Commit Graph

19190 Commits

Author SHA1 Message Date
65daec8b75 glsl: Fix shared and local memory declarations
account for the fact that program.*memory_size is in units of bytes.
2021-07-22 21:51:39 -04:00
8289eb108f opengl: Implement LOP.CC
Used by MH:Rise
2021-07-22 21:51:39 -04:00
f94f0be521 vk_graphics_pipeline: Implement smooth lines 2021-07-22 21:51:39 -04:00
57a8921e01 vk_graphics_pipeline: Implement line width 2021-07-22 21:51:39 -04:00
5b2b0634a1 spirv: Fix code emission when descriptor aliasing is unsupported
Fixes OpenGL.
2021-07-22 21:51:39 -04:00
fb9b1787f8 video_core: Enable GL SPIR-V shaders 2021-07-22 21:51:39 -04:00
1152d66ddd general: Add setting shader_backend
GLASM is getting good enough that we can move it out of advanced
graphics settings. This removes the setting `use_assembly_shaders`,
opting for a enum class `shader_backend`. This comes with the benefits
that it is extensible for additional shader backends besides GLSL and
GLASM, and this will work better with a QComboBox.

Qt removes the related assembly shader setting from the Advanced
Graphics section and places it as a new QComboBox in the API Settings
group. This will replace the Vulkan device selector when OpenGL is
selected.

Additionally, mark all of the custom anisotropic filtering settings as
"WILL BREAK THINGS", as that is the case with a select few games.
2021-07-22 21:51:39 -04:00
00fa09dc45 glsl: Declare local memory in main 2021-07-22 21:51:39 -04:00
f7352411f0 glsl: Add passthrough geometry shader support 2021-07-22 21:51:39 -04:00
8612b5fec5 shader: Use std::bit_cast instead of Common::BitCast for passthrough 2021-07-22 21:51:39 -04:00
8a3427a4c8 glasm: Add passthrough geometry shader support 2021-07-22 21:51:39 -04:00
7dafa96ab5 shader: Rework varyings and implement passthrough geometry shaders
Put all varyings into a single std::bitset with helpers to access it.

Implement passthrough geometry shaders using host's.
2021-07-22 21:51:39 -04:00
4f052a1f39 vk_graphics_pipeline: Implement conservative rendering 2021-07-22 21:51:39 -04:00
ecd6b4356b shader: Only verify shader when graphics debugging is enabled 2021-07-22 21:51:39 -04:00
395bed3a0a shader: Unify shader stage types 2021-07-22 21:51:39 -04:00
257d2aab74 lower_int64_to_int32: Add missing include 2021-07-22 21:51:39 -04:00
fb166b5ff4 shader: Emulate 64-bit integers when not supported
Useful for mobile and Intel Xe devices.
2021-07-22 21:51:39 -04:00
d8d5501459 shader: Add int64 to int32 lowering pass 2021-07-22 21:51:39 -04:00
04ef2160f9 shader: Teach global memory base tracker to follow vectors 2021-07-22 21:51:39 -04:00
97e80dda55 shader: Add constant propagation to integer vectors 2021-07-22 21:51:39 -04:00
27ca8a0e13 glsl: Better IAdd Overflow CC fix
This ensures the original operand values are not overwritten when being used in the overflow detection.
2021-07-22 21:51:39 -04:00
4397053d5c shader: Remove IAbs64 2021-07-22 21:51:39 -04:00
bc6e399ae3 glsl: Fix IADD CC 2021-07-22 21:51:39 -04:00
a7536825df shader_recompiler: Fix IADD3 input partitioning 2021-07-22 21:51:39 -04:00
808ef97a08 shader: Move loop safety tests to code emission 2021-07-22 21:51:39 -04:00
3877918e96 gl_graphics_pipeline: Fix assembly shaders check for transform feedbacks 2021-07-22 21:51:39 -04:00
cbce9ddd4a glsl: Remove frag color initialization 2021-07-22 21:51:39 -04:00
3a2dd1b483 glasm: Implement SetAttribute ViewportMask 2021-07-22 21:51:39 -04:00
9bd0531384 gl_graphics_pipeline: Inline hash and operator== key functions 2021-07-22 21:51:39 -04:00
f5db8c7440 gl_shader_cache: Check previous pipeline before checking hash map
Port optimization from Vulkan.
2021-07-22 21:51:39 -04:00
218dedca1f gl_graphics_pipeline: Port optimizations from Vulkan pipelines 2021-07-22 21:51:39 -04:00
1c648f176c emit_glsl_special: Skip initialization of frag_color0
Fixes rendering in Devil May Cry without regressing Ori and the Blind Forest.
2021-07-22 21:51:38 -04:00
1d182fc0f5 shader: Calibrate loop safety threshold 2021-07-22 21:51:38 -04:00
df9b7e18f5 buffer_cache: Fix debugging leftover 2021-07-22 21:51:38 -04:00
cfbc85839d glsl: Add missing ; in EmitSetSampleMask
Fixes shader compilation in Okami HD
2021-07-22 21:51:38 -04:00
838d7e4ca5 buffer_cache: Fix size reductions not having in mind bind sizes
A buffer binding can change between shaders without changing the
shaders. This lead to outdated bindings on OpenGL.
2021-07-22 21:51:38 -04:00
9e066dcb15 glsl: Fix output varying initialization when transform feedback is used 2021-07-22 21:51:38 -04:00
fcff19e0fa shaders: Allow shader notify when async shaders is disabled 2021-07-22 21:51:38 -04:00
a0365217f5 texture_pass: Fix is_read image qualification
Atomic operations are considered to have both read and write access. This was not  being accounted for.
2021-07-22 21:51:38 -04:00
0cd08b3e72 shader: Align constant buffer sizes to 16 bytes
WAR for AMD reading zeroes on uniform buffers of size 2.
2021-07-22 21:51:38 -04:00
59fead3a47 spirv: Properly handle devices without int8 and int16 2021-07-22 21:51:38 -04:00
b5e78607ad spirv: Handle small storage buffer loads on devices with no support 2021-07-22 21:51:38 -04:00
ca67077ca8 vk_graphics_pipeline: Use VK_KHR_push_descriptor when available
~51% faster on Nvidia compared to previous method.
2021-07-22 21:51:38 -04:00
ccbd24fe00 glsl: Fix cbuf component indexing bug falback 2021-07-22 21:51:38 -04:00
1091995f8e shader: Simplify MergeDualVertexPrograms 2021-07-22 21:51:38 -04:00
374eeda1a3 shader: Properly manage attributes not written from previous stages 2021-07-22 21:51:38 -04:00
892b8aa2ad glsl: Only declare fragment outputs on fragment shaders 2021-07-22 21:51:38 -04:00
0ffea97e2e shader: Split profile and runtime info headers 2021-07-22 21:51:38 -04:00
cbbca26d18 shader: Add support for native 16-bit floats 2021-07-22 21:51:38 -04:00
376aa94819 shader: Rename maxwell/program.h to translate_program.h 2021-07-22 21:51:38 -04:00