Commit graph

39 commits

Author SHA1 Message Date
Fernando Sahmkow 75802de2eb Shader_IR: Correct TLD4S Depth Compare. 2019-12-11 19:53:17 -04:00
Fernando Sahmkow e47f66ac4b Shader_Ir: Correct TLD4S encoding and implement f16 flag. 2019-12-11 19:53:17 -04:00
Fernando Sahmkow bab5b13be8 Shader_Ir: default failed tracks on bindless samplers to null values. 2019-12-11 19:53:16 -04:00
bunnei 2b4786f709 Merge pull request #3109 from FernandoS27/new-instr
Implement FLO & TXD Instructions on GPU Shaders
2019-12-06 18:18:16 -05:00
ReinUsesLisp b12a7dbace shader/texture: Handle TLDS texture type mismatches
Some games like "Fire Emblem: Three Houses" bind 2D textures to offsets
used by instructions of 1D textures. To handle the discrepancy this
commit uses the the texture type from the binding and modifies the
emitted code IR to build a valid backend expression.

E.g.: Bound texture is 2D and instruction is 1D, the emitted IR samples
a 2D texture in the coordinate ivec2(X, 0).
2019-11-22 21:28:47 -03:00
ReinUsesLisp 77f86f48ac shader/texture: Deduce texture buffers from locker
Instead of specializing shaders to separate texture buffers from 1D
textures, use the locker to deduce them while they are being decoded.
2019-11-22 21:28:47 -03:00
Fernando Sahmkow 3a54e5978b Shader_IR: Address Feedback 2019-11-18 07:34:34 -04:00
Fernando Sahmkow 206d13c987 Shader_IR: Implement TXD instruction. 2019-11-14 11:15:27 -04:00
ReinUsesLisp 6a63af168a shader/texture: Remove NODEP warnings
These warnings don't offer meaningful information while decoding
shaders. Remove them.
2019-11-07 01:43:38 -03:00
Rodrigo Locatti afa4528b51 Merge pull request #3039 from ReinUsesLisp/cleanup-samplers
shader/node: Unpack bindless texture encoding
2019-11-06 04:54:11 +00:00
Fernando Sahmkow 39e04b51ff Shader_IR: Fix regression on TLD4
Originally on the last commit I thought TLD4 acted the same as TLD4S and 
didn't have a mask. It actually does have a component mask. This commit 
corrects that.
2019-10-30 21:14:57 -04:00
Fernando Sahmkow d65eed3b61 Shader_IR: Fix TLD4 and add Bindless Variant.
This commit fixes an issue where not all 4 results of tld4 were being
written, the color component was defaulted to red, among other things.
It also implements the bindless variant.
2019-10-30 12:02:03 -04:00
ReinUsesLisp 1589a146ed shader/node: Unpack bindless texture encoding
Bindless textures were using u64 to pack the buffer and offset from
where they come from. Drop this in favor of separated entries in the
struct.

Remove the usage of std::set in favor of std::list (it's not std::vector
to avoid reference invalidations) for samplers and images.
2019-10-29 20:53:48 -03:00
Rodrigo Locatti 09dbaa2674 Merge pull request #2976 from FernandoS27/cache-fast-brx-rebased
Implement Fast BRX, fix TXQ and addapt the Shader Cache for it
2019-10-26 16:56:13 -03:00
Fernando Sahmkow ab86995cb9 Shader_IR: Address Feedback. 2019-10-26 15:38:30 -04:00
Fernando Sahmkow 4168b287c9 Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide it 2019-10-25 09:01:30 -04:00
Fernando Sahmkow fdf9bbf112 Shader_Ir: Fix TLD4S from using a component mask.
TLD4S always outputs 4 values, the previous code checked a component 
mask and omitted those values that weren't part of it. This commit 
corrects that and makes sure all 4 values are set.
2019-10-22 10:59:07 -04:00
Lioncash 4d02d971de shader_ir: Rename Get/SetTemporal to Get/SetTemporary
This is more accurate in terms of describing what the functions are
actually doing. Temporal relates to time, not the setting of a temporary
itself.
2019-07-16 19:47:43 -04:00
ReinUsesLisp a54be6ef96 shader: Allow tracking of indirect buffers without variable offset
While changing this code, simplify tracking code to allow returning
the base address node, this way callers don't have to manually rebuild
it on each invocation.
2019-07-14 22:36:44 -03:00
ReinUsesLisp 48d485d6df shader/texture: Add F16 support for TLDS 2019-07-07 16:05:56 -03:00
ReinUsesLisp 7478665d14 decode/texture: Address feedback 2019-06-24 02:05:05 -03:00
ReinUsesLisp 27cd63a05a shader: Implement texture buffers 2019-06-20 21:36:12 -03:00
ReinUsesLisp fd392543e8 shader: Use shared_ptr to store nodes and move initialization to file
Instead of having a vector of unique_ptr stored in a vector and
returning star pointers to this, use shared_ptr. While changing
initialization code, move it to a separate file when possible.

This is a first step to allow code analysis and node generation beyond
the ShaderIR class.
2019-06-05 20:41:52 -03:00
Lioncash 18d2c00687 video_core/shader/decode/texture: Remove unused variable from GetTld4Code() 2019-05-09 18:49:56 -04:00
Lioncash 7af5216680 shader/decode/texture: Remove unused variable
This isn't used anywhere, so we can get rid of it.
2019-05-04 02:10:38 -04:00
ReinUsesLisp 6198b04557 shader_ir/texture: Fix sampler const buffer key shift 2019-04-26 01:09:29 -03:00
Fernando Sahmkow 061d68acaa Adapt Bindless to work with AOFFI 2019-04-08 12:07:56 -04:00
Fernando Sahmkow f5792ffeab Move ConstBufferAccessor to Maxwell3d, correct mistakes and clang format. 2019-04-08 11:36:11 -04:00
Fernando Sahmkow 4b2d117d52 Fix TMML 2019-04-08 11:35:22 -04:00
Fernando Sahmkow 5ce4140257 Refactor GetTextureCode and GetTexCode to use an optional instead of optional parameters 2019-04-08 11:35:18 -04:00
Fernando Sahmkow 2f456841b0 Implement TXQ_B 2019-04-08 11:29:52 -04:00
Fernando Sahmkow 3672ecc5c4 Implement TMML_B 2019-04-08 11:29:49 -04:00
Fernando Sahmkow 8bb9877b70 Corrections to TEX_B 2019-04-08 11:28:44 -04:00
Fernando Sahmkow dea7db19cf Unify both sampler types. 2019-04-08 11:23:45 -04:00
Fernando Sahmkow ee9b2e3cdc Implement Bindless Samplers and TEX_B in the IR. 2019-04-08 11:23:42 -04:00
Mat M b36108f985 shader_ir/decode: Silent implicit sign conversion warning
Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
2019-03-31 00:12:54 -03:00
ReinUsesLisp 0e13686917 shader_ir/decode: Implement AOFFI for TEX and TLD4 2019-03-30 02:53:29 -03:00
ReinUsesLisp 3b01587ca4 shader/decode: Remove extras from MetaTexture 2019-02-26 00:11:30 -03:00
ReinUsesLisp 8a7efd22ec shader/decode: Split memory and texture instructions decoding 2019-02-26 00:11:30 -03:00