Commit graph

86 commits

Author SHA1 Message Date
riperiperi
da587c8e49 Implement Viewport Transform Disable (#3328)
* Initial implementation (no specialization)

* Use specialization

* Fix render scale, increase code gen version

* Revert accidental change

* Address Feedback
2022-05-12 10:47:13 -03:00
gdkchan
401f0cd555 Implement VMAD shader instruction and improve InvocationInfo and ISBERD handling (#3251)
* Implement VMAD shader instruction and improve InvocationInfo and ISBERD handling

* Shader cache version bump

* Fix typo
2022-04-08 12:42:39 +02:00
gdkchan
837c4f0dfe Fix shader textureSize with multisample and buffer textures (#3240)
* Fix shader textureSize with multisample and buffer textures

* Replace out param with tuple return value
2022-04-04 14:43:58 -03:00
gdkchan
17b84e4279 Fix missing geometry shader passthrough inputs (#3106)
* Fix missing geometry shader passthrough inputs

* Shader cache version bump
2022-02-11 19:52:20 +01:00
gdkchan
73d10233ef Stop using glTransformFeedbackVaryings and use explicit layout on the shader (#3012)
* Stop using glTransformFeedbackVarying and use explicit layout on the shader

* This is no longer needed

* Shader cache version bump

* Fix gl_PerVertex output for tessellation control shaders
2022-01-21 12:35:21 -03:00
riperiperi
142cdc54d9 Add support for render scale to vertex stage. (#2763)
* Add support for render scale to vertex stage.

Occasionally games read off textureSize on the vertex stage to inform the fragment shader what size a texture is without querying in there. Scales were not present in the vertex shader to correct the sizes, so games were providing the raw upscaled texture size to the fragment shader, which was incorrect.

One downside is that the fragment and vertex support buffer description must be identical, so the full size scales array must be defined when used. I don't think this will have an impact though. Another is that the fragment texture count must be updated when vertex shader textures are used. I'd like to correct this so that the update is folded into the update for the scales.

Also cleans up a bunch of things, like it making no sense to call CommitRenderScale for each stage.

Fixes render scale causing a weird offset bloom in Super Mario Party and Clubhouse Games. Clubhouse Games still has a pixelated look in a number of its games due to something else it does in the shader.

* Split out support buffer update, lazy updates.

* Commit support buffer before compute dispatch

* Remove unnecessary qualifier.

* Address Feedback
2022-01-08 14:48:48 -03:00
gdkchan
b74332e17d Implement remaining shader double-precision instructions (#2845)
* Implement remaining shader double-precision instructions

* Shader cache version bump
2021-12-08 17:54:12 -03:00
gdkchan
9effc3e9ff Fix FLO.SH shader instruction with a input of 0 (#2876)
* Fix FLO.SH shader instruction with a input of 0

* Shader cache version bump
2021-12-05 13:25:05 +01:00
gdkchan
d8bb173c9e Fix shader integer from/to double conversion (#2831) 2021-11-14 21:37:07 -03:00
gdkchan
17f90e39b7 Fix InvocationInfo on geometry shader and bindless default integer const (#2822)
* Fix InvocationInfo on geometry shader and bindless default integer const

* Shader cache version bump

* Consistency for the default value
2021-11-08 11:39:30 -03:00
gdkchan
f229550167 Add support for fragment shader interlock (#2768)
* Support coherent images

* Add support for fragment shader interlock

* Change to tree based match approach

* Refactor + check for branch targets and external registers

* Make detection more robust

* Use Intel fragment shader ordering if interlock is not available, use nothing if both are not available

* Remove unused field
2021-10-28 19:53:12 -03:00
gdkchan
34ef09afb1 Fix shader 8-bit and 16-bit STS/STG (#2741)
* Fix 8 and 16-bit STG

* Fix 8 and 16-bit STS

* Shader cache version bump
2021-10-18 20:24:15 -03:00
riperiperi
69a91e4e7f Another workaround for NVIDIA driver 496.13 shader bug (#2750)
* Another workaround for NVIDIA driver 496.13 shader bug

This might work better than the other one. Give this a test to see if it fixes/doesn't fix issues with the other one.

The problem seems to be when any variable assignment happens with a negation. `temp_1 = -temp_0;` seems to trigger weird behaviour, but `temp_1 = 0.0 - temp_0;` does not. This also might to extend towards integer types?

* Update cache version

* Add disclaimer comment

* Wording
2021-10-18 20:04:06 -03:00
gdkchan
6435cd798f Initial tessellation shader support (#2534)
* Initial tessellation shader support

* Nits

* Re-arrange built-in table

* This is not needed anymore

* PR feedback
2021-10-18 18:38:04 -03:00
gdkchan
a1b0fd1ba9 Rewrite shader decoding stage (#2698)
* Rewrite shader decoding stage

* Fix P2R constant buffer encoding

* Fix PSET/PSETP

* PR feedback

* Log unimplemented shader instructions

* Implement NOP

* Remove using

* PR feedback
2021-10-12 22:35:31 +02:00
gdkchan
43eedc9c06 Use shader subgroup extensions if shader ballot is not supported (#2627)
* Use shader subgroup extensions if shader ballot is not supported

* Shader cache version bump + cleanup

* The type is still required on the table
2021-09-19 14:38:39 +02:00
riperiperi
ae821e8238 Implement Shader Instructions SUATOM and SURED (#2090)
* Initial Implementation

* Further improvements (no support for float/64-bit types)

* Merge atomic and reduce instructions, add missing format switch

* Fix rebase issues.

* Not used.

* Whoops. Fixed.

* Partial implementation of inc/dec, cleanup and TODOs

* Remove testing path

* Address Feedback
2021-08-31 02:51:57 -03:00
gdkchan
c8077a711a Fix out-of-bounds shader thread shuffle (#2605)
* Fix out-of-bounds shader thread shuffle

* Shader cache version bump
2021-08-30 14:02:40 -03:00
gdkchan
dfc0ebb616 Initial support for shader attribute indexing (#2546)
* Initial support for shader attribute indexing

* Support output indexing too, other improvements

* Fix order

* Address feedback
2021-08-27 01:44:47 +02:00
gdkchan
0485141e8a Workaround for Intel FrontFacing built-in variable bug (#2540) 2021-08-11 23:01:06 +02:00
gdkchan
b56a469566 Make sure attributes used on subsequent shader stages are initialized (#2538) 2021-08-11 22:27:00 +02:00
gdkchan
3b3a1193a2 Replace BGRA and scale uniforms with a uniform block (#2496)
* Replace BGRA and scale uniforms with a uniform block

* Setting the data again on program change is no longer needed

* Optimize and resolve some warnings

* Avoid redundant support buffer updates

* Some optimizations to BindBuffers (now inlined)

* Unify render scale arrays
2021-08-11 21:33:43 +02:00
gdkchan
f1ddf692fe Unscale textureSize when resolution scaling is used (#2441)
* Unscale textureSize when resolution scaling is used

* Fix textureSize on compute

* Flag texture size as needing res scale values too
2021-07-09 00:09:07 -03:00
gdkchan
e4a83daf3e Allow shader language and target API to be specified on the shader translator (#2402) 2021-07-06 21:20:06 +02:00
gdkchan
520965bcec Fix default value for unwritten shader outputs (#2412)
* Fix shader default output values

* Shader cache version bump
2021-06-25 19:56:03 -03:00
gdkchan
5d0b20a56e Fix texture sampling with depth compare and LOD level or bias (#2404)
* Fix texture sampling with depth compare and LOD level or bias

* Shader cache version bump

* nit: Sorting
2021-06-25 00:54:50 +02:00
gdkchan
87dd2c3b4d Pass all inputs when geometry shader passthrough is enabled (#2362)
* Pass all inputs when geometry shader passthrough is enabled

* Shader cache version bump
2021-06-23 23:04:59 +02:00
gdkchan
d3b2ebf645 Fix constant buffer array size when indexing is used and other buffer descriptor and resolution scale regressions (#2298)
* Fix constant buffer array size when indexing is used

* Change default QueryConstantBufferUse value

* Fix more regressions

* Ensure proper order
2021-05-20 15:12:15 -03:00
gdkchan
08dbc851c0 Move shader resource descriptor creation out of the backend (#2290)
* Move shader resource descriptor creation out of the backend

* Remove now unused code, and other nits

* Shader cache version bump

* Nits

* Set format for bindless image load/store

* Fix buffer write flag
2021-05-19 23:15:26 +02:00
gdkchan
d278aaa5cd Fix shader buffer write flag on atomic instructions (#2261)
* Fix shader buffer write flag on atomic instructions

* Shader cache version bump
2021-05-01 20:46:21 +02:00
gdkchan
3b90814fc8 Implement shader HelperThreadNV (#2163)
* Implement shader HelperThreadNV

* Bump shader cache version

* Use gl_HelperInvocation since its supported across all vendors

* Nit
2021-04-02 21:50:35 +11:00
riperiperi
3516e00e5d Improve Buffer Textures and flush Image Stores (#2088)
* Improve Buffer Textures and flush Image Stores

Fixes a number of issues with buffer textures:

- Reworked Buffer Textures to create their buffers in the TextureManager, then bind them with the BufferManager later.
  - Fixes an issue where a buffer texture's buffer could be invalidated after it is bound, but before use.
- Fixed width unpacking for large buffer textures. The width is now 32-bit rather than 16.
- Force buffer textures to be rebound whenever any buffer is created, as using the handle id wasn't reliable, and the cost of binding isn't too high.

Fixes vertex explosions and flickering animations in UE4 games.

* Set ImageStore flag... for ImageStore.

* Check the offset and size.
2021-03-08 18:43:39 -03:00
gdkchan
c418cb34f5 Implement geometry shader passthrough (#1961)
* Implement geometry shader passthrough

* Cache version change
2021-01-29 14:38:51 +11:00
gdkchan
52970555f6 Support multiple destination operands on shader IR and shuffle predicates (#1964)
* Support multiple destination operands on shader IR and shuffle predicates

* Cache version change
2021-01-28 10:59:47 +11:00
gdkchan
4c5aeba41e Support shader F32 to Bool reinterpretation (#1969) 2021-01-27 09:19:30 +01:00
gdkchan
758138c14a Fix regression on shader atomic SSBO operations (#1967)
* Fix regression on shader atomic SSBO operations

* Update comment
2021-01-27 11:26:23 +11:00
gdkchan
e705b2d978 Add support for shader atomic min/max (S32) (#1948) 2021-01-26 17:38:33 +11:00
riperiperi
ec0facd1f0 Implement lazy flush-on-read for Buffers (SSBO/Copy) (#1790)
* Initial implementation of buffer flush (VERY WIP)

* Host shaders need to be rebuilt for the SSBO write flag.

* New approach with reserved regions and gl sync

* Fix a ton of buffer issues.

* Remove unused buffer unmapped behaviour

* Revert "Remove unused buffer unmapped behaviour"

This reverts commit f1700e52fb8760180ac5e0987a07d409d1e70ece.

* Delete modified ranges on unmap

Fixes potential crashes in Super Smash Bros, where a previously modified range could lie on either side of an unmap.

* Cache some more delegates.

* Dispose Sync on Close

* Also create host sync for GPFifo syncpoint increment.

* Copy buffer optimization, add docs

* Fix race condition with OpenGL Sync

* Enable read tracking on CommandBuffer, insert syncpoint on WaitForIdle

* Performance: Only flush individual pages of SSBO at a time

This avoids flushing large amounts of data when only a small amount is actually used.

* Signal Modified rather than flushing after clear

* Fix some docs and code style.

* Introduce a new test for tracking memory protection.

Sucessfully demonstrates that the bug causing write protection to be cleared by a read action has been fixed. (these tests fail on master)

* Address Comments

* Add host sync for SetReference

This ensures that any indirect draws will correctly flush any related buffer data written before them. Fixes some flashing and misplaced world geometry in MH rise.

* Make PageAlign static

* Re-enable read tracking, for reads.
2021-01-17 17:08:06 -03:00
riperiperi
0d6699f375 Implement Force Early Z Register (#1755) 2020-12-02 00:13:27 +01:00
gdkchan
180c8131fa Simplify logic for bindless texture handling (#1667)
* Simplify logic for bindless texture handling

* Nits
2020-11-09 19:35:04 -03:00
gdkchan
c4f6664ad8 Use explicit buffer and texture bindings on shaders (#1666)
* Use explicit buffer and texture bindings on shaders

* More XML docs and other nits
2020-11-08 12:10:00 +01:00
gdkchan
bdce56736d Support single precision contants for double precision operations (#1673) 2020-11-06 18:54:13 +01:00
riperiperi
0048584c5e Support res scale on images, correctly blacklist for SUST, move logic out of backend. (#1657)
* Support res scale on images, correctly blacklist for SUST, move logic
out of backend.

* Fix Typo
2020-11-02 16:53:23 -03:00
riperiperi
909ea7b349 Add scaling for Texture2DArray when using TexelFetch. (#1645)
* Add scaling for Texture2DArray when using TexelFetch.

* Should only really trigger for Texture2D. (do not emit texelfetch for
TextureBufferArray(?) and Texture1DArray)

* Address nit.
2020-10-28 21:27:46 +01:00
gdkchan
f76feb60d5 Avoid sampler conflicts on bindless samplers with the same name (#1642) 2020-10-28 21:20:43 +01:00
gdkchan
4c40f241a8 Implement CAL and RET shader instructions (#1618)
* Add support for CAL and RET shader instructions

* Remove unused stuff

* Fix a bug that could cause the wrong values to be passed to a function

* Avoid repopulating function id dictionary every time

* PR feedback

* Fix vertex shader A/B merge
2020-10-25 17:00:44 -03:00
gdkchan
89bc0cc217 Fix image binding format (#1625)
* Fix image binding format

* XML doc
2020-10-20 19:03:20 -03:00
gdkchan
51d1779102 Fix gl_in being used with built-in variables that are not per-vertex (#1624) 2020-10-17 10:16:40 +02:00
gdkchan
c653c5d058 Add support for shader constant buffer slot indexing (#1608)
* Add support for shader constant buffer slot indexing

* Fix typo
2020-10-12 21:40:50 -03:00
gdkchan
4763d8b09a Fix shader regression on Intel iGPUs by reverting layout changes (#1425) 2020-07-29 08:01:11 +10:00