Commit graph

19205 commits

Author SHA1 Message Date
lat9nq
df62bcd9cb configure_graphics: Mark SPIR-V as Experimental, Mesa only 2021-07-22 21:51:40 -04:00
ameerj
f2f16e3a1d glsl: Fix tracking of info.uses_shadow_lod 2021-07-22 21:51:40 -04:00
ameerj
508e41777b shader: Ignore global memory ops on devices lacking int64 support 2021-07-22 21:51:40 -04:00
lat9nq
52f2fe7b52 vulkan_device: Add missing include algorithm 2021-07-22 21:51:40 -04:00
ameerj
d965b7200a vulkan_device: Blacklist ampere devices from float16 math 2021-07-22 21:51:40 -04:00
ameerj
d54c4880d1 dual_vertex_pass: Clang format 2021-07-22 21:51:40 -04:00
ameerj
472f9fcb18 gl_shader_cache: Fixes for async shaders 2021-07-22 21:51:40 -04:00
ReinUsesLisp
e8d458a81d vulkan_device: Enable VK_EXT_extended_dynamic_state on RADV 21.2 onward 2021-07-22 21:51:40 -04:00
ReinUsesLisp
ff35ef8ec1 emit_spirv: Workaround VK_KHR_shader_float_controls on fp16 Nvidia
Fix regression on Fire Emblem: Three Houses when using native fp16.
2021-07-22 21:51:40 -04:00
lat9nq
84bc5be7a1 configure_graphics: Re-order vulkan device populating 2021-07-22 21:51:40 -04:00
lat9nq
c969f6e678 shader: GCC fmt 8.0.0 fixes 2021-07-22 21:51:40 -04:00
ameerj
79e317ad7d shader: Account for 33-bit IADD3 scenario 2021-07-22 21:51:40 -04:00
ReinUsesLisp
611797a7c6 shader: Only apply shift on register mode for IADD3 2021-07-22 21:51:39 -04:00
ReinUsesLisp
934b23ab85 vk_rasterizer: Workaround bug in VK_EXT_vertex_input_dynamic_state
Workaround potential bug on Nvidia's driver where only updating high
attributes leaves low attributes out dated.
2021-07-22 21:51:39 -04:00
ReinUsesLisp
b48b4b0600 shader: Fix disabled and unwritten attributes and varyings 2021-07-22 21:51:39 -04:00
ameerj
d77dc5919c glsl: Fix shared and local memory declarations
account for the fact that program.*memory_size is in units of bytes.
2021-07-22 21:51:39 -04:00
ameerj
33d21ac2db opengl: Implement LOP.CC
Used by MH:Rise
2021-07-22 21:51:39 -04:00
ReinUsesLisp
1c7c65087d vk_graphics_pipeline: Implement smooth lines 2021-07-22 21:51:39 -04:00
ReinUsesLisp
bd0796d52f vk_graphics_pipeline: Implement line width 2021-07-22 21:51:39 -04:00
ReinUsesLisp
7dc8577529 spirv: Fix code emission when descriptor aliasing is unsupported
Fixes OpenGL.
2021-07-22 21:51:39 -04:00
lat9nq
5443d4bd9c video_core: Enable GL SPIR-V shaders 2021-07-22 21:51:39 -04:00
lat9nq
ddd4720fe4 general: Add setting shader_backend
GLASM is getting good enough that we can move it out of advanced
graphics settings. This removes the setting `use_assembly_shaders`,
opting for a enum class `shader_backend`. This comes with the benefits
that it is extensible for additional shader backends besides GLSL and
GLASM, and this will work better with a QComboBox.

Qt removes the related assembly shader setting from the Advanced
Graphics section and places it as a new QComboBox in the API Settings
group. This will replace the Vulkan device selector when OpenGL is
selected.

Additionally, mark all of the custom anisotropic filtering settings as
"WILL BREAK THINGS", as that is the case with a select few games.
2021-07-22 21:51:39 -04:00
ameerj
c446ada33e glsl: Declare local memory in main 2021-07-22 21:51:39 -04:00
ameerj
0810714e46 glsl: Add passthrough geometry shader support 2021-07-22 21:51:39 -04:00
ReinUsesLisp
41b2a991c4 shader: Use std::bit_cast instead of Common::BitCast for passthrough 2021-07-22 21:51:39 -04:00
ReinUsesLisp
362888dcb0 glasm: Add passthrough geometry shader support 2021-07-22 21:51:39 -04:00
ReinUsesLisp
b1df436cef shader: Rework varyings and implement passthrough geometry shaders
Put all varyings into a single std::bitset with helpers to access it.

Implement passthrough geometry shaders using host's.
2021-07-22 21:51:39 -04:00
ReinUsesLisp
649c9cca0f vk_graphics_pipeline: Implement conservative rendering 2021-07-22 21:51:39 -04:00
ReinUsesLisp
6db3ba6542 shader: Only verify shader when graphics debugging is enabled 2021-07-22 21:51:39 -04:00
ReinUsesLisp
c0705f79b8 shader: Unify shader stage types 2021-07-22 21:51:39 -04:00
lat9nq
0f092f17af lower_int64_to_int32: Add missing include 2021-07-22 21:51:39 -04:00
ReinUsesLisp
0a75c400e3 shader: Emulate 64-bit integers when not supported
Useful for mobile and Intel Xe devices.
2021-07-22 21:51:39 -04:00
ReinUsesLisp
e3df2285ca shader: Add int64 to int32 lowering pass 2021-07-22 21:51:39 -04:00
ReinUsesLisp
ba211323ab shader: Teach global memory base tracker to follow vectors 2021-07-22 21:51:39 -04:00
ReinUsesLisp
f54fa4a1f5 shader: Add constant propagation to integer vectors 2021-07-22 21:51:39 -04:00
ameerj
99e8164b43 glsl: Better IAdd Overflow CC fix
This ensures the original operand values are not overwritten when being used in the overflow detection.
2021-07-22 21:51:39 -04:00
ReinUsesLisp
f158fe9359 shader: Remove IAbs64 2021-07-22 21:51:39 -04:00
ameerj
516c17d4d3 glsl: Fix IADD CC 2021-07-22 21:51:39 -04:00
ameerj
58a052072c shader_recompiler: Fix IADD3 input partitioning 2021-07-22 21:51:39 -04:00
ReinUsesLisp
04c1dca457 shader: Move loop safety tests to code emission 2021-07-22 21:51:39 -04:00
ReinUsesLisp
e57f54e582 gl_graphics_pipeline: Fix assembly shaders check for transform feedbacks 2021-07-22 21:51:39 -04:00
ameerj
abade15f5e glsl: Remove frag color initialization 2021-07-22 21:51:39 -04:00
ameerj
1d99187d4c glasm: Implement SetAttribute ViewportMask 2021-07-22 21:51:39 -04:00
ReinUsesLisp
2cff04fab9 gl_graphics_pipeline: Inline hash and operator== key functions 2021-07-22 21:51:39 -04:00
ReinUsesLisp
97cfedab70 gl_shader_cache: Check previous pipeline before checking hash map
Port optimization from Vulkan.
2021-07-22 21:51:39 -04:00
ReinUsesLisp
40402f3947 gl_graphics_pipeline: Port optimizations from Vulkan pipelines 2021-07-22 21:51:39 -04:00
ameerj
b79424c3bf emit_glsl_special: Skip initialization of frag_color0
Fixes rendering in Devil May Cry without regressing Ori and the Blind Forest.
2021-07-22 21:51:38 -04:00
ReinUsesLisp
d633ec4ecc shader: Calibrate loop safety threshold 2021-07-22 21:51:38 -04:00
ReinUsesLisp
2cd96376b5 buffer_cache: Fix debugging leftover 2021-07-22 21:51:38 -04:00
Morph
6e8400f165 glsl: Add missing ; in EmitSetSampleMask
Fixes shader compilation in Okami HD
2021-07-22 21:51:38 -04:00