Triang3l
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b787f2dec1
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[GPU] GPR count limit is 128, not 64
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2022-06-26 14:45:49 +03:00 |
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Triang3l
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913e1e949c
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[GPU] Ownership-transfer-based RT cache, 3x3 resolution scaling
The ROV path is also disabled by default because of lower performance
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2021-04-26 22:12:09 +03:00 |
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Triang3l
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e6fa0ad139
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[GPU] Dynamic r# count via shader modifications + refactoring
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2020-12-19 16:14:54 +03:00 |
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Triang3l
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9a4643d0f2
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[GPU] Non-ROV f24 trunc/round, host shader modifications, cache dir
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2020-12-07 22:31:46 +03:00 |
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Triang3l
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fd18a97f3a
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[GPU] Shaders: Make label_addresses accessible to translators
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2020-10-14 21:19:33 +03:00 |
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Triang3l
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4bb0ca0e09
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[GPU] Move all xenos.h to gpu::xenos, disambiguate Dimension/TextureDimension
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2020-07-11 15:54:22 +03:00 |
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Triang3l
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8a64861ec0
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[DXBC] New tfetch: pre-swizzle signs, additive LOD + refactoring
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2020-06-06 19:12:34 +03:00 |
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Triang3l
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3aa0ce3096
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[GPU] Shader translator refactoring (mostly ALU), fixes for disassembly round trip and write masks
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2020-05-08 23:57:51 +03:00 |
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Triang3l
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4b9f63cdf1
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[GPU] Shader::HostVertexShaderType enum for domain shader types
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2020-04-06 00:03:23 +03:00 |
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Triang3l
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f83269cf8c
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[GPU] Refactor: Register structs in D3D12CommandProcessor and some other places
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2019-10-19 23:32:38 +03:00 |
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Triang3l
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4825e69fda
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[D3D12] Cleanup primitive types and front/back facing
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2019-07-13 22:25:03 +03:00 |
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Triang3l
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6672997108
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[D3D12] ROV early Z and full rewrite, shader scalar optimizations
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2019-07-11 09:31:58 +03:00 |
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Triang3l
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66a9c9d812
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[GPU] Store ALU result after both vector and scalar instructions
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2019-04-20 20:30:01 +03:00 |
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Triang3l
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ef523823d5
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[D3D12] Force early Z with DSV, fix blend disabled flag in rb_colorcontrol ignored
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2019-01-11 17:07:33 +03:00 |
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Triang3l
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73baaa8e89
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[GPU] Gather eA/eM# writes in shader translator
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2018-12-21 10:06:41 +03:00 |
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Triang3l
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adc0eb87f6
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[GPU] Gather used memexport constants in shader translator
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2018-12-20 10:14:18 +03:00 |
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Triang3l
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9a58841219
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[D3D12] ROV: Use MSAA instead of SSAA
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2018-11-25 16:37:38 +03:00 |
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Triang3l
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f48ea20880
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[D3D12] ROV: Track which RTs and components have been actually written
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2018-10-18 14:54:33 +03:00 |
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Triang3l
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c4599ff211
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[D3D12] Compact float constants and don't split them into pages
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2018-09-30 20:17:26 +03:00 |
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Triang3l
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1413a7d206
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[GPU] Rename uses_register_relative_addressing to uses_register_dynamic_addressing
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2018-09-02 16:31:21 +03:00 |
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Triang3l
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da9f153a29
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[D3D12] DXBC: Don't use indexable temps unless needed
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2018-08-31 20:28:29 +03:00 |
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Triang3l
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dad10c30e9
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[GPU] Detect dynamic temp indexing before translating shaders
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2018-08-31 20:06:53 +03:00 |
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DrChat
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77da785d70
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[Vulkan] Use locally generated texture binding indices instead of GPU indices
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2018-02-22 21:00:54 -06:00 |
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Dr. Chat
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300d1c57ba
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SPIR-V: Rewrite basic control-flow to use a while loop paired with a switch statement
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2016-09-05 16:57:02 -05:00 |
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Dr. Chat
|
d94ff6eb25
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Shaders: Track the register count from the program control register (if available)
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2016-05-22 19:58:50 -05:00 |
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Dr. Chat
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9b2e2a7275
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SPIR-V: Hack in OpSelectionMerge as hints to NVidia's shader compiler (TODO: Make a Shader Compiler)
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2016-04-13 23:17:03 -05:00 |
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Dr. Chat
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b7f2c93d73
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SPIR-V: Batch predicated instructions together into a single block.
Add Post-Translation validation.
Fix a couple of type-related typos.
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2016-04-09 21:03:44 -05:00 |
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Dr. Chat
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4aff1c19a7
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(WIP) SPIR-V Shader Translator
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2016-02-20 18:44:37 -06:00 |
|
Ben Vanik
|
35e08d9428
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Switching from fork to main glslang spirv builder.
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2016-02-18 16:43:41 -08:00 |
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Ben Vanik
|
5ab0af9e6d
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Implementing shader constant register map construction.
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2016-02-18 16:43:41 -08:00 |
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Dr. Chat
|
1066362ada
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ShaderTranslator::GatherAllBindingInformation
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2016-02-05 16:00:50 -06:00 |
|
Ben Vanik
|
280c0b35f6
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Basic control flow skeleton and jumps implemented.
A-train's trees draw right now!
Helps a bit with #473 but still need to implement loops.
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2015-12-06 11:44:22 -08:00 |
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Ben Vanik
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c86e479214
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Replacing old Shader with TranslatedShader.
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2015-12-06 10:36:07 -08:00 |
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Ben Vanik
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51a8002629
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Moving GL backend to new shader translator.
This seems to make a lot of things better, but may also break things.
Cleanup to follow.
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2015-12-06 00:48:41 -08:00 |
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Ben Vanik
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2b3b423776
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Mostly complete new GLSL translator (modulo flow control).
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2015-12-05 17:44:06 -08:00 |
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Ben Vanik
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0058cae901
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Adding pseudo code for all ucode ops from AMD docs.
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2015-12-05 03:10:45 -08:00 |
|
Ben Vanik
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cd50aac6d2
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Skeleton SPIRV translator.
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2015-11-29 19:45:55 -08:00 |
|
Ben Vanik
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d2f7cc1602
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Reworking translator code to be pretty sexy.
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2015-11-29 16:55:42 -08:00 |
|
Ben Vanik
|
65130edaa1
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First pass ShaderTranslator base type, able to disasm in msft style.
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2015-11-28 16:19:04 -08:00 |
|
Ben Vanik
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71b9995448
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Skeleton SPIRV shader translator.
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2015-11-28 16:10:26 -08:00 |
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Ben Vanik
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6a546ebe4d
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Shuffling spirv code so it's not tied to xe::gpu.
Will make it easier to use in standalone apps.
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2015-11-24 19:49:05 -08:00 |
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