Triang3l
69958cba9d
[GPU] shader-compiler: Accept little-endian ucode
2022-04-26 22:59:02 +03:00
Triang3l
fea430f1f9
[GPU] Fix scalar c[#+aL], shader docs/refactoring
2022-04-13 23:08:19 +03:00
Triang3l
14b69fdb00
[GPU] vfetch_full fetching nothing still must calculate the address
2022-01-09 16:26:05 +03:00
Triang3l
d6188c5d7e
[GPU] Reuse base+index*stride in vfetch_mini instead of reloading the index GPR
...
The wheel shader in 4D530910 does vfetch_full to r0 with the index from r0.x, and then vfetch_mini.
Thanks @Gliniak for the finding :3
Also small formatting cleanup in commented-out code.
2022-01-09 14:58:38 +03:00
Triang3l
e720e0a540
[Code] Remove game names from code comments (most of at least)
2021-09-05 21:27:40 +03:00
Triang3l
913e1e949c
[GPU] Ownership-transfer-based RT cache, 3x3 resolution scaling
...
The ROV path is also disabled by default because of lower performance
2021-04-26 22:12:09 +03:00
Triang3l
9009cba90a
[GPU] Refactor shader dumps - bin and txt files for both ucode and host
2020-12-25 21:46:07 +03:00
Triang3l
dcde08a493
[GPU] PS and rasterization disabling cleanup
2020-12-24 23:40:38 +03:00
Triang3l
e6fa0ad139
[GPU] Dynamic r# count via shader modifications + refactoring
2020-12-19 16:14:54 +03:00
Triang3l
9a4643d0f2
[GPU] Non-ROV f24 trunc/round, host shader modifications, cache dir
2020-12-07 22:31:46 +03:00
Triang3l
6b988d43c7
[D3D12] Cleanup: pipeline state -> pipeline, other things
2020-11-14 16:43:18 +03:00
Triang3l
ae3b68c7b6
[DXBC] Fast mul path only for fully identical components because neg is post-abs
2020-10-30 22:31:30 +03:00
Triang3l
feb8258a5e
[DXBC] Multiplication signed zero handling
2020-10-30 22:14:38 +03:00
Triang3l
4bb0ca0e09
[GPU] Move all xenos.h to gpu::xenos, disambiguate Dimension/TextureDimension
2020-07-11 15:54:22 +03:00
Triang3l
8a64861ec0
[DXBC] New tfetch: pre-swizzle signs, additive LOD + refactoring
2020-06-06 19:12:34 +03:00
Triang3l
aa73d652ba
[DXBC] OpenGL snorm vfetch because why not
2020-05-24 19:25:35 +03:00
Triang3l
3879ff29b3
[DXBC/GPU] vfetch to new codegen, signed vfetch offset, fix AND with system flags
2020-05-23 17:15:11 +03:00
Triang3l
0d14ae01bb
[D3D12] Allow non-adaptive tessellation for patch primitive types, and all triangle and quad tessellation modes
2020-05-11 22:40:52 +03:00
Triang3l
b79ba69548
[DXBC] ALU vector ops to new codegen
2020-05-10 16:33:39 +03:00
Triang3l
3aa0ce3096
[GPU] Shader translator refactoring (mostly ALU), fixes for disassembly round trip and write masks
2020-05-08 23:57:51 +03:00
gibbed
5bf0b34445
C++17ification.
...
C++17ification!
- Filesystem interaction now uses std::filesystem::path.
- Usage of const char*, std::string have been changed to
std::string_view where appropriate.
- Usage of printf-style functions changed to use fmt.
2020-04-07 16:09:41 -05:00
Triang3l
9d36c257b0
[D3D12] Non-adaptive triangle tessellation
2020-04-07 18:55:43 +03:00
Triang3l
4b9f63cdf1
[GPU] Shader::HostVertexShaderType enum for domain shader types
2020-04-06 00:03:23 +03:00
Triang3l
1336316139
[D3D12] Vertex kill and multipass vertex exports
2020-02-20 08:56:16 +03:00
Triang3l
4061445087
[GPU] Remove unused kConstantInt/Bool shader operands
2020-02-02 21:05:00 +03:00
Triang3l
84a8dc91e4
[D3D12] Filtering between array texture layers
2019-09-03 10:14:25 +03:00
Triang3l
4825e69fda
[D3D12] Cleanup primitive types and front/back facing
2019-07-13 22:25:03 +03:00
Triang3l
6672997108
[D3D12] ROV early Z and full rewrite, shader scalar optimizations
2019-07-11 09:31:58 +03:00
Triang3l
66a9c9d812
[GPU] Store ALU result after both vector and scalar instructions
2019-04-20 20:30:01 +03:00
Triang3l
ef523823d5
[D3D12] Force early Z with DSV, fix blend disabled flag in rb_colorcontrol ignored
2019-01-11 17:07:33 +03:00
Triang3l
72e9ac5c28
[GPU] Shader translator: More memexport validation
2018-12-21 22:24:09 +03:00
Triang3l
adc0eb87f6
[GPU] Gather used memexport constants in shader translator
2018-12-20 10:14:18 +03:00
Triang3l
1ee3ed03fd
[D3D12] DXBC: Skip loading and some ALU ops for identical operands
2018-12-09 00:20:13 +03:00
Triang3l
c4599ff211
[D3D12] Compact float constants and don't split them into pages
2018-09-30 20:17:26 +03:00
Triang3l
2a98d29eda
[D3D12] DXBC: Most of tfetch
2018-09-11 22:57:08 +03:00
DrChat
abdc0ff05a
[GPU] Document first parameter of eA (export address)
2018-04-13 21:07:14 -05:00
DrChat
e6524aa497
[GPU] Disassemble memexport exports
2018-04-08 18:02:39 -05:00
Dr. Chat
d94ff6eb25
Shaders: Track the register count from the program control register (if available)
2016-05-22 19:58:50 -05:00
Dr. Chat
2bb52ef86b
SPIR-V: WIP shader compiler / optimizations / alpha test implementation
2016-05-15 12:01:38 -05:00
Ben Vanik
618ca80011
Count packed bytes used by a constant map.
2016-02-18 16:43:41 -08:00
Ben Vanik
5ab0af9e6d
Implementing shader constant register map construction.
2016-02-18 16:43:41 -08:00
Dr. Chat
ccb6a9146c
Expose microcode data hash in Shader
...
Return paths to files that were dumped from Dump
2016-02-05 15:59:07 -06:00
Ben Vanik
280c0b35f6
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.
2015-12-06 11:44:22 -08:00
Ben Vanik
c86e479214
Replacing old Shader with TranslatedShader.
2015-12-06 10:36:07 -08:00
Ben Vanik
51a8002629
Moving GL backend to new shader translator.
...
This seems to make a lot of things better, but may also break things.
Cleanup to follow.
2015-12-06 00:48:41 -08:00
Ben Vanik
bea8870700
Shuffling old-style ucode.h under gl4.
2015-11-28 16:10:27 -08:00
Ben Vanik
89172da4b7
Unplumbing program_cntl and simplifying shader loading.
2015-11-24 20:24:35 -08:00
Ben Vanik
1608878437
Trying to figure out shader flow control; not going so well :/
2015-03-15 16:55:20 -07:00
Ben Vanik
41174b0e64
Hacktastic GPU trace viewer; textures, shaders, state, etc.
2015-03-01 12:26:11 -08:00
Ben Vanik
00e4a4fe1b
Fix #include format.
2015-01-31 22:49:47 -08:00