Commit graph

18 commits

Author SHA1 Message Date
gdkchan
42c75dbb8f
Add support for BC1/2/3 decompression (for 3D textures) (#2987)
* Add support for BC1/2/3 decompression (for 3D textures)

* Optimize and clean up

* Unsafe not needed here

* Fix alpha value interpolation when a0 <= a1
2022-01-22 19:23:00 +01:00
gdkchan
0e59573f2b
Add capability for BGRA formats (#3011) 2022-01-20 08:37:21 -03:00
gdkchan
c05c8e09d4
Add support for the R4G4 texture format (#2956) 2021-12-30 17:10:54 +01:00
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
f08a280ade
Use shader subgroup extensions if shader ballot is not supported (#2627)
* Use shader subgroup extensions if shader ballot is not supported

* Shader cache version bump + cleanup

* The type is still required on the table
2021-09-19 14:38:39 +02:00
mpnico
8e1adb95cf
Add support for HLE macros and accelerate MultiDrawElementsIndirectCount #2 (#2557)
* Add support for HLE macros and accelerate MultiDrawElementsIndirectCount

* Add missing barrier

* Fix index buffer count

* Add support check for each macro hle before use

* Add missing xml doc

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-08-26 23:50:28 +02:00
gdkchan
c3e2646f9e
Workaround for Intel FrontFacing built-in variable bug (#2540) 2021-08-11 23:01:06 +02:00
gdkchan
ed2f5ede0f
Fix texture sampling with depth compare and LOD level or bias (#2404)
* Fix texture sampling with depth compare and LOD level or bias

* Shader cache version bump

* nit: Sorting
2021-06-25 00:54:50 +02:00
riperiperi
212e472c9f
Use copy dependencies for the Intel/AMD view format workaround (#2144)
* This might help AMD a bit

* Removal of old workaround.
2021-05-16 20:43:27 +02:00
gdkchan
a15b951721
Fix wrong face culling once and for all (#1277)
* Viewport swizzle support on NV and clip origin

* Initialize default viewport swizzle state, emulate viewport swizzle on shaders when not supported

* Address PR feedback
2020-05-28 09:03:07 +10:00
gdkchan
0b6d206daa
Omit image format if possible, and fix BA bit (#1280)
* Omit image format if possible, and fix BA bit

* Match extension name
2020-05-27 11:00:21 +02:00
Xpl0itR
12d49c37d2
Make max anisotropy configurable (#1043)
* Make max anisotropy configurable

* Move opengl command to opengl project

* Add GUI option
2020-03-31 08:38:52 +11:00
gdkchan
92703af555 Address PR feedback 2020-01-09 02:13:00 +01:00
gdkchan
f2c85c5d58 Support non-constant texture offsets on non-NVIDIA gpus 2020-01-09 02:13:00 +01:00
gdkchan
0d9672f3ae Use maximum shared memory size supported by hardware 2020-01-09 02:13:00 +01:00
gdkchan
cb171f6ebf Support shared color mask, implement more shader instructions
Support shared color masks (used by Nouveau and maybe the NVIDIA
driver).
Support draw buffers (also required by OpenGL).
Support viewport transform disable (disabled for now as it breaks some
games).
Fix instanced rendering draw being ignored for multi draw.
Fix IADD and IADD3 immediate shader encodings, that was not matching
some ops.
Implement FFMA32I shader instruction.
Implement IMAD shader instruction.
2020-01-09 02:13:00 +01:00
gdk
6a98c643ca Add a pass to turn global memory access into storage access, and do all storage related transformations on IR 2020-01-09 02:13:00 +01:00
gdk
1876b346fe Initial work 2020-01-09 02:13:00 +01:00