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shader_recompiler: Implement most integer image atomics, workgroup barriers and shared memory load/store (#231)
* shader_recompiler: Add LDEXP * shader_recompiler: Add most image integer atomic ops * shader_recompiler: Implement shared memory load/store * shader_recompiler: More image atomics * externals: Update sirit * clang format * cmake: Add missing files * shader_recompiler: Fix some atomic bugs * shader_recompiler: Vs outputs * shader_recompiler: Shared mem has side-effects, fix format component order * shader_recompiler: Inline constant buffer impl * video_core: Fix regressions * Work * Fixup a few things
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69 changed files with 1597 additions and 310 deletions
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@ -26,44 +26,9 @@ struct Profile {
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bool support_fp32_signed_zero_nan_preserve{};
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bool support_fp64_signed_zero_nan_preserve{};
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bool support_explicit_workgroup_layout{};
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bool support_vote{};
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bool support_viewport_mask{};
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bool support_typeless_image_loads{};
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bool support_derivative_control{};
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bool support_geometry_shader_passthrough{};
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bool support_native_ndc{};
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bool support_scaled_attributes{};
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bool support_multi_viewport{};
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bool support_geometry_streams{};
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bool warp_size_potentially_larger_than_guest{};
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bool lower_left_origin_mode{};
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/// Fragment outputs have to be declared even if they are not written to avoid undefined values.
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/// See Ori and the Blind Forest's main menu for reference.
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bool need_declared_frag_colors{};
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/// Prevents fast math optimizations that may cause inaccuracies
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bool need_fastmath_off{};
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/// OpFClamp is broken and OpFMax + OpFMin should be used instead
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bool has_broken_spirv_clamp{};
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/// The Position builtin needs to be wrapped in a struct when used as an input
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bool has_broken_spirv_position_input{};
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/// Offset image operands with an unsigned type do not work
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bool has_broken_unsigned_image_offsets{};
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/// Signed instructions with unsigned data types are misinterpreted
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bool has_broken_signed_operations{};
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/// Float controls break when fp16 is enabled
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bool has_broken_fp16_float_controls{};
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/// Ignores SPIR-V ordered vs unordered using GLSL semantics
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bool ignore_nan_fp_comparisons{};
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/// Maxwell and earlier nVidia architectures have broken robust support
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bool has_broken_robust{};
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bool lower_left_origin_mode{};
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u64 min_ssbo_alignment{};
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u32 max_user_clip_distances{};
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};
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} // namespace Shader
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