240d45830d
nit
2020-03-14 09:57:24 +07:00
3377b78ea7
astc: Call std::vector::reserve on texelWeightValues to avoid reallocating
2020-03-13 23:52:51 -03:00
801fd04f75
astc: Create a LUT at compile time for encoding values
2020-03-13 23:40:02 -03:00
e183820956
astc: Make IntegerEncodedValue a trivial structure
2020-03-13 22:49:28 -03:00
70a31eda62
astc: Make IntegerEncodedValue constructor constexpr
2020-03-13 22:36:45 -03:00
5ed377b989
astc: Make IntegerEncodedValue trivially copyable
2020-03-13 22:30:31 -03:00
e7d97605e8
astc: Rename C types to common_types
2020-03-13 22:28:51 -03:00
835a3d09c6
astc: Move Popcnt to an anonymous namespace and make it constexpr
2020-03-13 22:26:48 -03:00
731a9a322e
astc: Use common types instead of stdint.h integer types
2020-03-13 22:22:27 -03:00
d3dc4e399c
astc: Use 'enum class' instead of 'enum' for EIntegerEncoding
2020-03-13 22:20:12 -03:00
69c7a01f88
vk/gl_shader_decompiler: Silence assertion on compute
2020-03-13 18:33:05 -03:00
62560f1e63
vk_shader_decompiler: Fix default varying regression
2020-03-13 18:33:05 -03:00
afebdda203
maxwell_3d: Add padding words to XFB entries
...
Use INSERT_UNION_PADDING_WORDS instead of alignas to ensure a size
requirement.
2020-03-13 18:33:05 -03:00
4bc4851d45
gl_shader_decompiler: Fix implicit conversion errors
2020-03-13 18:33:05 -03:00
47459f6a36
vk_shader_decompiler: Fix implicit type conversion
...
Co-Authored-By: Mat M. <mathew1800@gmail.com >
2020-03-13 18:33:05 -03:00
2fae1e6205
vk_rasterizer: Implement transform feedback binding zero
2020-03-13 18:33:05 -03:00
b67360c0f8
vk_shader_decompiler: Add XFB decorations to generic varyings
2020-03-13 18:33:05 -03:00
8d5bdcb17b
vk_device: Enable VK_EXT_transform_feedback when available
2020-03-13 18:33:05 -03:00
c320702092
vk_device: Shrink formatless capability name size
2020-03-13 18:33:05 -03:00
ae6189d7c2
shader/transform_feedback: Expose buffer stride
2020-03-13 18:33:05 -03:00
7acebd7eb6
vk_shader_decompiler: Use registry for specialization
2020-03-13 18:33:05 -03:00
8e9f23f393
gl_rasterizer: Implement transform feedback bindings
2020-03-13 18:33:04 -03:00
4d711dface
gl_shader_decompiler: Decorate output attributes with XFB layout
...
We sometimes have to slice attributes in different parts. This is needed
for example in instances where the game feedbacks 3 components but
writes 4 from the shader (something that is possible with
GL_NV_transform_feedback).
2020-03-13 18:33:04 -03:00
3dcaa84ba4
shader/transform_feedback: Add host API friendly TFB builder
2020-03-13 18:33:04 -03:00
244fe13219
Merge branch 'master' into shader-purge
2020-03-13 16:44:06 -03:00
b30b1f741d
Merge pull request #3491 from ReinUsesLisp/polygon-modes
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gl_rasterizer: Implement polygon modes and fill rectangles
2020-03-13 10:08:57 -04:00
829f424618
nit & remove some optional param
2020-03-13 20:47:38 +07:00
a166217480
shader_decode: implement XMAD mode CSfu
2020-03-13 19:01:49 +07:00
753bc2026f
fix formatting
2020-03-13 11:37:24 +01:00
54681909be
maxwell_to_vk: add vertex format eA2B10G10R10UnormPack32
2020-03-13 11:26:13 +01:00
00607fe1e0
clang-format
2020-03-13 15:38:57 +07:00
325977c0c6
Apply suggestions from code review
...
Co-Authored-By: Mat M. <mathew1800@gmail.com >
2020-03-13 15:35:15 +07:00
70ff82f72d
shader_decode: BFE add ref of reverse parallel method.
2020-03-13 14:20:18 +07:00
96a4abe12d
shader_decode: implement BREV on BFE
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Implement reverse parallel follow: https://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel
2020-03-13 14:13:31 +07:00
93547cac68
shader_bytecode: update BFE instructions struct.
2020-03-13 12:52:16 +07:00
911c56ccef
node_helper: add IBitfieldExtract case
2020-03-13 12:50:32 +07:00
465ba30d08
shader_decode: Reimplement BFE instructions
2020-03-13 12:48:01 +07:00
e24197bb3f
gl_shader_decompiler: Initialize gl_Position on vertex shaders
2020-03-12 23:31:06 -03:00
00e9ba0603
Merge pull request #3483 from namkazt/patch-1
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vk_rasterizer: fix mistype on SetupGraphicsImages
2020-03-12 22:10:48 -04:00
f159a12820
Merge pull request #3480 from ReinUsesLisp/vk-disabled-ubo
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vk_rasterizer: Support disabled uniform buffers
2020-03-12 22:09:49 -04:00
3a10016e38
gl_shader_decompiler: Add missing {} on smem GLSL emission
2020-03-12 21:50:37 -03:00
4dcca90ef4
video_core: Implement RGBA16_SNORM
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Implement RGBA16_SNORM with the current API. Nothing special here.
2020-03-12 21:42:33 -03:00
e22816a5bb
texture_cache: Report incompatible textures as black
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Some games bind incompatible texture types to certain types.
For example Astral Chain binds a 2D texture with 1 layer (non-array) to
a cubemap slot (that's how it's used in the shader). After testing this
in hardware, the expected "undefined behavior" is to report all pixels
as black.
We already have a path for reporting black textures in the texture
cache. When textures types are incompatible, this commit binds these
kind of textures. This is done on the API agnostic texture cache so no
extra code has to be inserted on OpenGL or Vulkan.
As a side effect, this fixes invalidations of ASTC textures on Astral
Chain. This happened because yuzu detected a cube texture and forced
6 faces, generating a texture larger than what the TIC reported.
2020-03-12 18:22:05 -03:00
daae6a323b
texture_cache/surface_params: Force depth=1 on 2D textures
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Sometimes games will sample a 2D array TIC with a 2D access in the
shader. This causes bad interactions with the rest of the texture cache.
To emulate what the game wants to do, force a depth=1 on 2D textures
(not 2D arrays) and let the texture cache handle the rest.
2020-03-12 18:11:42 -03:00
38fe070d78
gl_shader_decompiler: Add layer component to texelFetch
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TexelFetch was not emitting the array component generating invalid GLSL.
2020-03-12 18:10:29 -03:00
ca2d228c9d
Merge pull request #3497 from FernandoS27/microprogfile-extend
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Small corrections and features to microprofile
2020-03-12 12:14:03 -04:00
c21dc36cda
Merge pull request #3496 from vitor-k/remove-enum
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framebuffer_layout.h: drop the use of enum for screen dimensions
2020-03-12 12:00:39 -04:00
95b804ff05
NVFlinger: Do the microprofile Flip after processing a valid frame.
2020-03-12 10:52:44 -04:00
825d629565
gl_shader_decompiler: Fix regression in render target declarations
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A previous commit introduced a way to declare as few render targets as
possible. Turns out this introduced a regression in some games.
2020-03-12 05:01:20 -03:00
fce33adcf1
Merge pull request #3494 from ReinUsesLisp/fix-cs-pipeline
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gl_shader_manager: Fix interaction between graphics and compute
2020-03-11 13:51:54 -04:00