Commit Graph

444 Commits

Author SHA1 Message Date
ReinUsesLisp 2321666580 shader: Avoid usage of C++20 ranges to build in clang 2021-07-22 21:51:40 -04:00
ameerj a23f05c215 glsl: Clamp shared mem size to GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 2021-07-22 21:51:40 -04:00
lat9nq b557314001 shader_recompiler, video_core: Resolve clang errors
Silences the following warnings-turned-errors:
-Wsign-conversion
-Wunused-private-field
-Wbraced-scalar-init
-Wunused-variable

And some other errors
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
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 c969f6e678 shader: GCC fmt 8.0.0 fixes 2021-07-22 21:51:40 -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 7dc8577529 spirv: Fix code emission when descriptor aliasing is unsupported
Fixes OpenGL.
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 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
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
ReinUsesLisp 04c1dca457 shader: Move loop safety tests to code emission 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
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
Morph 6e8400f165 glsl: Add missing ; in EmitSetSampleMask
Fixes shader compilation in Okami HD
2021-07-22 21:51:38 -04:00
ameerj 7d20cd7656 glsl: Fix output varying initialization when transform feedback is used 2021-07-22 21:51:38 -04:00
ReinUsesLisp 10f91c42e2 spirv: Properly handle devices without int8 and int16 2021-07-22 21:51:38 -04:00
ReinUsesLisp fe5fc478e7 spirv: Handle small storage buffer loads on devices with no support 2021-07-22 21:51:38 -04:00
ameerj 45c91da369 glsl: Fix cbuf component indexing bug falback 2021-07-22 21:51:38 -04:00
ReinUsesLisp c4a71824d5 shader: Properly manage attributes not written from previous stages 2021-07-22 21:51:38 -04:00
ReinUsesLisp ebd1146ea7 glsl: Only declare fragment outputs on fragment shaders 2021-07-22 21:51:38 -04:00
ReinUsesLisp 9389e71b12 shader: Split profile and runtime info headers 2021-07-22 21:51:38 -04:00
ameerj 7a9b23ea70 glsl: Obey need_declared_frag_colors to declare and initialize all frag_color
Fixes Ori and the blind forest title screen
2021-07-22 21:51:38 -04:00
ameerj 1d2c13fd7b glsl: Address rest of feedback 2021-07-22 21:51:38 -04:00
ameerj 52bd1d7788 glsl: Move gl_Position/generic attribute initialization to EmitProlgue 2021-07-22 21:51:38 -04:00
ameerj bc50a9ef20 glsl: Conditionally use fine/coarse derivatives based on device support 2021-07-22 21:51:38 -04:00
ameerj 4e73fdbd0f glsl: Cleanup/Address feedback 2021-07-22 21:51:38 -04:00
ameerj d344489b5b glsl: Add Shader_GLSL logging 2021-07-22 21:51:38 -04:00
ameerj c44b3f664d glsl: Add LoopSafety instructions 2021-07-22 21:51:38 -04:00
ameerj 50e1ced397 glsl: Conditionally add EXT_texture_shadow_lod 2021-07-22 21:51:38 -04:00
ameerj b33af69513 glsl: Add stubs for sparse queries and variable aoffi when not supported 2021-07-22 21:51:38 -04:00
ameerj 3e6f89f964 glsl: Implement legacy varyings 2021-07-22 21:51:38 -04:00
ameerj 67cc50be47 glsl: Minor cleanup 2021-07-22 21:51:38 -04:00
ameerj 5e9b073176 glsl: Fix Cbuf getters for F32 type 2021-07-22 21:51:38 -04:00
ameerj 152f718017 glsl: Add immediate index oob checking for Cbuf getters 2021-07-22 21:51:38 -04:00
ameerj 163ce47cb1 glsl: Refactor GetCbuf functions to reduce code duplication 2021-07-22 21:51:38 -04:00
ameerj 7bf5c1164e glsl: Address more feedback. Implement indexed texture reads 2021-07-22 21:51:38 -04:00
ameerj 73278ba985 glsl: Remove Signed Integer variables 2021-07-22 21:51:38 -04:00
ameerj 5d2cd1551f glsl: Address Rodrigo's feedback 2021-07-22 21:51:38 -04:00
ameerj 8ab7780015 glsl: Reorganize backend code, remove unneeded [[maybe_unused]] 2021-07-22 21:51:37 -04:00
ameerj b247baab26 glsl: Implement SampleId and SetSampleMask
plus some minor refactoring of implementations
2021-07-22 21:51:37 -04:00
ameerj a2f864493b glsl: Add gl_PerVertex in for GS 2021-07-22 21:51:37 -04:00
ameerj 5eb36b0913 glsl: Use existing tracking for enabling EXT_shader_image_load_formatted 2021-07-22 21:51:37 -04:00