JPikachu
fc1a3b6310
shader compiler: Ensure all clip distances are initialized when used
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Thank you to Ryujinx (riperiperi specifically) for the pointer towards clip distances
Huge thanks to crueter for finding where the code works and Camille for giving pointers along the way.
2025-04-21 13:34:24 -04:00
EmulationEnjoyer
fcec7995af
feat(shader): implement geometry shader invocation info
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- Update EmitInvocationInfo in SPIRV backend to handle geometry shader stage
ref: 1266fad681 (diff-4cbf73a98ed4ad649a4a6f38b569bc31fcf68cf7)
2025-04-19 18:05:29 -03:00
44dc152a2b
Add InputTopologyVertices from torzu adapted to eden
2025-04-19 17:56:48 -03:00
9cef9f5dce
Update fmt to allow for v11
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Signed-off-by: swurl <swurl@swurl.xyz>
2025-04-10 01:11:22 +02:00
darktux
9f4ef30b55
Add SR_WScaleFactorXY/SR_WScaleFactorZ stubs for Prince of Persia ( #5 )
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Pulled in and cleaned up from Sudachi
Reviewed-on: http://y2nlvhmmk5jnsvechppxnbyzmmv3vbl7dvzn6ltwcdbpgxixp3clkgqd.onion/darktux/torzu/pulls/5
Co-authored-by: darktux <darktux@y2nlvhmmk5jnsvechppxnbyzmmv3vbl7dvzn6ltwcdbpgxixp3clkgqd.onion>
Co-committed-by: darktux <darktux@y2nlvhmmk5jnsvechppxnbyzmmv3vbl7dvzn6ltwcdbpgxixp3clkgqd.onion>
2025-04-04 03:40:48 +02:00
Narr the Reg
091abdc5cb
Merge pull request #13075 from liamwhite/mali-having-a-bad-time
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shader_recompiler: throw on missing geometry streams in geometry shaders
2024-02-22 11:30:26 -06:00
Liam
749f0564ae
shader_recompiler: throw on missing geometry streams in geometry shaders
2024-02-19 00:34:00 -05:00
Liam
8c5083b014
shader_recompiler: fix non-const offset for arrayed image types
2024-02-15 18:49:23 -05:00
Liam
0466d1dedb
Revert "shader_recompiler: use only ConstOffset for OpImageFetch"
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This reverts commit d69e462d13
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2024-02-15 18:38:56 -05:00
Liam
d69e462d13
shader_recompiler: use only ConstOffset for OpImageFetch
2024-02-05 12:01:09 -05:00
liamwhite
ceb8bbc111
Merge pull request #12644 from liamwhite/vkspec-image-offset
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shader_recompiler: fix Offset operand usage for non-OpImage*Gather
2024-01-18 21:18:19 -05:00
Viktor Szépe
168f763ee6
Merge remote-tracking branch 'origin/master' into typos3
2024-01-16 00:09:00 +00:00
Viktor Szépe
8f8a15827f
Fix more typos
2024-01-15 23:26:53 +00:00
Liam
9070fbdc09
shader_recompiler: emulate 8-bit and 16-bit storage writes with cas loop
2024-01-11 16:50:59 -05:00
Liam
b51ba38c29
shader_recompiler: fix Offset operand usage for non-OpImage*Gather
2024-01-11 00:56:37 -05:00
liamwhite
8da33ba38a
Merge pull request #12437 from ameerj/gl-amd-fixes
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OpenGL: Fixes and workaround updates for AMD
2024-01-04 15:53:44 -05:00
Liam
221f2edfb9
shader_recompiler: use default value for clip distances array
2023-12-26 19:32:47 -05:00
Liam
e7b5befdad
shader_recompiler: respect clip distance limits in indexed store
2023-12-26 19:10:25 -05:00
Ameer J
deb6899663
spirv_emit_context: Fix BaseInstance for OGL spirv
2023-12-21 21:53:24 -05:00
Liam
a952270b5c
shader_recompiler: use float image operations on load/store when required
2023-12-21 14:34:46 -05:00
Ameer J
822348997d
emit_glsl_image: Use inlined texelFetch offsets
2023-12-20 19:24:11 -05:00
Liam
3c14f747f9
shader_recompiler: use minimal clip distance array
2023-12-18 22:25:14 -05:00
Liam
6611ba122b
shader_recompiler: ignore clip distances beyond driver support level
2023-12-18 22:25:14 -05:00
liamwhite
5b3522cbe8
Merge pull request #12196 from ameerj/glsl-cbuf-sizes
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GLSL: Use known cbuf sizes when possible
2023-12-03 16:27:07 -05:00
Ameer J
38449c071d
GLSL: Prefer known used cbuf sizes
2023-11-26 23:25:29 -05:00
Ameer J
a9e011c9c2
Merge branch 'master' into ssbo-align
2023-11-26 21:08:53 -05:00
Liam
a41e57d968
renderer_vulkan: ignore viewport stores on non-supporting drivers
2023-11-19 11:27:12 -05:00
Ameer J
abd400e04f
shader_recompiler: Fix spelling of "derivate" ( #12067 )
2023-11-18 13:39:47 +01:00
Ameer J
b49639e786
shader_recompiler: Align SSBO offsets in GlobalMemory functions
2023-10-31 20:14:18 -04:00
liamwhite
a2342c5acd
Merge pull request #11847 from ameerj/glsl-shfl-fix
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emit_glsl_warp: Fix shfl_in_bounds conditional
2023-10-23 10:33:24 -04:00
Ameer J
ef8f689761
emit_glsl_warp: Fix shfl_in_bounds conditional
2023-10-22 00:45:23 -04:00
Kelebek1
90d99fbd00
Manually robust on Maxwell and earlier
2023-10-19 19:54:31 +01:00
Liam
445d504f94
ci: fix new codespell errors
2023-10-02 18:03:05 -04:00
Liam
47ea64c9a5
emit_spirv: fix incorrect use of descriptor index in image atomics
2023-09-22 00:39:09 -04:00
liamwhite
9530b96e5f
shader_recompiler: skip sampler for buffer textures ( #11435 )
2023-09-14 15:23:50 +02:00
Liam
152beedc51
shader_recompiler: always declare image format for image buffers
2023-09-02 17:25:00 -04:00
Liam
024fb4fae9
shader_recompiler: fix emulation of 3D textureGrad
2023-09-01 22:41:01 -04:00
Fernando Sahmkow
01858648d1
Shader Recomnpiler: implement textuzreGrad 3D emulation constant propagation
2023-08-18 22:17:02 -04:00
ameerj
a2b344ab9d
emit_glasm: Fix lmem size computation
2023-06-25 18:43:52 -04:00
Kelebek1
c7430e51e3
Remove memory allocations in some hot paths
2023-06-22 08:05:10 +01:00
bunnei
3571f28cde
video_core: Enable support_descriptor_aliasing on Turnip, disable storage atomic otherwise.
2023-06-03 00:05:58 -07:00
Billy Laws
cfbe4b09eb
Avoid using VectorExtractDynamic for subgroup mask on Adreno GPUs
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This crashes their shader compiler for some reason.
2023-06-03 00:05:31 -07:00
Billy Laws
2beb3051c1
Implement scaled vertex buffer format emulation
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These formats are unsupported by mobile GPUs so they need to be emulated in shaders instead.
2023-06-03 00:05:31 -07:00
Kelebek1
2e478a66cf
Fix Tears of the Kingdom flickering clouds and depths.
2023-05-11 19:25:24 +01:00
Kelebek1
dc9546fe26
Define SampleMask as an array
2023-04-30 18:37:37 +01:00
Wollnashorn
d53aa13a33
shader_recompiler: Use vector arithmetic rather than component-wise in ImageGatherSubpixelOffset
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Should be more efficient and better readable
2023-04-08 16:13:08 +02:00
Wollnashorn
45fb154f0d
shader_recompiler: Add subpixel offset for correct rounding at ImageGather
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On AMD a subpixel offset of 1/512 of the texel size is applied to the texture coordinates at a ImageGather call to ensure the rounding at the texel centers is done the same way as in Maxwell or other Nvidia architectures.
See https://www.reedbeta.com/blog/texture-gathers-and-coordinate-precision/ for more details why this might be necessary.
This should fix shadow artifacts at object edges in Zelda: Breath of the Wild (#9957 , #6956 ).
2023-04-08 16:12:30 +02:00
Liam
5be8a74b0c
general: fix spelling mistakes
2023-03-12 11:33:01 -04:00
ameerj
a6405c4890
glsl_emit_context: Remove redeclarations of gl_SampleID and gl_SampleMask
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These built-ins seem to be available without needing to be declared for fragment shaders, similar i.e. to gl_FragDepth
2023-02-08 19:34:39 -05:00
ameerj
bbb60f60d2
spirv: Fix TXQ with MSAA textures
2023-01-29 13:47:30 -05:00