* shader_recompiler: Implement AMD buffer bounds checking behavior.
* shader_recompiler: Use SRT flatbuf for bounds check size.
* shader_recompiler: Fix buffer atomic bounds check.
* buffer_cache: Prevent false image-to-buffer sync.
Lowering vertex fetch to formatted buffer surfaced an issue where a CPU modified range may be overwritten with stale GPU modified image data.
* Address review comments.
* shader_recompiler: Move shared mem lowering into emitter
* IR can be quite verbose during first stages of translation, before ssa and constant prop passes have run that drastically simplify it. This lowering can also be done during emission so why not do it then to save some compilation time
* runtime_info: Pack PsColorBuffer into 8 bytes
* Drops the size of the total structure by half from 396 to 204 bytes. Also should make comparison of the array a bit faster, since its a hot path done every draw
* emit_spirv_context: Add infrastructure for buffer aliases
* Splits out the buffer creation function so it can be reused when defining multiple type aliases
* shader_recompiler: Merge srt_flatbuf into buffers list
* Its no longer a special case, yay
* shader_recompiler: Complete buffer aliasing support
* Add a bunch more types into buffers, such as F32 for float reads/writes and 8/16 bit integer types for formatted buffers
* shader_recompiler: Remove existing shared memory emulation
* The current impl relies on backend side implementaton and hooking into every shared memory access. It also doesnt handle atomics. Will be replaced by an IR pass that solves these issues
* shader_recompiler: Reintroduce shared memory on ssbo emulation
* Now it is performed with an IR pass, and combined with the previous commit cleanup, is fully transparent from the backend, other than requiring workgroup_index be provided as an attribute (computing this on every shared memory access is gonna be too verbose
* clang format
* buffer_cache: Reduce buffer sizes
* vk_rasterizer: Cleanup resource binding code
* Reduce noise in the functions, also remove some arguments which are class members
* Fix gcc
* shader_recompiler: Replace texel buffers with in-shader buffer format interpretation
* shader_recompiler: Move 10/11-bit float conversion to functions and address some comments.
* vulkan: Remove VK_KHR_maintenance5 as it is no longer needed for buffer views.
* shader_recompiler: Add helpers for composites and bitfields in pack/unpack.
* shader_recompiler: Use initializer_list for bitfield insert helper.
* shader_recompiler: Account for instruction array flag in image type.
* shader_recompiler: Check da flag for all mimg instructions.
* shader_recompiler: Convert cube images into 2D arrays.
* shader_recompiler: Move image resource functions into sharp type.
* shader_recompiler: Use native AMD cube instructions when possible.
* specialization: Fix buffer storage mistake.
* shader_recompiler: Tessellation WIP
* fix compiler errors after merge
DONT MERGE set log file to /dev/null
DONT MERGE linux pthread bb fix
save work
DONT MERGE dump ir
save more work
fix mistake with ES shader
skip list
add input patch control points dynamic state
random stuff
* WIP Tessellation partial implementation. Squash commits
* test: make local/tcs use attr arrays
* attr arrays in TCS/TES
* dont define empty attr arrays
* switch to special opcodes for tess tcs/tes reads and tcs writes
* impl tcs/tes read attr insts
* rebase fix
* save some work
* save work probably broken and slow
* put Vertex LogicalStage after TCS and TES to fix bindings
* more refactors
* refactor pattern matching and optimize modulos (disabled)
* enable modulo opt
* copyright
* rebase fixes
* remove some prints
* remove some stuff
* Add TCS/TES support for shader patching and use LogicalStage
* refactor and handle wider DS instructions
* get rid of GetAttributes for special tess constants reads. Immediately replace some upon seeing readconstbuffer. Gets rid of some extra passes over IR
* stop relying on GNMX HsConstants struct. Change runtime_info.hs_info and some regs
* delete some more stuff
* update comments for current implementation
* some cleanup
* uint error
* more cleanup
* remove patch control points dynamic state (because runtime_info already depends on it)
* fix potential problem with determining passthrough
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Co-authored-by: IndecisiveTurtle <47210458+raphaelthegreat@users.noreply.github.com>
* 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>
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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