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25 commits

Author SHA1 Message Date
gdkchan
1c7a90ef35
Stop identifying shader textures with handle and cbuf, use binding instead (#5266)
* Stop identifying shader textures with handle and cbuf, use binding instead

* Remove now unused code

* Consider image operations as having accurate type information too

I don't know why that was not the case before

* Fix missing unscale on InsertCoordNormalization, stop calling SetUsageFlagsForTextureQuery when not needed

* Shader cache version bump

* Change get texture methods to return descriptors created from ResourceManager state

 This is required to ensure that reserved textures and images will not be bound as a guest texture/image

* Fix BindlessElimination.SetHandle inserting coords at the wrong place
2023-07-03 14:29:27 -03:00
TSRBerry
3b46bb73f7
[Ryujinx.Graphics.Gpu] Address dotnet-format issues (#5367)
* dotnet format style --severity info

Some changes were manually reverted.

* dotnet format analyzers --serverity info

Some changes have been minimally adapted.

* Restore a few unused methods and variables

* Silence dotnet format IDE0060 warnings

* Silence dotnet format IDE0052 warnings

* Address dotnet format CA1816 warnings

* Address or silence dotnet format CA1069 warnings

* Address or silence dotnet format CA2211 warnings

* Address remaining dotnet format analyzer warnings

* Address review comments

* Address most dotnet format whitespace warnings

* Apply dotnet format whitespace formatting

A few of them have been manually reverted and the corresponding warning was silenced

* Format if-blocks correctly

* Run dotnet format whitespace after rebase

* Run dotnet format style after rebase

* Another rebase, another dotnet format run

* Run dotnet format style after rebase

* Run dotnet format after rebase and remove unused usings

- analyzers
- style
- whitespace

* Disable 'prefer switch expression' rule

* Add comments to disabled warnings

* Remove a few unused parameters

* Replace MmeShadowScratch with Array256<uint>

* Simplify properties and array initialization, Use const when possible, Remove trailing commas

* Start working on disabled warnings

* Fix and silence a few dotnet-format warnings again

* Run dotnet format after rebase

* Address IDE0251 warnings

* Silence IDE0060 in .editorconfig

* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"

This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.

* dotnet format whitespace after rebase

* First pass of dotnet format

* Add unsafe dotnet format changes

* Fix typos

* Add trailing commas

* Disable formatting for FormatTable

* Address review feedback
2023-07-02 02:47:54 +02:00
Kurochi51
d604e98227
Fix regression introduced by 1.1.1733 on Intel GPUs (#5311)
* Fix regression introduced by 1.1733 on Intel iGPUs

* Should have actually figured the variable, oops.

* maybe something goes wrong here? honestly lost

* Shader cache bump
2023-06-22 21:35:06 +02:00
gdkchan
f92921a6d1
Implement Load/Store Local/Shared and Atomic shared using new instructions (#5241)
* Implement Load/Store Local/Shared and Atomic shared using new instructions

* Remove now unused code

* Fix base offset register overwrite

* Fix missing storage buffer set index when generating GLSL for Vulkan

* Shader cache version bump

* Remove more unused code

* Some PR feedback
2023-06-15 17:31:53 -03:00
gdkchan
eb0bb36bbf
Implement transform feedback emulation for hardware without native support (#5080)
* Implement transform feedback emulation for hardware without native support

* Stop doing some useless buffer updates and account for non-zero base instance

* Reduce redundant updates even more

* Update descriptor init logic to account for ResourceLayout

* Fix transform feedback and storage buffers not being updated in some cases

* Shader cache version bump

* PR feedback

* SetInstancedDrawVertexCount must be always called after UpdateState

* Minor typo
2023-06-10 18:31:38 -03:00
gdkchan
2cdcfe46d8
Remove barrier on Intel if control flow is potentially divergent (#5044)
* Remove barrier on Intel if control flow is potentially divergent

* Shader cache version bump
2023-06-08 17:43:16 -03:00
gdkchan
fe30c03cac
Implement soft float64 conversion on shaders when host has no support (#5159)
* Implement soft float64 conversion on shaders when host has no support

* Shader cache version bump

* Fix rebase error
2023-06-08 17:09:14 -03:00
gdkchan
21c9ac6240
Implement shader storage buffer operations using new Load/Store instructions (#4993)
* Implement storage buffer operations using new Load/Store instruction

* Extend GenerateMultiTargetStorageOp to also match access with constant offset, and log and comments

* Remove now unused code

* Catch more complex cases of global memory usage

* Shader cache version bump

* Extend global access elimination to work with more shared memory cases

* Change alignment requirement from 16 bytes to 8 bytes, handle cases where we need more than 16 storage buffers

* Tweak preferencing to catch more cases

* Enable CB0 elimination even when host storage buffer alignment is > 16 (for Intel)

* Fix storage buffer bindings

* Simplify some code

* Shader cache version bump

* Fix typo

* Extend global memory elimination to handle shared memory with multiple possible offsets and local memory
2023-06-03 20:12:18 -03:00
riperiperi
4741a05df9
Vulkan: Include DepthMode in ProgramPipelineState (#5185) 2023-06-01 09:05:39 +02:00
gdkchan
c27e453fd3
Share ResourceManager vertex vertex A and B shaders (#5181) 2023-05-31 17:17:50 -03:00
cstamford
dc0dbc50ab
Add support for VK_EXT_depth_clip_control. (#5027)
* Add support for VK_EXT_depth_clip_control.

* Code review feedback

Minor formatting

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

* Check .DepthClipControl to make sure the host actually supports the feature.

* Review feedback: remove Vulkan platform switch, relying on QueryHostSupportsDepthClipControl to drive the behaviour - OpenGL returns true, and any future platforms that don't support the [-1, 1] depth mode can return false for the transformation.

---------

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2023-05-28 23:31:56 +02:00
gdkchan
3b375525fb
Force reciprocal operation with value biased by constant to be precise on macOS (#5110)
* Force operations to be precise in some cases on SPIR-V

* Make it a bit more strict, add comments

* Shader cache version bump
2023-05-26 15:19:37 -03:00
gdkchan
e6658c133c
Fix resolution scaling of image operation coordinates (#5102)
* Fix resolution scaling of image operation coordinates

* Shader cache version bump
2023-05-25 23:42:49 -03:00
gdkchan
8f0c89ffd6
Generate scaling helper functions on IR (#4714)
* Generate scaling helper functions on IR

* Delete unused code

* Split RewriteTextureSample and move gather bias add to an earlier pass

* Remove using

* Shader cache version bump
2023-05-25 17:46:58 -03:00
makigumo
6cb6b15612
Implement p2rc, p2ri, p2rr and r2p.cc shaders (#5031)
* implement P2rC, P2rI, P2rR shaders

* implement R2p.CC shader

* bump CodeGenVersion

* address feedback
2023-05-22 17:32:15 -03:00
gdkchan
5626f2ca1c
Replace ShaderBindings with new ResourceLayout structure for Vulkan (#5025)
* Introduce ResourceLayout

* Part 1: Use new ResourceSegments array on UpdateAndBind

* Part 2: Use ResourceLayout to build PipelineLayout

* Delete old code

* XML docs

* Fix shader cache load NRE

* Fix typo
2023-05-21 14:04:21 -03:00
gdkchan
402f05b8ef
Replace constant buffer access on shader with new Load instruction (#4646) 2023-05-20 16:19:26 -03:00
riperiperi
69a9de33d3
SPIR-V: Only allow implicit LOD sampling on fragment (#5026) 2023-05-20 15:52:26 +02:00
gdkchan
fc26189fe1
Eliminate redundant multiplications by gl_FragCoord.w on the shader (#4578)
* Eliminate redundant multiplications by gl_FragCoord.w on the shader

* Shader cache version bump
2023-05-19 11:52:31 -03:00
Mary
7271f1b18e
Bump shader cache codegen version
That was missing from #4892
2023-05-12 18:53:14 +02:00
riperiperi
95bad6995c
GPU: Fix shader cache assuming past shader data was mapped (#4885)
This fixes a potential issue where a shader lookup could match the address of a previous _different_ shader, but that shader is now partially unmapped. This would just crash with an invalid region exception.

To compare a shader in the address cache with one in memory, we get the memory at the location with the previous shader's size. However, it's possible it has been unmapped and then remapped with a smaller size. In this case, we should just get back the mapped portion of the shader, which will then fail the comparison immediately and get to compile/lookup for the new one.

This might fix a random crash in TOTK that was reported by Piplup. I don't know if it does, because I don't have the game yet.
2023-05-11 18:41:34 +02:00
Nico
4c3d2d5d75
UI: Add progress bar for re-packaging shaders (#4805)
* feat: introduce new shader loading state for progress tracking when writing shaders to disk

* fix: move translation to bottom of locale file

* fix: change back to foreach and add requested spacing between lines

* style: fix formatting

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

---------

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2023-05-06 15:35:46 +02:00
riperiperi
332891b5ff
Use correct offset for storage constant buffer elimination (#4821) 2023-05-05 23:59:36 +02:00
gdkchan
aa021085cf
Allow any shader SSBO constant buffer slot and offset (#2237)
* Allow any shader SSBO constant buffer slot and offset

* Fix slot value passed to SetUsedStorageBuffer on fallback case

* Shader cache version

* Ensure that the storage buffer source constant buffer offset is word aligned

* Fix FirstBinding on GetUniformBufferDescriptors
2023-05-05 14:20:20 +00:00
TSR Berry
cee7121058 Move solution and projects to src 2023-04-27 23:51:14 +02:00