* page_manager: Enable userfaultfd by default
* Much faster than page faults and causes less problems
* shader_recompiler: Add texel buffer multiplier
* Fixes format mismatch assert when vsharp stride is multiple of format stride
* shader_recompiler: Specialize UBOs on size
* Some games can perform manual vertex pulling and thus bind read only buffers of varying size. We only recompile when the vsharp size is larger than size in shader, in opposite case its not needed
* clang format
* shader_recompiler: Read image format info directly from sharps instead of storing in shader info.
* renderer_vulkan: Parse fetch shader per-pipeline
* Few minor fixes.
* shader_recompiler: Specialize on vertex attribute number types.
* shader_recompiler: Move GetDrawOffsets to fetch shader
* Implement shader resource tables
* fix after rebase + squash
* address some review comments
* fix pipeline_common
* cleanup debug stuff
* switch to using single codegenerator
* Add shader debug print opcode that uses NonSemantic DebugPrintf extension
* small correction for flags in Inst
* Fix IR Debug Print. Add StringLiteral op
* add missing microinstruction changes for debugprint
* cleanup. delete vaarg stuff. Smuggle format string in Info and flags
* more cleanup
* more
* (dont merge??) update sirit submodule
* fix num args 4 -> 5
* add notes about DebugPrint IR op
* use NumArgsOf again
* copyright
* update sirit submodule
* fix clangformat
* add new Value variant for string literal. Use arg0 for fmt string
* remove string pool changes
* Update src/shader_recompiler/ir/value.cpp
Co-authored-by: TheTurtle <47210458+raphaelthegreat@users.noreply.github.com>
---------
Co-authored-by: TheTurtle <47210458+raphaelthegreat@users.noreply.github.com>
* shader_recompiler: Use push constants for user data regs
* shader: Add some GR2 instructions
* shader: Add some instructions
* shader: Add instructions for knack
* touchups
* spirv: Better names
* buffer_cache: Ignore non gpu modified images
* clang format
* Add log
* more fixes
* video_core: texture: image subresources state tracking
* shader_recompiler: use one binding if the same image is read and written
* video_core: added rebinding of changed textures after overlap resolve
* don't use pointers; slight `FindTexture` refactoring
* video_core: buffer_cache: don't copy over the image size
* redundant barriers removed; fixes
* regression fixes
* texture_cache: 3d texture layers count fixup
* shader_recompiler: support for partially bound cubemaps
* added support for cubemap arrays
* don't bind unused color buffers
* fixed depth promotion to do not use stencil
* doors
* bonfire lit
* cubemap array index calculation
* final touches
* 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
* shader_recompiler: Use null image when shader is compiled with unbound sharp
* video_core: Refactor and render target swizzles
* liverpool_to_vk: Add missing swap format from RDR
* video_core: Refactor shader recompiler interface
* Makes it much easier to pass runtime information to the recompiler and have it treated as part of the shader key. Also pulls out most runtime state from Info struct
* shader_recompiler: Avoid some asserts