[vulkan] Implementation for VK_EXT_shader_quad_control (#4168)

An experimental approach to introduce an smarter way to use and access QUAD's capabilities on shaders, suggested by @gidoly some months ago, finally came into something usable; current implementation checks GLASM, GLSL and Vulkan on their own way, stablishes proper emitters and receivers for Quads inside our recompiler, which are the introductions for future changes; checks for support and actual feature bit, OpCodes and mask were added within this PR. Meanwhile the expected behavior was to reduce graphical issues (on games with Quad shaders reliant), we encountered a very slight performance increase depending on what game and shader are actually compiled.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4168
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
This commit is contained in:
CamilleLaVey
2026-08-28 01:21:22 +02:00
committed by crueter
parent faaf1bac64
commit 50cb8fd1c9
19 changed files with 142 additions and 16 deletions
@@ -10,7 +10,7 @@ namespace Shader::IR {
namespace Detail {
OpcodeMeta META_TABLE[532] = {
OpcodeMeta META_TABLE[534] = {
#define OPCODE(name_token, type_token, ...) \
{ \
.name{#name_token}, \
@@ -21,7 +21,7 @@ OpcodeMeta META_TABLE[532] = {
#undef OPCODE
};
u8 NUM_ARGS[532] = {
u8 NUM_ARGS[534] = {
#define OPCODE(name_token, type_token, ...) u8(CalculateNumArgsOf(Opcode::name_token)),
#include "opcodes.inc"
#undef OPCODE