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22314 Commits

Author SHA1 Message Date
ReinUsesLisp a515036604 vk_master_semaphore: Use fetch_add to increase master semaphore tick 2021-07-22 21:51:30 -04:00
ReinUsesLisp b10cf64c48 glasm: Add GLASM backend infrastructure 2021-07-22 21:51:30 -04:00
ameerj 09dc23f971 shader: ISET.X implementation 2021-07-22 21:51:30 -04:00
ReinUsesLisp bfa47539f6 gl_shader_cache: Remove code unintentionally committed 2021-07-22 21:51:30 -04:00
ReinUsesLisp b725db8709 shader: Fixup SPIR-V emit header namespaces 2021-07-22 21:51:30 -04:00
ReinUsesLisp bed090807a Move SPIR-V emission functions to their own header 2021-07-22 21:51:30 -04:00
FernandoS27 ee61ec2c39 shader: Optimize NVN Fallthrough 2021-07-22 21:51:30 -04:00
FernandoS27 153a77efee shader: Stub SR_AFFINITY 2021-07-22 21:51:30 -04:00
ameerj 7ecc6de56a shader: Implement Int32 SUATOM/SURED 2021-07-22 21:51:30 -04:00
ReinUsesLisp d621e96d0d shader: Initial OpenGL implementation 2021-07-22 21:51:30 -04:00
ReinUsesLisp 850b08a16c spirv: Be aware of NAN unaware drivers 2021-07-22 21:51:30 -04:00
ReinUsesLisp fde47152d9 spirv: Add SSBO read fallbacks when no aliasing is available 2021-07-22 21:51:29 -04:00
ReinUsesLisp fd913bceaf spirv: Add OpKill fallback to demote 2021-07-22 21:51:29 -04:00
ReinUsesLisp d2a0f9d7ad spirv: Do not enable ShaderLayer
This is enabled by an extension instead of the capability.
2021-07-22 21:51:29 -04:00
ReinUsesLisp 2b434b74af spirv: Enable DemoteToHelperInvocationEXT only when supported 2021-07-22 21:51:29 -04:00
ReinUsesLisp cfd873275d spirv: Use OriginLowerLeft when requested 2021-07-22 21:51:29 -04:00
ReinUsesLisp bafe9e35a9 spirv: Only add image operands mask when needed 2021-07-22 21:51:29 -04:00
ReinUsesLisp d2e811db2e spirv: Workaround image unsigned offset bug
Workaround bug on Nvidia's OpenGL SPIR-V compiler when using unsigned
texture offsets.
2021-07-22 21:51:29 -04:00
ReinUsesLisp 4ead714910 spirv: Add int8 and int16 capabilities only when supported 2021-07-22 21:51:29 -04:00
ReinUsesLisp 33bebc3412 spirv: Add integer clamping workarounds
Workaround more bugs on Nvidia's OpenGL SPIR-V compiler.
2021-07-22 21:51:29 -04:00
ReinUsesLisp 7b03b97118 spirv: Implement int8 and int16 conversion fallbacks 2021-07-22 21:51:29 -04:00
ReinUsesLisp 48a17298d7 spirv: Support OpenGL uniform buffers and change bindings 2021-07-22 21:51:29 -04:00
ReinUsesLisp d5d6778ba5 spirv: Desambiguate descriptor names
Worksaround a bug on Nvidia's OpenGL SPIR-V compiler where names are
used for name matching.
2021-07-22 21:51:29 -04:00
ReinUsesLisp a46d91b1ef shader: Add OpenGL shader profile options 2021-07-22 21:51:29 -04:00
ReinUsesLisp 028f0033bd shader: Remove shader util 2021-07-22 21:51:29 -04:00
FernandoS27 c49d56c931 shader: Address feedback 2021-07-22 21:51:29 -04:00
FernandoS27 b541f5e5e3 shader: Implement VertexA stage 2021-07-22 21:51:29 -04:00
FernandoS27 da936d6ad8 shader: Implement delegation of Exit to dispatcher on CFG 2021-07-22 21:51:29 -04:00
ReinUsesLisp f4b82b8dd7 vk_graphics_pipeline: Fix texture buffer descriptors 2021-07-22 21:51:29 -04:00
ameerj fb14820c86 shader: Fix IADD3.CC 2021-07-22 21:51:29 -04:00
ReinUsesLisp 53acdda772 vk_scheduler: Allow command submission on worker thread
This changes how Scheduler::Flush works. It queues the current command
buffer to be sent to the GPU but does not do it immediately. The Vulkan
worker thread takes care of that. Users will have to use
Scheduler::Flush + Scheduler::WaitWorker to get the previous behavior.

Scheduler::Finish is unchanged.

To avoid waiting on work never queued, Scheduler::Wait sends the current
command buffer if that's what the caller wants to wait.
2021-07-22 21:51:29 -04:00
ReinUsesLisp c5425b38c1 vk_compute_pass: Fix -Wshadow warning 2021-07-22 21:51:29 -04:00
ReinUsesLisp 025b20f96a shader: Move pipeline cache logic to separate files
Move code to separate files to be able to reuse it from OpenGL. This
greatly simplifies the pipeline cache logic on Vulkan.

Transform feedback state is not yet abstracted and it's still
intrusively stored inside vk_pipeline_cache. It will be moved when
needed on OpenGL.
2021-07-22 21:51:29 -04:00
ReinUsesLisp ac8835659e vulkan: Defer descriptor set work to the Vulkan thread
Move descriptor lookup and update code to a separate thread. Delaying
this removes work from the main GPU thread and allows creating
descriptor layouts on another thread. This reduces a bit the workload
of the main thread when new pipelines are encountered.
2021-07-22 21:51:29 -04:00
ReinUsesLisp 2f3c3dfc10 vulkan: Rework descriptor allocation algorithm
Create multiple descriptor pools on demand. There are some degrees of
freedom what is considered a compatible pool to avoid wasting large
pools on small descriptors.
2021-07-22 21:51:29 -04:00
ReinUsesLisp 5ed871398b vk_graphics_pipeline: Generate specialized pipeline config functions and improve code 2021-07-22 21:51:29 -04:00
ReinUsesLisp f4ace63957 shader: Accelerate pipeline transitions and use dirty flags for shaders 2021-07-22 21:51:29 -04:00
ameerj 20e86fd615 shader: Fix BFE s32 undefined check
Our unit tests were hitting this exception.
2021-07-22 21:51:29 -04:00
ReinUsesLisp 8fda599a31 vk_compute_pipeline: Fix index comparison oversight on compute texture buffers 2021-07-22 21:51:29 -04:00
ReinUsesLisp 50eb03382e shader: Fix error checking in bitfieldExtract and implement bitfieldInsert folding 2021-07-22 21:51:29 -04:00
ReinUsesLisp 0c0ee9d897 vulkan_device: Require shaderClipDistance and shaderCullDistance features 2021-07-22 21:51:29 -04:00
ReinUsesLisp 5b1b06f11e vk_graphics_pipeline: Guard against non-tessellation pipelines using patches 2021-07-22 21:51:29 -04:00
ReinUsesLisp 57464e3b72 shader: Fix storage type when reading patches on tess control 2021-07-22 21:51:29 -04:00
ReinUsesLisp d2b54c6e42 shader: Fix VMNMX selector B 2021-07-22 21:51:29 -04:00
Rodrigo Locatti 2dc86372c7 shader: Fix bugs and build issues on GCC 2021-07-22 21:51:29 -04:00
ReinUsesLisp 7a1f296cda shader: Fix render targets with null attachments 2021-07-22 21:51:29 -04:00
ReinUsesLisp 155be4a8d3 shader: Increase the maximum number of storage buffers
Compute shaders spill uniform buffers on storage buffers, increasing the
expected number.
2021-07-22 21:51:29 -04:00
ReinUsesLisp fe25f42403 shader: Remove identity removal pass for better build times 2021-07-22 21:51:29 -04:00
ReinUsesLisp 0c7230a606 shader: Add more strict validation the pass 2021-07-22 21:51:29 -04:00
ReinUsesLisp 25949b864c shader: Fix forward referencing identity instructions when inserting phi 2021-07-22 21:51:29 -04:00