yuzu-emu
/
yuzu-android
Archived
1
0
Fork 0
Commit Graph

46 Commits

Author SHA1 Message Date
Fernando Sahmkow 38fc995f6c gl_shader_decompiler: Implement AST decompiling 2019-10-04 18:52:50 -04:00
Fernando Sahmkow 6fdd501113 shader_ir: Declare Manager and pass it to appropiate programs. 2019-10-04 18:52:49 -04:00
Fernando Sahmkow 7606da5611 VideoCore: Corrections to the MME Inliner and removal of hacky instance management. 2019-09-19 11:41:29 -04:00
ReinUsesLisp f17415d431 shader_ir: Implement ST_S
This instruction writes to a memory buffer shared with threads within
the same work group. It is known as "shared" memory in GLSL.
2019-09-05 01:38:37 -03:00
ReinUsesLisp 104641db07 shader/decode: Implement S2R Tic 2019-07-22 16:16:10 -03:00
Lioncash bebbdc2067 shader_ir: std::move Node instance where applicable
These are std::shared_ptr instances underneath the hood, which means
copying them isn't as cheap as a regular pointer. Particularly so on
weakly-ordered systems.

This avoids atomic reference count increments and decrements where they
aren't necessary for the core set of operations.
2019-07-16 19:49:23 -04:00
Lioncash 60926ac16b shader_ir: Rename Get/SetTemporal to Get/SetTemporary
This is more accurate in terms of describing what the functions are
actually doing. Temporal relates to time, not the setting of a temporary
itself.
2019-07-16 19:47:43 -04:00
Fernando Sahmkow b56e7f870a
Merge pull request #2565 from ReinUsesLisp/track-indirect
shader/track: Track indirect buffers
2019-07-16 14:58:35 -04:00
Fernando Sahmkow 1bdb59fc6e
Merge pull request #2695 from ReinUsesLisp/layer-viewport
gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders
2019-07-15 16:28:07 -04:00
ReinUsesLisp afa8096df5 shader: Allow tracking of indirect buffers without variable offset
While changing this code, simplify tracking code to allow returning
the base address node, this way callers don't have to manually rebuild
it on each invocation.
2019-07-14 22:36:44 -03:00
Fernando Sahmkow 459fce3a8f shader_ir: propagate shader size to the IR 2019-07-09 08:14:37 -04:00
ReinUsesLisp c9d886c84e gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders
This commit implements gl_ViewportIndex and gl_Layer in vertex and
geometry shaders. In the case it's used in a vertex shader, it requires
ARB_shader_viewport_layer_array. This extension is available on AMD and
Nvidia devices (mesa and proprietary drivers), but not available on
Intel on any platform. At the moment of writing this description I don't
know if this is a hardware limitation or a driver limitation.

In the case that ARB_shader_viewport_layer_array is not available,
writes to these registers on a vertex shader are ignored, with the
appropriate logging.
2019-07-07 20:42:55 -03:00
ReinUsesLisp bf4dfb3ad4 shader: Use shared_ptr to store nodes and move initialization to file
Instead of having a vector of unique_ptr stored in a vector and
returning star pointers to this, use shared_ptr. While changing
initialization code, move it to a separate file when possible.

This is a first step to allow code analysis and node generation beyond
the ShaderIR class.
2019-06-05 20:41:52 -03:00
Lioncash b6dcb1ae4d shader/shader_ir: Make Comment() take a std::string by value
This allows for forming comment nodes without making unnecessary copies
of the std::string instance.

e.g. previously:

Comment(fmt::format("Base address is c[0x{:x}][0x{:x}]",
        cbuf->GetIndex(), cbuf_offset));

Would result in a copy of the string being created, as CommentNode()
takes a std::string by value (a const ref passed to a value parameter
results in a copy).

Now, only one instance of the string is ever moved around. (fmt::format
returns a std::string, and since it's returned from a function by value,
this is a prvalue (which can be treated like an rvalue), so it's moved
into Comment's string parameter), we then move it into the CommentNode
constructor, which then moves the string into its member variable).
2019-05-23 03:01:55 -03:00
bunnei d49efbfb4a
Merge pull request #2441 from ReinUsesLisp/al2p
shader: Implement AL2P and ALD.PHYS
2019-05-19 14:02:58 -04:00
Lioncash ce04ab38bb shader/shader_ir: Place implementations of constructor and destructor in cpp file
Given the class contains quite a lot of non-trivial types, place the
constructor and destructor within the cpp file to avoid inlining
construction and destruction code everywhere the class is used.
2019-05-19 04:02:02 -04:00
ReinUsesLisp fe700e1856 shader: Add physical attributes commentaries 2019-05-02 21:46:25 -03:00
ReinUsesLisp 71aa9d0877 shader_ir/memory: Implement physical input attributes 2019-05-02 21:46:25 -03:00
ReinUsesLisp 06b363c9b5 shader: Remove unused AbufNode Ipa mode 2019-05-02 21:46:25 -03:00
bunnei c52233ec8b
Merge pull request #2322 from ReinUsesLisp/wswitch
video_core: Silent -Wswitch warnings
2019-04-28 22:24:58 -04:00
ReinUsesLisp fbe8d1ceaa video_core: Silent -Wswitch warnings 2019-04-18 15:54:39 -03:00
ReinUsesLisp f43995ec53 shader_ir/decode: Fix half float pre-operations and remove MetaHalfArithmetic
Operations done before the main half float operation (like HAdd) were
managing a packed value instead of the unpacked one. Adding an unpacked
operation allows us to drop the per-operand MetaHalfArithmetic entry,
simplifying the code overall.
2019-04-15 21:16:10 -03:00
ReinUsesLisp 64613db605 shader_ir/decode: Implement half float saturation 2019-04-15 21:16:10 -03:00
ReinUsesLisp acf618afbc renderer_opengl: Implement half float NaN comparisons 2019-04-15 21:13:26 -03:00
ReinUsesLisp ae46ad48ed shader_ir: Avoid using static on heap-allocated objects
Using static here might be faster at runtime, but it adds a heap
allocation called before main.
2019-04-15 21:12:43 -03:00
ReinUsesLisp 42b75e8be8 shader_ir: Rename BasicBlock to NodeBlock
It's not always used as a basic block. Rename it for consistency.
2019-02-03 17:21:20 -03:00
ReinUsesLisp 2d6c064e66 shader_decode: Improve zero flag implementation 2019-01-15 17:54:53 -03:00
ReinUsesLisp d911740e5d shader_ir: Remove composite primitives and use temporals instead 2019-01-15 17:54:53 -03:00
ReinUsesLisp 2faad9bf23 shader_decode: Use BitfieldExtract instead of shift + and 2019-01-15 17:54:53 -03:00
ReinUsesLisp 2df55985b6 shader_decode: Rework HSETP2 2019-01-15 17:54:53 -03:00
ReinUsesLisp 027f443e69 shader_decode: Implement POPC 2019-01-15 17:54:52 -03:00
ReinUsesLisp fc46ecddb3 video_core: Return safe values after an assert hits 2019-01-15 17:54:52 -03:00
ReinUsesLisp fbc67a0563 shader_ir: Add condition code helper 2019-01-15 17:54:50 -03:00
ReinUsesLisp a58abbcfc4 shader_ir: Add predicate combiner helper 2019-01-15 17:54:49 -03:00
ReinUsesLisp bf07272695 shader_ir: Add comparison helpers 2019-01-15 17:54:49 -03:00
ReinUsesLisp 60f044df56 shader_ir: Add half float helpers 2019-01-15 17:54:49 -03:00
ReinUsesLisp e3c55e31d7 shader_ir: Add integer helpers 2019-01-15 17:54:49 -03:00
ReinUsesLisp 833d0806f9 shader_ir: Add float helpers 2019-01-15 17:54:49 -03:00
ReinUsesLisp 6b9eea3fe5 shader_ir: Add setters 2019-01-15 17:54:49 -03:00
ReinUsesLisp 12a95ff453 shader_ir: Add local memory getters 2019-01-15 17:54:49 -03:00
ReinUsesLisp 2f87fd060d shader_ir: Add internal flag getters 2019-01-15 17:54:49 -03:00
ReinUsesLisp 15f431f0cb shader_ir: Add attribute getters 2019-01-15 17:54:49 -03:00
ReinUsesLisp 864e8f55cf shader_ir: Add constant buffer getters 2019-01-15 17:54:49 -03:00
ReinUsesLisp 5e639bfcf6 shader_ir: Add register getter 2019-01-15 17:54:49 -03:00
ReinUsesLisp 4aaa2192b9 shader_ir: Add immediate node constructors 2019-01-15 17:54:49 -03:00
ReinUsesLisp 15a0e1481d shader_ir: Initial implementation 2019-01-15 17:54:49 -03:00