shader_recompiler: Implement data share append and consume operations (#814)

* shader_recompiler: Add more format swap modes

* texture_cache: Handle stencil texture reads

* emulator: Support loading font library

* readme: Add thanks section

* shader_recompiler: Constant buffers as integers

* shader_recompiler: Typed buffers as integers

* shader_recompiler: Separate thread bit scalars

* We can assume guest shader never mixes them with normal sgprs. This helps avoid errors where ssa could view an sgpr write dominating a thread bit read, due to how control flow is structurized, even though its not possible in actual control flow

* shader_recompiler: Implement data append/consume operations

* clang format

* buffer_cache: Simplify invalidation scheme

* video_core: Remove some invalidation remnants

* adjust
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TheTurtle 2024-09-07 00:14:51 +03:00 committed by GitHub
parent 649527a235
commit 13743b27fc
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34 changed files with 512 additions and 272 deletions

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@ -90,7 +90,7 @@ public:
[[nodiscard]] U32 SharedAtomicIMax(const U32& address, const U32& data, bool is_signed);
[[nodiscard]] U32 ReadConst(const Value& base, const U32& offset);
[[nodiscard]] F32 ReadConstBuffer(const Value& handle, const U32& index);
[[nodiscard]] U32 ReadConstBuffer(const Value& handle, const U32& index);
[[nodiscard]] Value LoadBuffer(int num_dwords, const Value& handle, const Value& address,
BufferInstInfo info);
@ -120,6 +120,8 @@ public:
[[nodiscard]] Value BufferAtomicSwap(const Value& handle, const Value& address,
const Value& value, BufferInstInfo info);
[[nodiscard]] U32 DataAppend(const U32& counter);
[[nodiscard]] U32 DataConsume(const U32& counter);
[[nodiscard]] U32 LaneId();
[[nodiscard]] U32 WarpId();
[[nodiscard]] U32 QuadShuffle(const U32& value, const U32& index);