ir: Use std::array with std::pair instead of std::unordered_map
| * | shader_ir: Use std::array with pair instead of unordered_mapLioncash2019-10-241-53/+67
| | | | | | | | | | | | | | | | | | | | | | | | Given the overall size of the maps are very small, we can use arrays of pairs here instead of always heap allocating a new map every time the functions are called. Given the small size of the maps, the difference in container lookups are negligible, especially given the entries are already sorted.
* | | Merge pull request #3013 from FernandoS27/tld4s-fixRodrigo Locatti2019-10-262-5/+5
|\ \ \ | |_|/ |/| | Shader_Ir: Fix TLD4S from using a component mask.
| * | Shader_Ir: Fix TLD4S from using a component mask.Fernando Sahmkow2019-10-222-5/+5
| | | | | | | | | | | | | | | | | | 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.
* | | video_core/shader: Resolve instances of variable shadowingLioncash2019-10-246-11/+12
| |/ |/| | | | | Silences a few -Wshadow warnings.
* | shader_ir/memory: Ignore global memory when tracking failsReinUsesLisp2019-10-222-18/+26
|/ | | | | | | | | | | 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.
* video_core/shader/ast: Make ShowCurrentState() and SanityCheck() const member functionsLioncash2019-10-182-5/+5
| | | | | These can also trivially be made const member functions, with the addition of a few consts.
* video_core/shader/ast: Make ASTManager::Print a const member functionLioncash2019-10-182-3/+3
| | | | | Given all visiting functions never modify the nodes, we can trivially make this a const member function.
* video_core/shader/ast: Make ExprPrinter members privateLioncash2019-10-181-1/+2
| | | | | This member already has an accessor, so there's no need for it to be public.
* video_core/shader/ast: Make Indent() return a string_viewLioncash2019-10-181-14/+24
| | | | | | | | The returned string is simply a substring of our constexpr tabs string_view, so we can just use a string_view here as well, since the original string_view is guaranteed to always exist. Now the function is fully non-allocating.
* video_core/shader/ast: Make Indent() privateLioncash2019-10-181-9/+9
| | | | It's never used outside of this class, so we can narrow its scope down.
* video_core/shader/ast: Rename Ident() to Indent()Lioncash2019-10-181-13/+13
| | | | | This can be confusing, given "ident" is generally used as a shorthand for "identifier".
* video_core/shader/ast: Make use of fmt where applicableLioncash2019-10-181-14/+14
| | | | | Makes a few strings nicer to read and also eliminates a bit of string churn with operator+.
* Merge pull request #2980 from lioncash/warnbunnei2019-10-172-4/+4
|\ | | | | maxwell_3d: Silence truncation warnings
| * control_flow: Silence truncation warningsLioncash2019-10-162-4/+4
| | | | | | | | | | | | This can be trivially fixed by making the input size a size_t. CFGRebuildState's constructor parameter is already a std::size_t, so this just makes the size type fully conform with it.
* | shader/node: std::move Meta instance within OperationNode constructorLioncash2019-10-161-1/+1
|/ | | | Allows usages of the constructor to avoid an unnecessary copy.
* shader/half_set_predicate: Fix HSETP2 for constant buffersReinUsesLisp2019-10-071-0/+2
| | | | | HSETP2 when used with a constant buffer parses the second operand type as F32. This is not configurable.
* shader/half_set_predicate: Reduce DEBUG_ASSERT to LOG_DEBUGReinUsesLisp2019-10-071-1/+2
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* video_core/control_flow: Eliminate variable shadowing warningsLioncash2019-10-051-6/+6
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* video_core/control_flow: Eliminate pessimizing movesLioncash2019-10-051-5/+8
| | | | These can inhibit the ability of a compiler to perform RVO.
* video_core/ast: Unindent most of IsFullyDecompiled() by one levelLioncash2019-10-051-12/+12
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* video_core/ast: Make ShowCurrentState() take a string_view instead of std::stringLioncash2019-10-052-2/+2
| | | | Allows the function to be non-allocating in terms of the output string.
* video_core/ast: Eliminate variable shadowing warningsLioncash2019-10-051-3/+3
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* video_core/ast: Replace std::string with a constexpr std::string_viewLioncash2019-10-051-3/+1
| | | | Same behavior, but without the need to heap allocate
* video_core/ast: Default the move constructor and assignment operatorLioncash2019-10-052-26/+2
| | | | | This is behaviorally equivalent and also fixes a bug where some members weren't being moved over.
* video_core/{ast, expr}: Organize forward declarationLioncash2019-10-052-10/+10
| | | | Keeps them alphabetically sorted for readability.
* video_core/expr: Supply operator!= along with operator==Lioncash2019-10-052-1/+32
| | | | Provides logical symmetry to the interface.
* video_core/{ast, expr}: Use std::move where applicableLioncash2019-10-054-45/+47
| | | | Avoids unnecessary atomic reference count increments and decrements.
* video_core/ast: Supply const accessors for data where applicableLioncash2019-10-052-37/+41
| | | | | Provides const equivalents of data accessors for use within const contexts.
* Shader_ir: Address feedbackFernando Sahmkow2019-10-054-50/+14
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* Shader_Ir: Address Feedback and clang format.Fernando Sahmkow2019-10-053-43/+50
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* Shader_IR: clean up AST handling and add documentation.Fernando Sahmkow2019-10-051-2/+6
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* Shader_IR: Correct OutwardMoves for IfsFernando Sahmkow2019-10-051-22/+11
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* Shader_IR: corrections and clang-formatFernando Sahmkow2019-10-052-70/+64
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* Shader_IR: allow else derivation to be optional.Fernando Sahmkow2019-10-056-8/+14
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* vk_shader_compiler: Implement the decompiler in SPIR-VFernando Sahmkow2019-10-052-1/+25
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* Shader_IR: mark labels as unused for partial decompile.Fernando Sahmkow2019-10-052-3/+9
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* Shader_Ir: Refactor Decompilation process and allow multiple decompilation modes.Fernando Sahmkow2019-10-0510-74/+307
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* gl_shader_decompiler: Implement AST decompilingFernando Sahmkow2019-10-0510-34/+116
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* shader_ir: Declare Manager and pass it to appropiate programs.Fernando Sahmkow2019-10-057-104/+214
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* shader_ir: Corrections to outward movements and misc stuffsFernando Sahmkow2019-10-055-58/+305
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* shader_ir: Add basic goto eliminationFernando Sahmkow2019-10-052-38/+484
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* shader_ir: Initial Decompile SetupFernando Sahmkow2019-10-055-5/+507
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* Merge pull request #2869 from ReinUsesLisp/suldbunnei2019-09-243-91/+101
|\ | | | | shader/image: Implement SULD and fix SUATOM
| * gl_shader_decompiler: Use uint for images and fix SUATOMReinUsesLisp2019-09-213-69/+52
| | | | | | | | | | | | 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.
| * shader/image: Implement SULD and remove irrelevant codeReinUsesLisp2019-09-212-25/+52
| | | | | | | | | | * Implement SULD as float. * Remove conditional declaration of GL_ARB_shader_viewport_layer_array.
* | Merge pull request #2870 from FernandoS27/multi-drawDavid2019-09-222-0/+22
|\ \ | | | | | | Implement a MME Draw commands Inliner and correct host instance drawing
| * | VideoCore: Corrections to the MME Inliner and removal of hacky instance management.Fernando Sahmkow2019-09-192-0/+22
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* | | Merge pull request #2878 from FernandoS27/icmpRodrigo Locatti2019-09-211-0/+29
|\ \ \ | |_|/ |/| | shader_ir: Implement ICMP
| * | Shader_IR: ICMP corrections and fixesFernando Sahmkow2019-09-211-6/+9
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| * | Shader_IR: Implement ICMP.Fernando Sahmkow2019-09-201-0/+26
| |/
* | Merge pull request #2855 from ReinUsesLisp/shflbunnei2019-09-202-0/+57
|\ \ | |/ |/| shader_ir/warp: Implement SHFL for Nvidia devices
| * shader_ir/warp: Implement SHFLReinUsesLisp2019-09-172-0/+57
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* | Merge pull request #2784 from ReinUsesLisp/smembunnei2019-09-184-21/+58
|\ \ | |/ |/| shader_ir: Implement shared memory
| * shader_ir: Implement LD_SReinUsesLisp2019-09-051-10/+13
| | | | | | | | Loads from shared memory.
| * shader_ir: Implement ST_SReinUsesLisp2019-09-054-11/+45
| | | | | | | | | | This instruction writes to a memory buffer shared with threads within the same work group. It is known as "shared" memory in GLSL.
* | shader/image: Implement SUATOM and fix SUSTReinUsesLisp2019-09-113-37/+122
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* | Merge pull request #2823 from ReinUsesLisp/shr-clampbunnei2019-09-101-6/+13
|\ \ | | | | | | shader/shift: Implement SHR wrapped and clamped variants
| * | shader/shift: Implement SHR wrapped and clamped variantsReinUsesLisp2019-09-041-6/+13
| | | | | | | | | | | | | | | | | | Nvidia defaults to wrapped shifts, but this is undefined behaviour on OpenGL's spec. Explicitly mask/clamp according to what the guest shader requires.
* | | gl_shader_decompiler: Keep track of written images and mark them as modifiedReinUsesLisp2019-09-063-42/+54
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* | | kepler_compute: Implement texture queriesReinUsesLisp2019-09-061-0/+4
| |/ |/|
* | half_set_predicate: Fix predicate assignmentsReinUsesLisp2019-09-041-10/+9
|/
* Merge pull request #2812 from ReinUsesLisp/f2i-selectorbunnei2019-09-041-6/+16
|\ | | | | shader_ir/conversion: Implement F2I and F2F F16 selector
| * shader_ir/conversion: Split int and float selector and implement F2F H1ReinUsesLisp2019-08-281-18/+16
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| * shader_ir/conversion: Implement F2I F16 Ra.H1ReinUsesLisp2019-08-281-4/+16
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* | Merge pull request #2811 from ReinUsesLisp/fsetp-fixbunnei2019-09-041-4/+5
|\ \ | | | | | | float_set_predicate: Add missing negation bit for the second operand
| * | float_set_predicate: Add missing negation bit for the second operandReinUsesLisp2019-08-281-4/+5
| |/
* | video_core: Silent miscellaneous warnings (#2820)Rodrigo Locatti2019-08-305-5/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * texture_cache/surface_params: Remove unused local variable * rasterizer_interface: Add missing documentation commentary * maxwell_dma: Remove unused rasterizer reference * video_core/gpu: Sort member declaration order to silent -Wreorder warning * fermi_2d: Remove unused MemoryManager reference * video_core: Silent unused variable warnings * buffer_cache: Silent -Wreorder warnings * kepler_memory: Remove unused MemoryManager reference * gl_texture_cache: Add missing override * buffer_cache: Add missing include * shader/decode: Remove unused variables
* | Merge pull request #2758 from ReinUsesLisp/packed-tidbunnei2019-08-293-0/+15
|\ \ | | | | | | shader/decode: Implement S2R Tic
| * | shader/decode: Implement S2R TicReinUsesLisp2019-07-223-0/+15
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* | | shader_ir: Implement VOTEReinUsesLisp2019-08-214-0/+62
| |/ |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | Merge pull request #2777 from ReinUsesLisp/hsetp2-fe3h-fixbunnei2019-08-211-1/+1
|\ \ | | | | | | half_set_predicate: Fix HSETP2_C constant buffer offset
| * | half_set_predicate: Fix HSETP2_C constant buffer offsetReinUsesLisp2019-08-041-1/+1
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* | | Merge pull request #2753 from FernandoS27/float-convertbunnei2019-08-212-16/+39
|\ \ \ | | | | | | | | Shader_Ir: Implement F16 Variants of F2F, F2I, I2F.
| * | | Shader_Ir: Implement F16 Variants of F2F, F2I, I2F.Fernando Sahmkow2019-07-202-16/+39
| | |/ | |/| | | | | | | | | | This commit takes care of implementing the F16 Variants of the conversion instructions and makes sure conversions are done.
* | | Merge pull request #2778 from ReinUsesLisp/nopbunnei2019-08-181-0/+6
|\ \ \ | | | | | | | | shader_ir: Implement NOP
| * | | shader_ir: Implement NOPReinUsesLisp2019-08-041-0/+6
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* / | decode/half_set_predicate: Fix predicatesReinUsesLisp2019-07-261-3/+3
|/ /
* | Merge pull request #2739 from lioncash/cflowbunnei2019-07-253-30/+51
|\ \ | | | | | | video_core/control_flow: Minor changes/warning cleanup
| * | video_core/control_flow: Provide operator!= for types with operator==Lioncash2019-07-191-4/+21
| | | | | | | | | | | | Provides operational symmetry for the respective structures.
| * | video_core/control_flow: Prevent sign conversion in TryGetBlock()Lioncash2019-07-191-1/+1
| | | | | | | | | | | | | | | The return value is a u32, not an s32, so this would result in an implicit signedness conversion.
| * | video_core/control_flow: Remove unnecessary BlockStack copy constructorLioncash2019-07-191-2/+1
| | | | | | | | | | | | | | | | | | | | | | | | This is the default behavior of the copy constructor, so it doesn't need to be specified. While we're at it we can make the other non-default constructor explicit.
| * | video_core/control_flow: Use std::move where applicableLioncash2019-07-191-10/+15
| | | | | | | | | | | | Results in less work being done where avoidable.
| * | video_core/control_flow: Use the prefix variant of operator++ for iteratorsLioncash2019-07-191-2/+2
| | | | | | | | | | | | | | | Same thing, but potentially allows a standard library implementation to pick a more efficient codepath.
| * | video_core/control_flow: Use empty() member function for checking emptinessLioncash2019-07-191-2/+2
| | | | | | | | | | | | It's what it's there for.
| * | video_core: Resolve -Wreorder warningsLioncash2019-07-191-1/+1
| | | | | | | | | | | | | | | Ensures that the constructor members are always initialized in the order that they're declared in.
| * | video_core/control_flow: Make program_size for ScanFlow() a std::size_tLioncash2019-07-192-5/+4
| | | | | | | | | | | | | | | | | | Prevents a truncation warning from occurring with MSVC. Also the internal data structures already treat it as a size_t, so this is just a discrepancy in the interface.
| * | video_core/control_flow: Place all internally linked types/functions within an anonymous namespaceLioncash2019-07-191-1/+2
| | | | | | | | | | | | | | | Previously, quite a few functions were being linked with external linkage.
| * | video_core/shader/decode: Prevent sign-conversion warningsLioncash2019-07-191-2/+2
| | | | | | | | | | | | Makes it explicit that the conversions here are intentional.
* | | Merge pull request #2737 from FernandoS27/track-fixbunnei2019-07-251-2/+2
|\ \ \ | | | | | | | | Shader_Ir: Correct tracking to track from right to left
| * | | Shader_Ir: Correct tracking to track from right to leftFernando Sahmkow2019-07-161-2/+2
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* | | | Merge pull request #2743 from FernandoS27/surpress-assertbunnei2019-07-255-13/+20
|\ \ \ \ | |_|_|/ |/| | | Downgrade and suppress a series of GPU asserts and debug messages.
| * | | Shader_Ir: Change Debug Asserts for Log WarningsFernando Sahmkow2019-07-203-10/+17
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| * | | Shader_Ir: correct clang formatFernando Sahmkow2019-07-181-2/+2
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| * | | Shader_Ir: Downgrade precision and rounding asserts to debug asserts.Fernando Sahmkow2019-07-185-10/+10
| | | | | | | | | | | | | | | | | | | | | | | | This commit reduces the sevirity of asserts for FP precision and rounding as this are well known and have little to no consequences in gpu's accuracy.
* | | | shader/half_set_predicate: Fix HSETP2 implementationReinUsesLisp2019-07-202-19/+15
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* | | | shader/half_set_predicate: Implement missing HSETP2 variantsReinUsesLisp2019-07-201-13/+29
| |_|/ |/| |
* | | Merge pull request #2738 from lioncash/shader-irbunnei2019-07-188-99/+103
|\ \ \ | |/ / |/| | shader-ir: Minor cleanup-related changes
| * | shader_ir: std::move Node instance where applicableLioncash2019-07-174-60/+67
| | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
| * | shader_ir: Rename Get/SetTemporal to Get/SetTemporaryLioncash2019-07-175-36/+36
| | | | | | | | | | | | | | | | | | 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.
| * | shader_ir: Remove unused includesLioncash2019-07-171-3/+0
| |/ | | | | | | Removes unnecessary header dependencies.
* | Merge pull request #2740 from lioncash/braFernando Sahmkow2019-07-171-1/+1
|\ \ | |/ |/| shader/decode/other: Correct branch indirect argument within BRA handling
| * shader/decode/other: Correct branch indirect argument within BRA handlingLioncash2019-07-161-1/+1
| | | | | | | | | | This appears to have been a copy/paste error introduced within 8a6fc529a968e007f01464abadd32f9b5eb0a26c
* | Merge pull request #2565 from ReinUsesLisp/track-indirectFernando Sahmkow2019-07-166-35/+36
|\ \ | |/ |/| shader/track: Track indirect buffers
| * shader: Allow tracking of indirect buffers without variable offsetReinUsesLisp2019-07-156-35/+36
| | | | | | | | | | | | 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.
* | Merge pull request #2695 from ReinUsesLisp/layer-viewportFernando Sahmkow2019-07-152-0/+31
|\ \ | |/ |/| gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders
| * gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shadersReinUsesLisp2019-07-082-0/+31
| | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | Merge pull request #2692 from ReinUsesLisp/tlds-f16Fernando Sahmkow2019-07-141-1/+7
|\ \ | | | | | | shader/texture: Add F16 support for TLDS
| * | shader/texture: Add F16 support for TLDSReinUsesLisp2019-07-071-1/+7
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* | | shader_ir: Add comments on missing instruction.Fernando Sahmkow2019-07-092-2/+9
| | | | | | | | | | | | Also shows Nvidia's address space on comments.
* | | shader_ir: limit explorastion to best known program size.Fernando Sahmkow2019-07-091-1/+1
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* | | control_flow: Correct block breaking algorithm.Fernando Sahmkow2019-07-091-17/+17
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* | | control_flow: Assert shaders bigger than limit.Fernando Sahmkow2019-07-091-0/+2
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* | | control_flow: Address feedback.Fernando Sahmkow2019-07-091-89/+37
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* | | shader_ir: Correct parsing of scheduling instructions and correct sizingFernando Sahmkow2019-07-092-13/+30
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* | | shader_ir: Correct max sizingFernando Sahmkow2019-07-092-2/+2
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* | | shader_ir: Remove unnecessary constructors and use optional for ScanFlow resultFernando Sahmkow2019-07-093-28/+17
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* | | shader_ir: Corrections, documenting and asserting control_flowFernando Sahmkow2019-07-093-52/+54
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* | | shader_ir: Unify blocks in decompiled shaders.Fernando Sahmkow2019-07-096-54/+79
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* | | shader_ir: Decompile Flow StackFernando Sahmkow2019-07-094-11/+206
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* | | shader_ir: propagate shader size to the IRFernando Sahmkow2019-07-093-6/+7
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* | | shader_ir: Implement BRX & BRA.CCFernando Sahmkow2019-07-093-4/+42
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* | | shader_ir: Remove the old scanner.Fernando Sahmkow2019-07-092-77/+0
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* | | shader_ir: Implement a new shader scannerFernando Sahmkow2019-07-093-16/+471
| |/ |/|
* | Delete decode_integer_set.cppTobias2019-07-071-0/+0
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* decode/texture: Address feedbackReinUsesLisp2019-06-241-0/+1
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* texture_cache: Style and CorrectionsFernando Sahmkow2019-06-211-1/+2
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* shader_ir: Fix image copy rebase issuesFernando Sahmkow2019-06-211-2/+7
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* shader: Implement bindless imagesReinUsesLisp2019-06-213-2/+40
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* shader: Decode SUST and implement backing image functionalityReinUsesLisp2019-06-214-1/+140
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* shader: Implement texture buffersReinUsesLisp2019-06-212-0/+46
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* shader: Split SSY and PBK stackReinUsesLisp2019-06-072-11/+14
| | | | | | | | | | | 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;
* shader/node: Minor changesReinUsesLisp2019-06-071-50/+54
| | | | | | | Reflect std::shared_ptr nature of Node on initializers and remove constant members in nodes. Add some commentaries.
* shader: Move Node declarations out of the shader IR headerReinUsesLisp2019-06-073-493/+517
| | | | | | 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
* shader: Use shared_ptr to store nodes and move initialization to fileReinUsesLisp2019-06-0632-192/+238
| | | | | | | | | 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.
* Merge pull request #2446 from ReinUsesLisp/tidbunnei2019-05-292-15/+35
|\ | | | | shader: Implement S2R Tid{XYZ} and CtaId{XYZ}
| * shader: Implement S2R Tid{XYZ} and CtaId{XYZ}ReinUsesLisp2019-05-202-15/+35
| |
* | Merge pull request #2485 from ReinUsesLisp/generic-memorybunnei2019-05-252-31/+57
|\ \ | | | | | | shader/memory: Implement generic memory stores and loads (ST and LD)
| * | shader/memory: Implement ST (generic memory)ReinUsesLisp2019-05-211-21/+35
| | |
| * | shader/memory: Implement LD (generic memory)ReinUsesLisp2019-05-212-11/+23
| |/
* | shader/shader_ir: Make Comment() take a std::string by valueLioncash2019-05-232-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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).
* | shader/decode/*: Add missing newline to files lacking themLioncash2019-05-2318-18/+18
| | | | | | | | Keeps the shader code file endings consistent.
* | shader/decode/*: Eliminate indirect inclusionsLioncash2019-05-236-1/+5
| | | | | | | | | | | | | | Amends cases where we were using things that were indirectly being satisfied through other headers. This way, if those headers change and eliminate dependencies on other headers in the future, we don't have cascading compilation errors.
* | shader/decode/memory: Remove left in debug pragmaLioncash2019-05-221-2/+0
|/
* Merge pull request #2441 from ReinUsesLisp/al2pbunnei2019-05-194-34/+67
|\ | | | | shader: Implement AL2P and ALD.PHYS
| * shader_ir/other: Implement IPA.IDXReinUsesLisp2019-05-031-5/+8
| |
| * shader_ir/memory: Assert on non-32 bits ALD.PHYSReinUsesLisp2019-05-031-0/+3
| |
| * shader: Add physical attributes commentariesReinUsesLisp2019-05-033-4/+6
| |
| * gl_shader_decompiler: Implement GLSL physical attributesReinUsesLisp2019-05-031-1/+1
| |
| * shader_ir/memory: Implement physical input attributesReinUsesLisp2019-05-033-6/+28
| |
| * shader: Remove unused AbufNode Ipa modeReinUsesLisp2019-05-034-29/+10
| |
| * shader_ir/memory: Emit AL2P IRReinUsesLisp2019-05-032-0/+22
| |
* | shader/shader_ir: Remove unnecessary inline specifiersLioncash2019-05-191-2/+2
| | | | | | | | | | constexpr internally links by default, so the inline specifier is unnecessary.
* | shader/shader_ir: Simplify constructors for OperationNodeLioncash2019-05-191-15/+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.
* | shader/shader_ir: Remove unnecessary template parameter packs from Operation() overloads where applicableLioncash2019-05-191-2/+0
| | | | | | | | | | These overloads don't actually make use of the parameter pack, so they can be turned into regular non-template function overloads.
* | shader/shader_ir: Mark tracking functions as const member functionsLioncash2019-05-192-8/+11
| | | | | | | | | | These don't actually modify instance state, so they can be marked as const member functions
* | shader/shader_ir: Place implementations of constructor and destructor in cpp fileLioncash2019-05-192-5/+9
| | | | | | | | | | | | 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.
* | video_core/shader/decode/texture: Remove unused variable from GetTld4Code()Lioncash2019-05-101-1/+0
| |
* | shader/decode/texture: Remove unused variableLioncash2019-05-041-1/+0
|/ | | | This isn't used anywhere, so we can get rid of it.
* Merge pull request #2435 from ReinUsesLisp/misc-vcbunnei2019-04-292-3/+4
|\ | | | | shader_ir: Miscellaneous fixes
| * shader_ir: Move Sampler index entry in operand< to sort declarationsReinUsesLisp2019-04-261-2/+2
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| * shader_ir: Add missing entry to Sampler operand< comparisonReinUsesLisp2019-04-261-2/+3
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| * shader_ir/texture: Fix sampler const buffer key shiftReinUsesLisp2019-04-261-1/+1
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* | Merge pull request #2322 from ReinUsesLisp/wswitchbunnei2019-04-294-9/+16
|\ \ | | | | | | video_core: Silent -Wswitch warnings
| * | video_core: Silent -Wswitch warningsReinUsesLisp2019-04-184-9/+16
| | |
* | | Merge pull request #2423 from FernandoS27/half-correctbunnei2019-04-292-15/+16
|\ \ \ | |_|/ |/| | Corrections on Half Float operations: HADD2 HMUL2 and HFMA2
| * | Corrections Half Float operations on const buffers and implement saturation.Fernando Sahmkow2019-04-212-15/+16
| | |
* | | Merge pull request #2407 from FernandoS27/f2fbunnei2019-04-201-16/+53
|\ \ \ | |/ / |/| | Do some corrections in conversion shader instructions.
| * | Do some corrections in conversion shader instructions.Fernando Sahmkow2019-04-161-16/+53
| |/ | | | | | | | | | | Corrects encodings for I2F, F2F, I2I and F2I Implements Immediate variants of all four conversion types. Add assertions to unimplemented stuffs.
* | Merge pull request #2409 from ReinUsesLisp/half-floatsbunnei2019-04-207-81/+85
|\ \ | | | | | | shader_ir/decode: Miscellaneous fixes to half-float decompilation
| * | shader_ir/decode: Fix half float pre-operations and remove MetaHalfArithmeticReinUsesLisp2019-04-167-52/+42
| | | | | | | | | | | | | | | | | | | | | 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.
| * | shader_ir/decode: Implement half float saturationReinUsesLisp2019-04-163-4/+14
| | |
| * | shader_ir/decode: Reduce severity of unimplemented half-float FTZReinUsesLisp2019-04-163-3/+9
| | |
| * | renderer_opengl: Implement half float NaN comparisonsReinUsesLisp2019-04-162-18/+17
| | |
| * | shader_ir: Avoid using static on heap-allocated objectsReinUsesLisp2019-04-161-5/+4
| |/ | | | | | | | | Using static here might be faster at runtime, but it adds a heap allocation called before main.
* | Merge pull request #2348 from FernandoS27/guest-bindlessbunnei2019-04-182-24/+129
|\ \ | | | | | | Implement Bindless Textures on Shader Decompiler and GL backend
| * | Adapt Bindless to work with AOFFIFernando Sahmkow2019-04-081-7/+18
| | |
| * | Move ConstBufferAccessor to Maxwell3d, correct mistakes and clang format.Fernando Sahmkow2019-04-082-3/+4
| | |
| * | Fix TMMLFernando Sahmkow2019-04-081-5/+7
| | |
| * | Refactor GetTextureCode and GetTexCode to use an optional instead of optional parametersFernando Sahmkow2019-04-082-34/+33
| | |
| * | Implement TXQ_BFernando Sahmkow2019-04-081-2/+8
| | |
| * | Implement TMML_BFernando Sahmkow2019-04-081-5/+10
| | |
| * | Corrections to TEX_BFernando Sahmkow2019-04-081-4/+5
| | |
| * | Implement Bindless Handling on SetupTextureFernando Sahmkow2019-04-081-4/+3
| | |
| * | Unify both sampler types.Fernando Sahmkow2019-04-082-18/+40
| | |
| * | Implement Bindless Samplers and TEX_B in the IR.Fernando Sahmkow2019-04-082-15/+74
| | |
* | | Merge pull request #2315 from ReinUsesLisp/severity-decompilerbunnei2019-04-171-4/+5
|\ \ \ | | | | | | | | shader_ir/decode: Reduce the severity of common assertions
| * | | shader_ir/memory: Reduce severity of LD_L cache management and log itReinUsesLisp2019-04-031-2/+2
| | | |
| * | | shader_ir/memory: Reduce severity of ST_L cache management and log itReinUsesLisp2019-04-031-2/+3
| | | |
* | | | shader_ir: Implement STG, keep track of global memory usage and flushReinUsesLisp2019-04-142-38/+87
| |_|/ |/| |
* | | Correct XMAD mode, psl and high_b on different encodings.Fernando Sahmkow2019-04-081-9/+30
| |/ |/|
* | shader_ir/decode: Silent implicit sign conversion warningMat M2019-03-311-2/+2
| | | | | | Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
* | shader_ir/decode: Implement AOFFI for TEX and TLD4ReinUsesLisp2019-03-302-27/+94
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* | shader_ir: Implement immediate register trackingReinUsesLisp2019-03-302-1/+19
|/
* shader/decode: Remove extras from MetaTextureReinUsesLisp2019-02-262-15/+26
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* shader/decode: Split memory and texture instructions decodingReinUsesLisp2019-02-264-493/+527
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* shader/track: Resolve variable shadowing warningsLioncash2019-02-251-5/+5
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* Merge pull request #2118 from FernandoS27/ipa-improvebunnei2019-02-252-3/+14
|\ | | | | shader_decompiler: Improve Accuracy of Attribute Interpolation.
| * shader_decompiler: Improve Accuracy of Attribute Interpolation.Fernando Sahmkow2019-02-142-3/+14
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* | gl_shader_decompiler: Re-implement TLDS lodReinUsesLisp2019-02-121-1/+1
|/
* Merge pull request #2108 from FernandoS27/fix-ccbunnei2019-02-121-2/+2
|\ | | | | Fix incorrect value for CC bit in IADD
| * Fix incorrect value for CC bit in IADDFernando Sahmkow2019-02-111-2/+2
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* | Merge pull request #2109 from FernandoS27/fix-f2ibunnei2019-02-121-3/+3
|\ \ | | | | | | Corrected F2I None mode to RoundEven.
| * | Corrected F2I None mode to RoundEven.Fernando Sahmkow2019-02-111-3/+3
| |/
* | shader_ir: Remove F4 prefix to texture operationsReinUsesLisp2019-02-072-14/+13
| | | | | | | | | | | | 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.
* | shader_ir: Clean texture management codeReinUsesLisp2019-02-072-101/+63
|/ | | | | | | | | 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.
* Merge pull request #2083 from ReinUsesLisp/shader-ir-cbuf-trackingbunnei2019-02-0729-124/+138
|\ | | | | shader/track: Add a more permissive global memory tracking
| * shader/track: Search inside of conditional nodesReinUsesLisp2019-02-031-0/+11
| | | | | | | | | | | | Some games search conditionally use global memory instructions. This allows the heuristic to search inside conditional nodes for the source constant buffer.
| * shader_ir: Rename BasicBlock to NodeBlockReinUsesLisp2019-02-0329-119/+117
| | | | | | | | It's not always used as a basic block. Rename it for consistency.
| * shader_ir: Pass decoded nodes as a whole instead of per basic blocksReinUsesLisp2019-02-0327-57/+62
| | | | | | | | | | | | | | | | | | 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.
* | gl_shader_disk_cache: Save GLSL and entries into the precompiled fileReinUsesLisp2019-02-071-0/+9
| |
* | Merge pull request #2081 from ReinUsesLisp/lmem-64bunnei2019-02-051-12/+43
|\ \ | | | | | | shader_ir/memory: Add LD_L 64 bits loads
| * | shader_ir/memory: Add ST_L 64 and 128 bits storesReinUsesLisp2019-02-031-3/+11
| | |
| * | shader_ir/memory: Add LD_L 128 bits loadsReinUsesLisp2019-02-031-7/+19
| | |
| * | shader_bytecode: Rename BytesN enums to BitsNReinUsesLisp2019-02-031-4/+4
| | |
| * | shader_ir/memory: Add LD_L 64 bits loadsReinUsesLisp2019-02-031-6/+17
| |/
* | Merge pull request #2082 from FernandoS27/txq-stlbunnei2019-02-051-6/+9
|\ \ | |/ |/| Fix TXQ not using the component mask.
| * Fix TXQ not using the component mask.Fernando Sahmkow2019-02-031-6/+9
| |
* | shader_ir: Unify constant buffer offset valuesReinUsesLisp2019-01-3014-22/+24
|/ | | | | | | 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.
* shader_decode: Implement LDG and basic cbuf trackingReinUsesLisp2019-01-303-4/+159
|
* shader/shader_ir: Amend three comment typosLioncash2019-01-281-3/+3
| | | | | Given we're in the area, these are three trivial typos that can be corrected.
* shader/shader_ir: Amend constructor initializer ordering for AbufNodeLioncash2019-01-281-2/+2
| | | | | Orders the class members in the same order that they would actually be initialized in. Gets rid of two compiler warnings.
* shader/decode: Avoid a pessimizing std::move within DecodeRange()Lioncash2019-01-281-1/+1
| | | | | | std::moveing a local variable in a return statement has the potential to prevent copy elision from occurring, so this can just be converted into a regular return.
* shader_ir: Fixup clang buildReinUsesLisp2019-01-161-4/+6
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* shader_decode: Fixup XMADReinUsesLisp2019-01-151-1/+1
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* shader_ir: Pass to decoder functions basic block's codeReinUsesLisp2019-01-1527-82/+83
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* shader_decode: Improve zero flag implementationReinUsesLisp2019-01-1515-75/+79
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* shader_ir: Remove composite primitives and use temporals insteadReinUsesLisp2019-01-153-175/+187
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* shader_decode: Use proper primitive namesReinUsesLisp2019-01-153-15/+13
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* shader_decode: Use BitfieldExtract instead of shift + andReinUsesLisp2019-01-157-48/+30
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* shader_ir: Remove Ipa primitiveReinUsesLisp2019-01-152-5/+2
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* video_core: Rename glsl_decompiler to gl_shader_decompilerReinUsesLisp2019-01-152-1631/+0
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* shader_ir: Remove RZ and use Register::ZeroIndex insteadReinUsesLisp2019-01-153-12/+16
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* shader_decode: Implement TEXS.F16ReinUsesLisp2019-01-153-15/+57
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* shader_decode: Fixup R2PReinUsesLisp2019-01-151-2/+3
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* glsl_decompiler: Fixup TLDSReinUsesLisp2019-01-151-1/+0
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* glsl_decompiler: Fixup geometry shadersReinUsesLisp2019-01-151-10/+16
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* shader_decode: Fixup WriteLogicOperation zero comparisonReinUsesLisp2019-01-151-1/+1
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* glsl_decompiler: Fixup permissive member function declarationsReinUsesLisp2019-01-151-133/+133
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* shader_decode: Fixup PSETReinUsesLisp2019-01-151-2/+3
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* shader_decode: Fixup clang-formatReinUsesLisp2019-01-152-2/+4
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* video_core: Implement IR based geometry shadersReinUsesLisp2019-01-153-2/+96
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* shader_decode: Implement VMAD and VSETPReinUsesLisp2019-01-153-0/+125
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* shader_decode: Implement HSET2ReinUsesLisp2019-01-153-1/+50
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* shader_decode: Rework HSETP2ReinUsesLisp2019-01-154-47/+57
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* shader_decode: Implement R2PReinUsesLisp2019-01-151-1/+28
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* shader_decode: Implement CSETPReinUsesLisp2019-01-151-14/+37
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* shader_decode: Implement PSETReinUsesLisp2019-01-151-1/+16
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* shader_decode: Implement HFMA2ReinUsesLisp2019-01-153-5/+59
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* glsl_decompiler: Remove HNegate inliningReinUsesLisp2019-01-151-10/+0
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* shader_decode: Implement POPCReinUsesLisp2019-01-154-1/+22
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* shader_decode: Implement TLDS (untested)ReinUsesLisp2019-01-153-10/+92
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* shader_decode: Update TLD4 reflecting #1862 changesReinUsesLisp2019-01-152-52/+52
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* shader_ir: Fixup TEX and TEXS and partially fix TLD4 decompilingReinUsesLisp2019-01-153-60/+72
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* shader_decode: Fixup FSETReinUsesLisp2019-01-151-2/+2
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* shader_decode: Implement IADD32IReinUsesLisp2019-01-151-0/+11
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* video_core: Return safe values after an assert hitsReinUsesLisp2019-01-158-8/+19
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* shader_decode: Implement FFMAReinUsesLisp2019-01-151-1/+36
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* video_core: Address feedbackReinUsesLisp2019-01-154-13/+16
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* shader_ir: Fixup file inclusions and clang-formatReinUsesLisp2019-01-153-2/+2
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* shader_ir: Move comment node stringMat M2019-01-151-2/+2
| | | Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
* shader_ir: Address feedback to avoid UB in bit castingReinUsesLisp2019-01-151-2/+4
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* shader_decode: Fixup clang-formatReinUsesLisp2019-01-152-3/+2
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* shader_decode: Implement LEAReinUsesLisp2019-01-151-0/+55
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* shader_decode: Implement IADD3ReinUsesLisp2019-01-151-0/+61
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* shader_decode: Implement LOP3ReinUsesLisp2019-01-152-0/+62
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* shader_decode: Implement ST_LReinUsesLisp2019-01-151-0/+17
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* shader_decode: Implement LD_LReinUsesLisp2019-01-151-0/+18
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* shader_decode: Implement HSETP2ReinUsesLisp2019-01-151-1/+37
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* shader_decode: Implement HADD2 and HMUL2ReinUsesLisp2019-01-151-1/+48
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* shader_decode: Implement HADD2_IMM and HMUL2_IMMReinUsesLisp2019-01-151-1/+28
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* shader_decode: Implement MOV_SYSReinUsesLisp2019-01-151-0/+27
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* shader_decode: Implement IMNMXReinUsesLisp2019-01-151-0/+16
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* shader_decode: Implement F2F_CReinUsesLisp2019-01-151-2/+10
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* shader_decode: Implement I2IReinUsesLisp2019-01-151-0/+26
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* shader_decode: Implement BRA internal flagReinUsesLisp2019-01-151-4/+8
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* shader_decode: Implement ISCADDReinUsesLisp2019-01-151-0/+15
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* shader_decode: Implement XMADReinUsesLisp2019-01-151-1/+85
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* shader_decode: Implement PBK and BRKReinUsesLisp2019-01-151-1/+22
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* shader_decode: Implement LOPReinUsesLisp2019-01-151-0/+15
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* shader_decode: Implement SELReinUsesLisp2019-01-151-0/+8
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* shader_decode: Implement IADDReinUsesLisp2019-01-151-1/+28
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* shader_decode: Implement ISETPReinUsesLisp2019-01-151-1/+30
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* shader_decode: Implement BFIReinUsesLisp2019-01-151-1/+22
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* shader_decode: Implement ISETReinUsesLisp2019-01-151-1/+27
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* shader_decode: Implement LD_CReinUsesLisp2019-01-151-0/+31
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* shader_decode: Implement SHLReinUsesLisp2019-01-151-0/+8
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* shader_decode: Implement SHRReinUsesLisp2019-01-151-1/+26
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* shader_decode: Implement LOP32IReinUsesLisp2019-01-152-1/+72
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* shader_decode: Implement BFEReinUsesLisp2019-01-151-1/+25
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* shader_decode: Implement FSETReinUsesLisp2019-01-151-1/+36
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* shader_decode: Implement F2IReinUsesLisp2019-01-151-0/+37
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* shader_decode: Implement I2FReinUsesLisp2019-01-151-0/+23
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* shader_decode: Implement F2FReinUsesLisp2019-01-151-1/+37
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* shader_decode: Stub DEPBARReinUsesLisp2019-01-151-0/+4
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* shader_decode: Implement SSY and SYNCReinUsesLisp2019-01-151-0/+19
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* shader_decode: Implement PSETPReinUsesLisp2019-01-151-1/+21
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* shader_decode: Implement TMMLReinUsesLisp2019-01-151-3/+45
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* shader_decode: Implement TEX and TXQReinUsesLisp2019-01-152-0/+223
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* shader_decode: Implement TEXS (F32)ReinUsesLisp2019-01-152-0/+217
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* shader_decode: Implement FSETPReinUsesLisp2019-01-151-1/+33
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* shader_decode: Partially implement BRAReinUsesLisp2019-01-151-0/+12
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* shader_decode: Implement IPAReinUsesLisp2019-01-151-0/+12
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* shader_decode: Implement EXITReinUsesLisp2019-01-151-1/+32
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* shader_decode: Implement ST_AReinUsesLisp2019-01-151-0/+30
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* shader_decode: Implement LD_AReinUsesLisp2019-01-151-1/+39
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* shader_decode: Implement FADD32IReinUsesLisp2019-01-151-0/+12
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* shader_decode: Implement FMUL32_IMMReinUsesLisp2019-01-151-0/+10
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* shader_decode: Implement MOV32_IMMReinUsesLisp2019-01-151-1/+9
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* shader_decode: Stub RRO_C, RRO_R and RRO_IMMReinUsesLisp2019-01-151-0/+9
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* shader_decode: Implement FMNMX_C, FMNMX_R and FMNMX_IMMReinUsesLisp2019-01-151-0/+18
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* shader_decode: Implement MUFUReinUsesLisp2019-01-151-0/+29
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* shader_decode: Implement FADD_C, FADD_R and FADD_IMMReinUsesLisp2019-01-151-0/+15
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* shader_decode: Implement FMUL_C, FMUL_R and FMUL_IMMReinUsesLisp2019-01-151-0/+42
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* shader_decode: Implement MOV_C and MOV_RReinUsesLisp2019-01-151-1/+23
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* glsl_decompiler: ImplementationReinUsesLisp2019-01-152-0/+1481
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* shader_ir: Add condition code helperReinUsesLisp2019-01-152-0/+13
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* shader_ir: Add predicate combiner helperReinUsesLisp2019-01-152-0/+15
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* shader_ir: Add comparison helpersReinUsesLisp2019-01-152-0/+106
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* shader_ir: Add half float helpersReinUsesLisp2019-01-152-0/+44
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* shader_ir: Add integer helpersReinUsesLisp2019-01-152-0/+40
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* shader_ir: Add float helpersReinUsesLisp2019-01-152-0/+24
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* shader_ir: Add settersReinUsesLisp2019-01-152-0/+24
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* shader_ir: Add local memory gettersReinUsesLisp2019-01-152-0/+7
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* shader_ir: Add internal flag gettersReinUsesLisp2019-01-152-0/+10
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* shader_ir: Add attribute gettersReinUsesLisp2019-01-152-0/+26
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* shader_ir: Add constant buffer gettersReinUsesLisp2019-01-152-0/+25
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* shader_ir: Add register getterReinUsesLisp2019-01-152-0/+9
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* shader_ir: Add immediate node constructorsReinUsesLisp2019-01-152-1/+34
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* shader_ir: Initial implementationReinUsesLisp2019-01-1528-0/+1542
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* Remove references to PICA and rasterizers in video_coreJames Rowe2018-01-139-2453/+0
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* Improved performance of FromAttributeBufferHuw Pascoe2017-09-171-1/+2
| | | | | | | Ternary operator is optimized by the compiler whereas std::min() is meant to return a value. I've noticed a 5%-10% emulation speed increase.
* pica/shader/jit: implement SETEMIT and EMITwwylele2017-08-192-2/+49
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* correct constnesswwylele2017-08-192-2/+4
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* pica/shader/interpreter: implement SETEMIT and EMITwwylele2017-08-191-0/+16
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* pica/shader: extend UnitState for GSwwylele2017-08-192-0/+84
| | | | | Among four shader units in pica, a special unit can be configured to run both VS and GS program. GSUnitState represents this unit, which extends UnitState (which represents the other three normal units) with extra state for primitive emitting. It uses lots of raw pointers to represent internal structure in order to keep it standard layout type for JIT to access. This unit doesn't handle triangle winding (inverting) itself; instead, it calls a WindingSetter handler. This will be explained in the following commits
* pica/shader_interpreter: fix off-by-one in LOOPwwylele2017-07-271-1/+1
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* Stop using reserved operator names (and/or/xor) with XbyakYuri Kunde Schlesner2017-06-171-13/+13
| | | | Also has the Dynarmic upgrade with the same change
* Pica: Set program code / swizzle data limit to 4096Jannik Vogel2017-05-115-13/+16
| | | | | | | | | | | | | One of the later commits will enable writing to GS regs. It turns out that on startup, most games will write 4096 GS program words. The current limit of 1024 would hence result in 3072 (4096 - 1024) error messages: ``` HW.GPU <Error> video_core/shader/shader.cpp:WriteProgramCode:229: Invalid GS program offset 1024 ``` New constants have been introduced to represent these limits. The swizzle data size has also been raised. This matches the given field sizes of [GPUREG_SH_OPDESCS_INDEX](https://3dbrew.org/wiki/GPU/Internal_Registers#GPUREG_SH_OPDESCS_INDEX) and [GPUREG_SH_CODETRANSFER_INDEX](https://www.3dbrew.org/wiki/GPU/Internal_Registers#GPUREG_SH_CODETRANSFER_INDEX) (12 bit = [0; 4095]).
* Doxygen: Amend minor issues (#2593)Mat M2017-02-272-2/+4
| | | | | | | | | Corrects a few issues with regards to Doxygen documentation, for example: - Incorrect parameter referencing. - Missing @param tags. - Typos in @param tags. and a few minor other issues.
* video_core/shader: Document sanitized MUL operationYuri Kunde Schlesner2017-02-121-0/+8
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* Merge pull request #2550 from yuriks/pica-refactor2Yuri Kunde Schlesner2017-02-122-2/+4
|\ | | | | Small VideoCore cleanups
| * VideoCore: Split regs.h inclusionsYuri Kunde Schlesner2017-02-092-2/+4
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* | video_core: Fix benign out-of-bounds indexing of array (#2553)Yuri Kunde Schlesner2017-02-111-2/+1
|/ | | | | | The resulting pointer wasn't written to unless the index was verified as valid, but that's still UB and triggered debug checks in MSVC. Reported by garrettboast on IRC
* VideoCore: Move Regs to its own fileYuri Kunde Schlesner2017-02-042-2/+2
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* VideoCore: Split shader regs from Regs structYuri Kunde Schlesner2017-02-044-6/+6
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* VideoCore: Split rasterizer regs from Regs structYuri Kunde Schlesner2017-02-042-13/+13
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* Merge pull request #2476 from yuriks/shader-refactor3Yuri Kunde Schlesner2017-02-044-78/+58
|\ | | | | Oh No! More shader changes!
| * VideoCore: Extract swrast-specific data from OutputVertexYuri Kunde Schlesner2017-01-302-37/+14
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| * VideoCore/Shader: Clean up OutputVertex::FromAttributeBufferYuri Kunde Schlesner2017-01-301-9/+14
| | | | | | | | | | | | This also fixes a long-standing but neverthless harmless memory corruption bug, whech the padding of the OutputVertex struct would get corrupted by unused attributes.
| * VideoCore: Split shader output writing from semantic loadingYuri Kunde Schlesner2017-01-302-18/+16
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| * VideoCore: Consistently use shader configuration to load attributesYuri Kunde Schlesner2017-01-304-12/+12
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| * VideoCore: Rename some types to more accurate namesYuri Kunde Schlesner2017-01-304-6/+6
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* | ShaderJIT: add 16 dummy bytes at the bottom of the stackwwylele2017-02-031-2/+5
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* | Common/x64: remove legacy emitter and abi (#2504)Weiyi Wang2017-01-311-1/+0
| | | | | | These are not used any more since we moved shader JIT to xbyak.
* | shader_jit_x64_compiler: esi and edi should be persistent (#2500)Merry2017-01-311-0/+2
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* VideoCore/Shader: Move entry_point to SetupBatchYuri Kunde Schlesner2017-01-265-22/+23
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* VideoCore/Shader: Move per-batch ShaderEngine state into ShaderSetupYuri Kunde Schlesner2017-01-265-40/+36
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* Shader: Remove OutputRegisters structYuri Kunde Schlesner2017-01-263-19/+13
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* Shader: Initialize conditional_code in interpreterYuri Kunde Schlesner2017-01-262-3/+3
| | | | | | | This doesn't belong in LoadInputVertex because it also happens for non-VS invocations. Since it's not used by the JIT it seems adequate to initialize it in the interpreter which is the only thing that cares about them.
* Shader: Don't read ShaderSetup from global stateYuri Kunde Schlesner2017-01-261-3/+3
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* shader_jit_x64: Don't read program from global stateYuri Kunde Schlesner2017-01-263-22/+22
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* VideoCore/Shader: Move ProduceDebugInfo to InterpreterEngineYuri Kunde Schlesner2017-01-264-19/+10
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* VideoCore/Shader: Split interpreter and JIT into separate ShaderEnginesYuri Kunde Schlesner2017-01-266-96/+150
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* VideoCore/Shader: Rename shader_jit_x64{ => _compiler}.{cpp,h}Yuri Kunde Schlesner2017-01-263-2/+2
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* VideoCore/Shader: Split shader uniform state and shader engineYuri Kunde Schlesner2017-01-263-16/+46
| | | | | Currently there's only a single dummy implementation, which will be split in a following commit.
* VideoCore/Shader: Add constness to methodsYuri Kunde Schlesner2017-01-262-4/+4
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* VideoCore/Shader: Use only entry_point as ShaderSetup paramYuri Kunde Schlesner2017-01-262-9/+11
| | | | | This removes all implicit dependency of ShaderState on global PICA state.
* VideoCore/Shader: Use self instead of g_state.vs in ShaderSetupYuri Kunde Schlesner2017-01-262-11/+8
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* VideoCore/Shader: Extract input vertex loading code into functionYuri Kunde Schlesner2017-01-262-20/+22
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* video_core: fix shader.cpp signed / unsigned warningKloen2017-01-231-2/+2
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* Fix some warnings (#2399)Jonathan Hao2017-01-041-2/+0
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* VideoCore/Shader: Extract DebugData out from UnitStateYuri Kunde Schlesner2016-12-167-101/+97
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* Remove unnecessary castYuri Kunde Schlesner2016-12-161-3/+1
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* VideoCore/Shader: Extract evaluate_condition lambda to function scopeYuri Kunde Schlesner2016-12-161-26/+24
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* VideoCore/Shader: Extract call lambda up a scope and remove unused paramYuri Kunde Schlesner2016-12-161-21/+17
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* VideoCore/Shader: Remove dynamic control flow in (Get)UniformOffsetYuri Kunde Schlesner2016-12-162-18/+11
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* VideoCore/Shader: Move DebugData to a separate fileYuri Kunde Schlesner2016-12-163-172/+188
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* shader_jit_x64: Use LOOPCOUNT_REG as a 64-bit reg when indexingYuri Kunde Schlesner2016-12-151-1/+1
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* VideoCore: Eliminate an unnecessary copy in the drawcall loopYuri Kunde Schlesner2016-12-152-2/+2
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* shader_jit_x64: Use Reg32 for LOOP* registers, eliminating castsYuri Kunde Schlesner2016-12-151-16/+16
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* VideoCore: Convert x64 shader JIT to use Xbyak for assemblyYuri Kunde Schlesner2016-12-152-223/+225
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* shader_jit: Fix non-SSE4.1 path where FLR would not truncateJannik Vogel2016-12-041-1/+1
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* shader_jit: Load LOOPCOUNT_REG and LOOPINC 4 bit left-shiftedJannik Vogel2016-12-021-6/+9
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* VideoCore: Shader interpreter cleanupsYuri Kunde Schlesner2016-09-301-32/+42
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* VideoCore: Fix out-of-bounds read in ShaderSetup::ProduceDebugInfoYuri Kunde Schlesner2016-09-301-3/+1
| | | | | | As far as I can tell, memset was replaced by a fill without correcting the parameter type, causing an out-of-bounds array read in the Vec4 constructor.
* Remove special rules for Windows.h and library includesYuri Kunde Schlesner2016-09-211-1/+1
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* Use negative priorities to avoid special-casing the self-includeYuri Kunde Schlesner2016-09-213-3/+3
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* Remove empty newlines in #include blocks.Emmanuel Gil Peyrot2016-09-215-22/+3
| | | | | | | This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation.
* Manually tweak source formatting and then re-run clang-formatYuri Kunde Schlesner2016-09-194-9/+6
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* Sources: Run clang-format on everything.Emmanuel Gil Peyrot2016-09-186-311/+335
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* VideoCore: Fix dangling lambda context in shader interpreterYuri Kunde Schlesner2016-09-161-1/+1
| | | | | | The static meant that after the first execution, these lambda context would be pointing to a random location on the stack. Fixes a random crash when using the interpreter.
* Retrieve shader result from new OutputRegisters-typeJannik Vogel2016-05-163-56/+68
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* Use new shader-jit signature for interpreterJannik Vogel2016-05-133-8/+8
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* Refactor access to state in shader-jitJannik Vogel2016-05-134-24/+42
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* Move program_counter and call_stack from UnitState to interpreterJannik Vogel2016-05-123-45/+42
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* Move default_attributes into Pica stateJannik Vogel2016-05-121-2/+0
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* Merge pull request #1690 from JayFoxRox/tex-type-3bunnei2016-05-121-1/+2
|\ | | | | Pica: Implement texture type 3 (Projection2D)
| * Pica: Add tc0.w to OutputVertexJannik Vogel2016-05-111-1/+2
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* | Turn ShaderSetup into structJannik Vogel2016-05-112-52/+53
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* Pica: Replace logic in shader.cpp with loopJannik Vogel2016-05-031-34/+4
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* VideoCore: Run include-what-you-use and fix most includes.Emmanuel Gil Peyrot2016-04-306-14/+43
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* Merge pull request #1730 from hrydgard/vertex-loaderbunnei2016-04-291-1/+1
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Remove late accesses to attribute_config * Refactor: Extract VertexLoader from command_processor.cpp. Preparation for a similar concept to Dolphin or PPSSPP. These can be JIT-ed and cached. * Move "&" to their proper place, add missing includes and make some properly relative. * Don't keep base_address in the loader, it doesn't belong there (with it, the loader can't be cached). * Optimize the vertex loader, nearly doubling its speed. * Debugger fix * Move and rename the MemoryAccesses class to MemoryAccessTracker.
| * Refactor: Extract VertexLoader from command_processor.cpp.Henrik Rydgard2016-04-281-1/+1
| | | | | | | | Preparation for a similar concept to Dolphin or PPSSPP. These can be JIT-ed and cached.
* | Common: Remove section measurement from profiler (#1731)Yuri Kunde Schlesner2016-04-291-3/+0
| | | | | | | | This has been entirely superseded by MicroProfile. The rest of the code can go when a simpler frametime/FPS meter is added to the GUI.
* | shader: Shader size is long uint, not uint.Sam Spilsbury2016-04-241-1/+1
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* | shader: Handle non-CALL opcodes with a breakSam Spilsbury2016-04-241-0/+2
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* | shader: Format string must be provided inline and not as a variableSam Spilsbury2016-04-241-1/+1
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* shader_jit_x64: Rename RuntimeAssert to Compile_Assert.bunnei2016-04-142-5/+5
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* shader_jit_x64.cpp: Rename JitCompiler to JitShader.bunnei2016-04-143-92/+92
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* shader_jit_x64: Free memory that's no longer needed after compilation.bunnei2016-04-141-0/+6
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* shader_jit_x64: Use a sorted vector instead of a set for keeping track of return addresses.bunnei2016-04-142-5/+8
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* shader_jit_x64: Use CALL/RET instead of JMP for subroutines.bunnei2016-04-141-17/+7
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* shader_jit_x64: Separate initialization and code generation for readability.bunnei2016-04-141-9/+8
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* shader_jit_x64: Get rid of unnecessary last_program_counter variable.bunnei2016-04-142-6/+2
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* shader_jit_x64: Execute certain asserts at runtime.bunnei2016-04-142-5/+19
| | | | - This is because we compile the full shader code space, and therefore its common to compile malformed instructions.
* shader: Remove unused 'state' argument from 'Setup' function.bunnei2016-04-142-3/+2
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* shader_jit_x64: Specify shader main offset at runtime.bunnei2016-04-143-10/+6
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* shader_jit_x64: Allocate each program independently and persist for emu session.bunnei2016-04-143-38/+28
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* shader_jit_x64: Rewrite flow control to support arbitrary CALL and JMP instructions.bunnei2016-04-142-35/+119
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* shader_jit_x64: Fix strict memory aliasing issues.bunnei2016-04-141-1/+3
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* Merge pull request #1643 from MerryMage/make_uniqueMathew Maidment2016-04-061-1/+0
|\ | | | | Common: Remove Common::make_unique, use std::make_unique
| * Common: Remove Common::make_unique, use std::make_uniqueMerryMage2016-04-051-1/+0
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* | Merge pull request #1508 from JayFoxRox/vs-output-mapbunnei2016-03-221-4/+14
|\ \ | |/ |/| Respect vs output map
| * Respect vs output mapJannik Vogel2016-03-141-4/+14
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* | Merge pull request #1538 from lioncash/dotbunnei2016-03-201-5/+3
|\ \ | | | | | | shader_interpreter: use std::inner_product for the dot product
| * | shader_interpreter: use std::inner_product for the dot productLioncash2016-03-171-5/+3
| | | | | | | | | | | | Same thing, less code.
* | | video_core: Don't cast away constLioncash2016-03-171-1/+1
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* | Merge pull request #1503 from bunnei/clear-jit-cachebunnei2016-03-163-7/+27
|\ \ | | | | | | Clear JIT cache
| * | shader_jit_x64: Clear cache after code space fills up.bunnei2016-03-123-2/+19
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| * | shader_jit_x64: Make assert outputs more useful & cleanup formatting.bunnei2016-03-121-4/+7
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| * | shader: Update log message to use proper log class.bunnei2016-03-121-1/+1
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* / PICA: Fix MAD/MADI encodingJannik Vogel2016-03-152-29/+33
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* Common: Get rid of alignment macrosLioncash2016-03-091-4/+4
| | | | | The gl rasterizer already uses alignas, so we may as well move everything over.
* Add immediate mode vertex submissionDwayne Slater2016-03-034-2/+22
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* pica: Implement decoding of basic fragment lighting components.bunnei2016-02-052-5/+9
| | | | | | | - Diffuse - Distance attenuation - float16/float20 types - Vertex Shader 'view' output
* Merge pull request #1367 from yuriks/jit-jmpbunnei2016-01-272-6/+6
|\ | | | | Shader JIT: Fix off-by-one error when compiling JMPs
| * Shader JIT: Fix off-by-one error when compiling JMPsYuri Kunde Schlesner2016-01-242-6/+6
| | | | | | | | | | | | | | There was a mistake in the JMP code which meant that one instruction at the destination would be skipped when the jump was taken. This commit also changes the meaning of the culprit parameter to make it less confusing and avoid similar mistakes in the future.
* | Shader: Implement "invert condition" feature of IFU instructionYuri Kunde Schlesner2016-01-252-2/+5
|/ | | | | | If the bit 0 of the JMPU instruction is set, then the jump condition will be inverted. That is, a jump will happen when the boolean is false instead of when it is true.
* video_core: Reorganize headersLioncash2015-09-113-6/+4
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* video_core: Remove unnecessary includes from headersLioncash2015-09-111-2/+0
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* video_core: Remove unused variablesLioncash2015-09-102-2/+0
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* Shader JIT: Use SCALE constant from emitteraroulin2015-09-071-4/+4
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* Shader: Fix size_t to int casts of register offsetsaroulin2015-09-072-15/+21
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* Merge pull request #1088 from aroulin/x64-emitter-abi-callbunnei2015-09-022-28/+18
|\ | | | | x64: Proper stack alignment in shader JIT function calls
| * x64: Proper stack alignment in shader JIT function callsaroulin2015-09-012-28/+18
| | | | | | | | | | Import Dolphin stack handling and register saving routines Also removes the x86 parts from abi files
* | video_core: Fix format specifiers warningsaroulin2015-09-021-1/+2
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* Shader JIT: Fix SGE/SGEI NaN behavioraroulin2015-08-311-3/+3
| | | | | SGE was incorrectly emulated w.r.t. NaN behavior as the CMPSS SSE instruction was used with NLT
* Merge pull request #1065 from yuriks/shader-fpYuri Kunde Schlesner2015-08-283-56/+87
|\ | | | | Shader FP compliance fixes
| * Shader JIT: Tiny micro-optimization in DPHYuri Kunde Schlesner2015-08-241-4/+4
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| * Shaders: Fix multiplications between 0.0 and infYuri Kunde Schlesner2015-08-242-39/+45
| | | | | | | | | | | | | | | | The PICA200 semantics for multiplication are so that when multiplying inf by exactly 0.0, the result is 0.0, instead of NaN, as defined by IEEE. This is relied upon by games. Fixes #1024 (missing OoT interface items)
| * Shaders: Explicitly conform to PICA semantics in MAX/MINYuri Kunde Schlesner2015-08-242-2/+10
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| * Shader JIT: Add name to second scratch register (XMM4)Yuri Kunde Schlesner2015-08-241-3/+5
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| * Shader JIT: Fix CMP NaN behavior to match hardwareYuri Kunde Schlesner2015-08-241-8/+23
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* | Shader JIT: Fix float to integer rounding in MOVAaroulin2015-08-271-2/+2
| | | | | | | | MOVA converts new address register values from floats to integers using truncation
* | Shader JIT: ifdef out reference to ifdef'd out shader_maparchshift2015-08-271-0/+2
| | | | | | | | | | shader_map was only defined on x86 architectures, but was cleared on shutdown with no ifdef protection. Ifdef this out so non-x86 architectures can be built.
* | Integrate the MicroProfile profiling libraryYuri Kunde Schlesner2015-08-251-0/+3
| | | | | | | | | | This brings goodies such as a configurable user interface and multi-threaded timeline view.
* | shader_jit: Replace two MDisp usages with MatRLioncash2015-08-241-2/+2
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* Merge pull request #1062 from aroulin/shader-rcp-rsqbunnei2015-08-232-10/+10
|\ | | | | Shader: RCP and RSQ computes only the 1st component
| * Shader: Use std::sqrt for float instead of sqrtaroulin2015-08-231-1/+1
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| * Shader: RCP and RSQ computes only the 1st componentaroulin2015-08-232-10/+10
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* | Shader: implement DPH/DPHI in JITaroulin2015-08-222-2/+36
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* | Shader: implement DPH/DPHI in interpreteraroulin2015-08-221-1/+8
|/ | | | | Tests revealed that the component with w=1 is SRC1 and not SRC2, it is now fixed on 3dbrew.
* Shader: implement SGE, SGEI and SLT in JITaroulin2015-08-192-15/+36
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* Shader: implement SGE, SGEI in interpreteraroulin2015-08-191-0/+14
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* Shader: Save caller-saved registers in JIT before a CALLaroulin2015-08-192-0/+33
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* Shader: implement EX2 and LG2 in JITaroulin2015-08-172-2/+22
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* Shader: implement EX2 and LG2 in interpreteraroulin2015-08-161-0/+36
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* Build fix for Debug configurations.Tony Wasserka2015-08-161-1/+1
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* Introduce a shader tracer to allow inspection of input/output values for each processed instruction.Tony Wasserka2015-08-165-37/+322
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* citra-qt: Improve shader debugger.Tony Wasserka2015-08-161-6/+0
| | | | Now supports dumping the current shader and recognizes a larger number of output semantics.
* Shader: Use a POD struct for registers.bunnei2015-08-165-40/+43
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* Rename ARCHITECTURE_X64 definition to ARCHITECTURE_x86_64.bunnei2015-08-161-6/+5
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* Common: Cleanup CPU capability detection code.bunnei2015-08-161-5/+5
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* Common: Move cpu_detect to x64 directory.bunnei2015-08-161-2/+1
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* x64: Refactor to remove fake interfaces and general cleanups.bunnei2015-08-165-144/+22
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* JIT: Support negative address offsets.bunnei2015-08-161-26/+25
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* Shader: Initial implementation of x86_x64 JIT compiler for Pica vertex shaders.bunnei2015-08-166-2/+924
| | | | | - Config: Add an option for selecting to use shader JIT or interpreter. - Qt: Add a menu option for enabling/disabling the shader JIT.
* Common: Added MurmurHash3 hash function for general-purpose use.bunnei2015-08-151-1/+1
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* Shader: Define a common interface for running vertex shader programs.bunnei2015-08-154-184/+278
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* Shader: Move shader code to its own subdirectory, "shader".bunnei2015-08-152-0/+701