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shader_recompiler: Small instruction parsing refactor/bugfixes (#340)
* translator: Implemtn f32 to f16 convert * shader_recompiler: Add bit instructions * shader_recompiler: More data share instructions * shader_recompiler: Remove exec contexts, fix S_MOV_B64 * shader_recompiler: Split instruction parsing into categories * shader_recompiler: Better BFS search * shader_recompiler: Constant propagation pass for cmp_class_f32 * shader_recompiler: Partial readfirstlane implementation * shader_recompiler: Stub readlane/writelane only for non-compute * hack: Fix swizzle on RDR * Will properly fix this when merging this * clang format * address_space: Bump user area size to full * shader_recompiler: V_INTERP_MOV_F32 * Should work the same as spirv will emit flat decoration on demand * kernel: Add MAP_OP_MAP_FLEXIBLE * image_view: Attempt to apply storage swizzle on format * vk_scheduler: Barrier attachments on renderpass end * clang format * liverpool: cs state backup * shader_recompiler: More instructions and formats * vector_alu: Proper V_MBCNT_U32_B32 * shader_recompiler: Port some dark souls things * file_system: Implement sceKernelRename * more formats * clang format * resource_tracking_pass: Back to assert * translate: Tracedata * kernel: Remove tracy lock * Solves random crashes in Dark Souls * code: Review comments
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66 changed files with 1349 additions and 904 deletions
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@ -36,6 +36,7 @@ namespace AmdGpu {
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[[maybe_unused]] std::array<u32, num_words> CONCAT2(pad, __LINE__)
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struct Liverpool {
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static constexpr u32 GfxQueueId = 0u;
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static constexpr u32 NumGfxRings = 1u; // actually 2, but HP is reserved by system software
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static constexpr u32 NumComputePipes = 7u; // actually 8, but #7 is reserved by system software
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static constexpr u32 NumQueuesPerPipe = 8u;
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@ -1061,6 +1062,7 @@ private:
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struct GpuQueue {
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std::mutex m_access{};
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std::queue<Task::Handle> submits{};
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ComputeProgram cs_state{};
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};
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std::array<GpuQueue, NumTotalQueues> mapped_queues{};
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