Commit graph

113 commits

Author SHA1 Message Date
ReinUsesLisp
0b5b93053d
shader_ir/other: Implement S2R InvocationId 2019-12-09 23:52:28 -03:00
ReinUsesLisp
ecbfa416f0
vk_shader_decompiler: Misc changes
Update Sirit and its usage in vk_shader_decompiler. Highlights:
- Implement tessellation shaders
- Implement geometry shaders
- Implement some missing features
- Use native half float instructions when available.
2019-12-09 23:51:57 -03:00
ReinUsesLisp
19ce0d4f1a
vk_device: Misc changes
- Setup more features and requirements.
- Improve logging for missing features.
- Collect telemetry parameters.
- Add queries for more image formats.
- Query push constants limits.
- Optionally enable some extensions.
2019-12-09 01:04:48 -03:00
ReinUsesLisp
7ea362e134
externals: Update Vulkan-Headers 2019-12-08 22:08:19 -03:00
ReinUsesLisp
f632d00eb1
vk_swapchain: Add support for swapping sRGB
We don't know until the game is running if it's using an sRGB color
space or not. Add support for hot-swapping swapchain surface formats.
2019-12-06 22:42:08 -03:00
bunnei
e36814d6d5
Merge pull request #3109 from FernandoS27/new-instr
Implement FLO & TXD Instructions on GPU Shaders
2019-12-06 18:18:16 -05:00
Lioncash
3f08e8d8d4 core/memory: Migrate over GetPointer()
With all of the interfaces ready for migration, it's trivial to migrate
over GetPointer().
2019-11-26 21:55:38 -05:00
Lioncash
536fc7f0ea core: Prepare various classes for memory read/write migration
Amends a few interfaces to be able to handle the migration over to the
new Memory class by passing the class by reference as a function
parameter where necessary.

Notably, within the filesystem services, this eliminates two ReadBlock()
calls by using the helper functions of HLERequestContext to do that for
us.
2019-11-26 21:55:37 -05:00
ReinUsesLisp
c8a48aacc0
video_core: Unify ProgramType and ShaderStage into ShaderType 2019-11-22 21:28:48 -03:00
ReinUsesLisp
48a1687f51
texture_cache: Drop abstracted ComponentType
Abstracted ComponentType was not being used in a meaningful way.
This commit drops its usage.

There is one place where it was being used to test compatibility between
two cached surfaces, but this one is implied in the pixel format.
Removing the component type test doesn't change the behaviour.
2019-11-14 18:21:42 -03:00
Fernando Sahmkow
cd0f5dfc17 Shader_IR: Implement TXD instruction. 2019-11-14 11:15:27 -04:00
Fernando Sahmkow
f3d1b370aa Shader_IR: Implement FLO instruction. 2019-11-14 11:15:27 -04:00
ReinUsesLisp
56e237d1f9
shader_ir/warp: Implement FSWZADD 2019-11-07 20:08:41 -03:00
ReinUsesLisp
08b2b1080a
gl_shader_decompiler: Reimplement shuffles with platform agnostic intrinsics 2019-11-07 20:08:41 -03:00
Fernando Sahmkow
8909f52166 Shader_IR: Implement Fast BRX and allow multi-branches in the CFG. 2019-10-25 09:01:30 -04:00
Fernando Sahmkow
7ecf9f7228
Merge pull request #2983 from lioncash/fallthrough
gl_shader_decompiler/vk_shader_decompiler: Resolve implicit fallthrough cases
2019-10-22 13:16:46 -04:00
Lioncash
c6bec9aa10 vk_shader_decompiler: Mark operator() function parameters as const references
These parameters aren't actually modified in any way, so they can be
made const references.
2019-10-17 19:44:00 -04:00
Lioncash
6947bf8e44 vk_shader_decompiler: Resolve fallthrough within ExprDecompiler's ExprCondCode operator()
This would previously result in NeverExecute and UnusedIndex being
treated as regular predicates.
2019-10-15 19:40:58 -04:00
Fernando Sahmkow
3c09d9abe6 Shader_Ir: Address Feedback and clang format. 2019-10-04 18:52:57 -04:00
Fernando Sahmkow
507a9c6a40 vk_shader_decompiler: Correct Branches inside conditionals. 2019-10-04 18:52:56 -04:00
Fernando Sahmkow
000ad558dd vk_shader_decompiler: Clean code and be const correct. 2019-10-04 18:52:55 -04:00
Fernando Sahmkow
100a4bd988 vk_shader_compiler: Don't enclose branches with if(true) to avoid crashing AMD 2019-10-04 18:52:54 -04:00
Fernando Sahmkow
466cd52ad4 vk_shader_compiler: Correct SPIR-V AST Decompiling 2019-10-04 18:52:52 -04:00
Fernando Sahmkow
2e9a810423 Shader_IR: allow else derivation to be optional. 2019-10-04 18:52:52 -04:00
Fernando Sahmkow
ca9901867e vk_shader_compiler: Implement the decompiler in SPIR-V 2019-10-04 18:52:51 -04:00
bunnei
376f1a4432
Merge pull request #2869 from ReinUsesLisp/suld
shader/image: Implement SULD and fix SUATOM
2019-09-23 21:47:03 -04:00
FearlessTobi
55d272efe6 video_core: Implement RGBX16F PixelFormat 2019-09-22 02:16:44 +02:00
ReinUsesLisp
44000971e2
gl_shader_decompiler: Use uint for images and fix SUATOM
In the process remove implementation of SUATOM.MIN and SUATOM.MAX as
these require a distinction between U32 and S32. These have to be
implemented with imageCompSwap loop.
2019-09-21 17:33:52 -03:00
ReinUsesLisp
675f23aedc
shader/image: Implement SULD and remove irrelevant code
* Implement SULD as float.
* Remove conditional declaration of GL_ARB_shader_viewport_layer_array.
2019-09-21 17:32:48 -03:00
ReinUsesLisp
0526bf1895 shader_ir/warp: Implement SHFL 2019-09-17 17:44:07 -03:00
Fernando Sahmkow
18fac59050
Merge pull request #2858 from ReinUsesLisp/vk-device
vk_device: Add miscellaneous features and minor style changes
2019-09-14 03:52:06 -04:00
ReinUsesLisp
01d96e1136 vk_device: Add miscellaneous features and minor style changes
* Increase minimum Vulkan requirements
* Require VK_EXT_vertex_attribute_divisor
* Require depthClamp, samplerAnisotropy and largePoints features
* Search and expose VK_KHR_uniform_buffer_standard_layout
* Search and expose VK_EXT_index_type_uint8
* Search and expose native float16 arithmetics
* Track current driver with VK_KHR_driver_properties
* Query and expose SSBO alignment
* Query more image formats
* Improve logging overall
* Minor style changes
* Minor rephrasing of commentaries
2019-09-13 02:10:07 -03:00
ReinUsesLisp
36abf67e79 shader/image: Implement SUATOM and fix SUST 2019-09-10 20:22:31 -03:00
ReinUsesLisp
4e35177e23 shader_ir: Implement VOTE
Implement VOTE using Nvidia's intrinsics. Documentation about these can
be found here
https://developer.nvidia.com/reading-between-threads-shader-intrinsics

Instead of using portable ARB instructions I opted to use Nvidia
intrinsics because these are the closest we have to how Tegra X1
hardware renders.

To stub VOTE on non-Nvidia drivers (including nouveau) this commit
simulates a GPU with a warp size of one, returning what is meaningful
for the instruction being emulated:

* anyThreadNV(value) -> value
* allThreadsNV(value) -> value
* allThreadsEqualNV(value) -> true

ballotARB, also known as "uint64_t(activeThreadsNV())", emits

VOTE.ANY Rd, PT, PT;

on nouveau's compiler. This doesn't match exactly to Nvidia's code

VOTE.ALL Rd, PT, PT;

Which is emulated with activeThreadsNV() by this commit. In theory this
shouldn't really matter since .ANY, .ALL and .EQ affect the predicates
(set to PT on those cases) and not the registers.
2019-08-21 14:50:38 -03:00
Fernando Sahmkow
11f4e739bd Shader_Ir: Implement F16 Variants of F2F, F2I, I2F.
This commit takes care of implementing the F16 Variants of the 
conversion instructions and makes sure conversions are done.
2019-07-20 17:38:25 -04:00
ReinUsesLisp
45c162444d shader/half_set_predicate: Fix HSETP2 implementation 2019-07-19 22:21:22 -03:00
Fernando Sahmkow
1bdb59fc6e
Merge pull request #2695 from ReinUsesLisp/layer-viewport
gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders
2019-07-15 16:28:07 -04:00
bunnei
bb67091c77
Merge pull request #2609 from FernandoS27/new-scan
Implement a New Shader Scanner, Decompile Flow Stack and implement BRX BRA.CC
2019-07-11 17:36:23 -04:00
bunnei
7fb7054bc8
Merge pull request #2686 from ReinUsesLisp/vk-scheduler
vk_scheduler: Drop execution context in favor of views
2019-07-10 16:35:48 -04:00
Fernando Sahmkow
8a6fc529a9 shader_ir: Implement BRX & BRA.CC 2019-07-09 08:14:37 -04:00
ReinUsesLisp
c9d886c84e gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders
This commit implements gl_ViewportIndex and gl_Layer in vertex and
geometry shaders. In the case it's used in a vertex shader, it requires
ARB_shader_viewport_layer_array. This extension is available on AMD and
Nvidia devices (mesa and proprietary drivers), but not available on
Intel on any platform. At the moment of writing this description I don't
know if this is a hardware limitation or a driver limitation.

In the case that ARB_shader_viewport_layer_array is not available,
writes to these registers on a vertex shader are ignored, with the
appropriate logging.
2019-07-07 20:42:55 -03:00
Lioncash
cbdd6cd1c0 vk_sampler_cache: Remove unused includes
These are no longer used within this header, so they can be removed.
2019-07-07 13:40:36 -04:00
Lioncash
4b27680639 video_core: Add missing override specifiers 2019-07-07 13:38:39 -04:00
ReinUsesLisp
86a874a2fc vk_scheduler: Drop execution context in favor of views
Instead of passing by copy an execution context through out the whole
Vulkan call hierarchy, use a command buffer view and fence view
approach.

This internally dereferences the command buffer or fence forcing the
user to be unable to use an outdated version of it on normal usage.
It is still possible to keep store an outdated if it is casted to
VKFence& or vk::CommandBuffer.

While changing this file, add an extra parameter for Flush and Finish to
allow releasing the fence from this calls.
2019-07-07 03:30:22 -03:00
ReinUsesLisp
06c4ce8645 shader: Decode SUST and implement backing image functionality 2019-06-20 21:38:33 -03:00
Zach Hilman
c0e7b91145
Merge pull request #2538 from ReinUsesLisp/ssy-pbk
shader: Split SSY and PBK stack
2019-06-15 20:30:13 -04:00
Zach Hilman
de33ad25f5
Merge pull request #2514 from ReinUsesLisp/opengl-compat
video_core: Drop OpenGL core in favor of OpenGL compatibility
2019-06-07 17:23:25 -04:00
ReinUsesLisp
fe8e6618f2 shader: Split SSY and PBK stack
Hardware testing revealed that SSY and PBK push to a different stack,
allowing code like this:

        SSY label1;
        PBK label2;
        SYNC;
label1: PBK;
label2: EXIT;
2019-06-07 02:18:27 -03:00
ReinUsesLisp
bf4dfb3ad4 shader: Use shared_ptr to store nodes and move initialization to file
Instead of having a vector of unique_ptr stored in a vector and
returning star pointers to this, use shared_ptr. While changing
initialization code, move it to a separate file when possible.

This is a first step to allow code analysis and node generation beyond
the ShaderIR class.
2019-06-05 20:41:52 -03:00
bunnei
a20ba09bfd
Merge pull request #2520 from ReinUsesLisp/vulkan-refresh
vk_device,vk_shader_decompiler: Miscellaneous changes
2019-06-05 18:10:00 -04:00