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30 commits

Author SHA1 Message Date
Andrey Sukharev
4da44e09cb
Make structs readonly when applicable (#4002)
* Make all structs readonly when applicable. It should reduce amount of needless defensive copies

* Make structs with trivial boilerplate equality code record structs

* Remove unnecessary readonly modifiers from TextureCreateInfo

* Make BitMap structs readonly too
2022-12-05 14:47:39 +01:00
gdkchan
2df16ded9b
Improve shader BRX instruction code generation (#3759)
* Improve shader BRX instruction code generation

* Shader cache version bump, add some comments and asserts
2022-10-15 23:20:16 +00:00
gdkchan
9c2500de5f
Fix incorrect tessellation inputs/outputs (#3728)
* Fix incorrect tessellation inputs/outputs

* Shader cache version bump
2022-10-01 02:35:52 -03:00
gdkchan
7f8a3541eb
Fix decoding of block after shader BRA.CC instructions without predicate (#3472)
* Fix decoding of block after BRA.CC instructions without predicate

* Shader cache version bump
2022-07-23 11:53:14 -03:00
gdkchan
43ebd7a9bb
New shader cache implementation (#3194)
* New shader cache implementation

* Remove some debug code

* Take transform feedback varying count into account

* Create shader cache directory if it does not exist + fragment output map related fixes

* Remove debug code

* Only check texture descriptors if the constant buffer is bound

* Also check CPU VA on GetSpanMapped

* Remove more unused code and move cache related code

* XML docs + remove more unused methods

* Better codegen for TransformFeedbackDescriptor.AsSpan

* Support migration from old cache format, remove more unused code

Shader cache rebuild now also rewrites the shared toc and data files

* Fix migration error with BRX shaders

* Add a limit to the async translation queue

 Avoid async translation threads not being able to keep up and the queue growing very large

* Re-create specialization state on recompile

This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access

* Make shader cache more error resilient

* Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc

* Address early PR feedback

* Fix rebase

* Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly

* Handle some missing exceptions

* Make shader cache purge delete both old and new shader caches

* Register textures on new specialization state

* Translate and compile shaders in forward order (eliminates diffs due to different binding numbers)

* Limit in-flight shader compilation to the maximum number of compilation threads

* Replace ParallelDiskCacheLoader state changed event with a callback function

* Better handling for invalid constant buffer 1 data length

* Do not create the old cache directory structure if the old cache does not exist

* Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented)

* Replace rectangle texture with just coordinate normalization

* Skip incompatible shaders that are missing texture information, instead of crashing

This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable

* Fix coordinates normalization on cubemap textures

* Check if title ID is null before combining shader cache path

* More robust constant buffer address validation on spec state

* More robust constant buffer address validation on spec state (2)

* Regenerate shader cache with one stream, rather than one per shader.

* Only create shader cache directory during initialization

* Logging improvements

* Proper shader program disposal

* PR feedback, and add a comment on serialized structs

* XML docs for RegisterTexture

Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-04-10 10:49:44 -03:00
gdkchan
0bcbe32367
Only initialize shader outputs that are actually used on the next stage (#3054)
* Only initialize shader outputs that are actually used on the next stage

* Shader cache version bump
2022-03-06 20:42:13 +01:00
gdkchan
7f6b3d234a
Implement IMUL, PCNT and CONT shader instructions, fix FFMA32I and HFMA32I (#2972)
* Implement IMUL shader instruction

* Implement PCNT/CONT instruction and fix FFMA32I

* Add HFMA232I to the table

* Shader cache version bump

* No Rc on Ffma32i
2022-01-10 12:08:00 -03:00
gdkchan
911ea38e93
Support shader gl_Color, gl_SecondaryColor and gl_TexCoord built-ins (#2817)
* Support shader gl_Color, gl_SecondaryColor and gl_TexCoord built-ins

* Shader cache version bump

* Fix back color value on fragment shader

* Disable IPA multiplication for fixed function attributes and back color selection
2021-11-08 13:18:46 -03:00
gdkchan
99445dd0a6
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
d512ce122c
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
a7109c767b
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
ee1038e542
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
ed754af8d5
Make sure attributes used on subsequent shader stages are initialized (#2538) 2021-08-11 22:27:00 +02:00
gdkchan
d9d18439f6
Use a new approach for shader BRX targets (#2532)
* Use a new approach for shader BRX targets

* Make shader cache actually work

* Improve the shader pattern matching a bit

* Extend LDC search to predecessor blocks, catches more cases

* Nit

* Only save the amount of constant buffer data actually used. Avoids crashes on partially mapped buffers

* Ignore Rd on predicate instructions, as they do not have a Rd register (catches more cases)
2021-08-11 20:59:42 +02:00
riperiperi
7ff1f9aa12
End shader decoding when reaching a block that starts with an infinite loop (after BRX) (#2367)
* End shader decoding when reaching an infinite loop

The NV shader compiler puts these at the end of shaders.

* Update shader cache version
2021-06-15 02:09:59 +02:00
gdkchan
3b90adcd1d
Fix shaders with mixed PBK and SSY addresses on the stack (#2329)
* Fix shaders with mixed PBK and SSY addresses on the stack

* Address PR feedback and nits
2021-06-03 01:41:53 +02:00
mageven
a5d5ca0635
Shader Cache: Move bindless checking from translation to decode (#2145) 2021-03-27 00:50:26 +01:00
gdkchan
49f970d5bd
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
2f16491712
Get rid of Reflection.Emit dependency on CPU and Shader projects (#1626)
* Get rid of Reflection.Emit dependency on CPU and Shader projects

* Remove useless private sets

* Missed those due to the alignment
2020-10-21 09:13:44 -03:00
gdkchan
0954e76a26
Improve BRX target detection heuristics (#1591) 2020-10-03 15:43:33 +10:00
gdkchan
b8eb6abecc
Refactor shader GPU state and memory access (#1203)
* Refactor shader GPU state and memory access

* Fix NVDEC project build

* Address PR feedback and add missing XML comments
2020-05-06 11:02:28 +10:00
Chenj168
7ad8b3ef75
Move the OpActivator to OpCodeTable class for improve performance (#1001)
* Move the OpActivator to OpCodeTable class, for reduce the use of ConcurrentDictionary

* Modify code style.
2020-03-29 19:52:56 +11:00
jduncanator
54501962f6
Fix branch with CC and predicate, and a case of SYNC propagation (#967) 2020-03-06 11:09:49 +11:00
gdkchan
b8e3909d80 Add a GetSpan method to the memory manager and use it on GPU (#877) 2020-01-13 10:27:50 +11:00
gdkchan
29a825b43b Address PR feedback
Removes a useless null check

Aligns some values to improve readability
2020-01-09 02:13:00 +01:00
gdk
04102e5c9d Make the shader translator more error resilient 2020-01-09 02:13:00 +01:00
gdk
eea73bc421 Add missing check for BRX, do not add a out of bounds block to the queue 2020-01-09 02:13:00 +01:00
gdk
f0a59f345c Add partial support for the BRX shader instruction 2020-01-09 02:13:00 +01:00
gdk
278a4c317c Implement BFI, BRK, FLO, FSWZADD, PBK, SHFL and TXD shader instructions, misc. fixes 2020-01-09 02:13:00 +01:00
gdk
1876b346fe Initial work 2020-01-09 02:13:00 +01:00
Renamed from Ryujinx.Graphics/Shader/Decoders/Decoder.cs (Browse further)