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
1d182fc0f5
shader: Calibrate loop safety threshold
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
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
7ac55c2a75
shader: Fix loop safety to SSA pass
2021-07-22 21:51:35 -04:00
61cd7dd301
shader: Add logging
2021-07-22 21:51:35 -04:00
373f75d944
shader: Add shader loop safety check settings
...
Also add a setting for enable Nsight Aftermath.
2021-07-22 21:51:35 -04:00
487057b8d2
shader: Comment why the array component is not read in TMML
2021-07-22 21:51:35 -04:00
3c125d4134
tmml: Remove index component from coords vec
...
The lod query functions exposed by the rendering API's do not make use of the texturearray layer indexing.
2021-07-22 21:51:35 -04:00
562af30181
shader: Fix VertexA Shaders.
2021-07-22 21:51:34 -04:00
ec9a78885e
shader: Add 2D and 3D variants to SUATOM and SURED
...
Used by Claybook.
2021-07-22 21:51:34 -04:00
4f8b68fb04
shader: Avoid CPU side undefined behavior on I2F
2021-07-22 21:51:34 -04:00
05d41fa9b7
shader: Add support for "negative" and unaligned offsets
...
"Negative" offsets don't exist. They are shown as such due to a bug in
nvdisasm.
Unaligned offsets have been proved to read the aligned offset. For
example, when reading an U32, if the offset is 6, the offset read will
be 4.
2021-07-22 21:51:34 -04:00
5d170de0b5
shader: Implement ISCADD32I
2021-07-22 21:51:34 -04:00
329dea217d
shader: Always initialize up reference in structure control flow
...
Fixes ubsan issue.
2021-07-22 21:51:34 -04:00
d093522fac
shader: Fix ImageWrite indexing
2021-07-22 21:51:34 -04:00
b659212dbd
shader: Fix TMML queries
2021-07-22 21:51:34 -04:00
b7764c3a79
shader: Handle host exceptions
2021-07-22 21:51:34 -04:00
9bb3e008c9
shader: Read branch conditions from an instruction
...
Fixes the identity removal pass.
2021-07-22 21:51:32 -04:00
ec6fc5fe78
glasm: Implement TEX and TEXS instructions
...
Remove lod clamp from texture instructions with lod, as this is not
needed (nor supported).
2021-07-22 21:51:31 -04:00
f7a2340205
shader_recompiler: GCC fixes
...
Fixes members of unnamed union not being accessible, and one function
without a declaration.
2021-07-22 21:51:31 -04:00
bf5e48ffe4
glasm: Initial implementation of phi nodes on GLASM
2021-07-22 21:51:31 -04:00
d54d7de40e
glasm: Rework control flow introducing a syntax list
...
This commit regresses VertexA shaders, their transformation pass has to
be adapted to the new control flow.
2021-07-22 21:51:31 -04:00
3b6a632237
shader: Add floating-point rounding to I2F
2021-07-22 21:51:31 -04:00
09dc23f971
shader: ISET.X implementation
2021-07-22 21:51:30 -04:00
ee61ec2c39
shader: Optimize NVN Fallthrough
2021-07-22 21:51:30 -04:00
153a77efee
shader: Stub SR_AFFINITY
2021-07-22 21:51:30 -04:00
7ecc6de56a
shader: Implement Int32 SUATOM/SURED
2021-07-22 21:51:30 -04:00
d621e96d0d
shader: Initial OpenGL implementation
2021-07-22 21:51:30 -04:00
c49d56c931
shader: Address feedback
2021-07-22 21:51:29 -04:00
b541f5e5e3
shader: Implement VertexA stage
2021-07-22 21:51:29 -04:00
da936d6ad8
shader: Implement delegation of Exit to dispatcher on CFG
2021-07-22 21:51:29 -04:00
fb14820c86
shader: Fix IADD3.CC
2021-07-22 21:51:29 -04:00
d2b54c6e42
shader: Fix VMNMX selector B
2021-07-22 21:51:29 -04:00
fe25f42403
shader: Remove identity removal pass for better build times
2021-07-22 21:51:29 -04:00
7a9dc78398
shader: Refactor atomic_operations_global_memory
2021-07-22 21:51:28 -04:00
427951d6fe
shader: add missing include guard in half_floating_point_helper.h
2021-07-22 21:51:28 -04:00
c8f9772d65
shader: Fix gcc warnings
2021-07-22 21:51:28 -04:00
cc0fcd1b8d
shader: Improve goto removal algorithm complexity
...
Find sibling node containing a nephew searching from the nephew itself
instead of the uncle.
2021-07-22 21:51:28 -04:00
050e81500c
shader: Move microinstruction header to the value header
2021-07-22 21:51:28 -04:00
e4d1122082
shader: Move siblings check to a separate function and comment them out
2021-07-22 21:51:28 -04:00
469f8bb857
shader: Simplify code for local memory
2021-07-22 21:51:28 -04:00
7018e524f5
shader: Add NVN storage buffer fallbacks
...
When we can't track the SSBO origin of a global memory instruction,
leave it as a global memory operation and assume these pointers are in
the NVN storage buffer slots, then apply a linear search in the shader's
runtime.
2021-07-22 21:51:28 -04:00
2999028976
shader: Address feedback
2021-07-22 21:51:28 -04:00
881b33da3b
shader: Implement F2F (Imm)
2021-07-22 21:51:28 -04:00
21a878237b
shader: Implement IADD3.CC/.X
2021-07-22 21:51:28 -04:00
f18a6dd1bd
shader: Implement SR_Y_DIRECTION
2021-07-22 21:51:28 -04:00