The DB_SHADER_CONTROL register has several enable flags which must be set before certain depth exports are enabled.
This commit adds logic to respect the values in this register when performing depth exports, which fixes the regression in earlier versions of KNACK.
I've also renamed DepthBufferControl to DepthShaderControl, since that's closer to the official name for the register.
* vk_rasterizer: Reorder image query in fast clear elimination
Fixes missing clears when a texture is being cleared using this method but never actually used for rendering purposes by ensuring the texture cache has at least a chance to register cmask
* shader_recompiler: Partial support for ANCILLARY_ENA
* pixel_format: Add number conversion of BC6 srgb format
* texture_cache: Support aliases of 3D and 2D array images
Used be UE to render its post processing LUT
* pixel_format: Test BC6 srgb as unorm
Still not sure what is up with snorm/unorm can be useful to have both actions to compare for now
* video_core: Use attachment feedback layout instead of general if possible
UE games often do mipgen passes where the previous mip of the image being rendered to is bound for reading. This appears to cause corruption issues so use attachment feedback loop extension to ensure correct output
* renderer_vulkan: Improve feedback loop code
* Set proper usage flag for feedback loop usage
* Add dynamic state extension and enable it for color aspect when necessary
* Check if image is bound instead of force_general for better code consistency
* shader_recompiler: More proper depth export implementation
* shader_recompiler: Fix bug in output modifiers
* shader_recompiler: Fix sampling from MSAA images
This is not allowed by any graphics API but seems hardware supports it somehow and it can be encountered. To avoid glitched output translate to to a texelFetch call on sample 0
* clang format
* image: Add back missing code
* shader_recompiler: Better ancillary implementation
Now is implemented with a custom attribute that is constant propagated depending on which parts of it are extracted. It will assert if an unknown part is used or if the attribute itself is not removed by dead code elim
* copy_shader: Ignore not enabled export channels
* constant_propagation: Invalidate ancillary after successful elimination
* spirv: Fix f11/f10 conversion to f32
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Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* vk_pipeline_cache: Cleanup graphics key refresh
* position: Don't assert on None mapping
Also check outputs in runtime info so shader is recompiled if they change
* video_core: support for RT layer outputs
- support for RT layer outputs
- refactor for handling of export attributes
- move output->attribute mapping to a separate header
* export: Rework render target exports
- Centralize all code related to MRT exports into a single function to make it easier to follow
- Apply swizzle to output RGBA colors instead of the render target channel.
This fixes swizzles on formats with < 4 channels
For example with render target format R8_UNORM and COMP_SWAP ALT_REV the previous code would output
frag_color.a = color.r;
instead of
frag_color.r = color.a;
which would result in incorrect output in some cases
* vk_pipeline_cache: Apply swizzle to write masks
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Co-authored-by: polyproxy <47796739+polybiusproxy@users.noreply.github.com>
* shader_recompiler: Move shared mem lowering into emitter
* IR can be quite verbose during first stages of translation, before ssa and constant prop passes have run that drastically simplify it. This lowering can also be done during emission so why not do it then to save some compilation time
* runtime_info: Pack PsColorBuffer into 8 bytes
* Drops the size of the total structure by half from 396 to 204 bytes. Also should make comparison of the array a bit faster, since its a hot path done every draw
* emit_spirv_context: Add infrastructure for buffer aliases
* Splits out the buffer creation function so it can be reused when defining multiple type aliases
* shader_recompiler: Merge srt_flatbuf into buffers list
* Its no longer a special case, yay
* shader_recompiler: Complete buffer aliasing support
* Add a bunch more types into buffers, such as F32 for float reads/writes and 8/16 bit integer types for formatted buffers
* shader_recompiler: Remove existing shared memory emulation
* The current impl relies on backend side implementaton and hooking into every shared memory access. It also doesnt handle atomics. Will be replaced by an IR pass that solves these issues
* shader_recompiler: Reintroduce shared memory on ssbo emulation
* Now it is performed with an IR pass, and combined with the previous commit cleanup, is fully transparent from the backend, other than requiring workgroup_index be provided as an attribute (computing this on every shared memory access is gonna be too verbose
* clang format
* buffer_cache: Reduce buffer sizes
* vk_rasterizer: Cleanup resource binding code
* Reduce noise in the functions, also remove some arguments which are class members
* Fix gcc
* shader_recompiler: Replace texel buffers with in-shader buffer format interpretation
* shader_recompiler: Move 10/11-bit float conversion to functions and address some comments.
* vulkan: Remove VK_KHR_maintenance5 as it is no longer needed for buffer views.
* shader_recompiler: Add helpers for composites and bitfields in pack/unpack.
* shader_recompiler: Use initializer_list for bitfield insert helper.
* video_core: Implement conversion for uncommon/unsupported number formats.
* shader_recompiler: Reinterpret image sample output as well.
* liverpool_to_vk: Remove mappings for remapped number formats.
These were poorly supported by drivers anyway.
* resource_tracking_pass: Fix image write swizzle mistake.
* amdgpu: Add missing specialization and move format mapping data to types
* reinterpret: Fix U/SToF input type.
* shader_recompiler: Add swizzle support for unsupported formats.
* renderer_vulkan: Rework MRT swizzles and add unsupported format swizzle support.
* shader_recompiler: Clean up swizzle handling and handle ImageRead storage swizzle.
* shader_recompiler: Fix type errors
* liverpool_to_vk: Remove redundant clear color swizzles.
* shader_recompiler: Reduce CompositeConstruct to constants where possible.
* shader_recompiler: Fix ImageRead/Write and StoreBufferFormatF32 types.
* amdgpu: Add a few more unsupported format remaps.
* shader_recompiler: Define fragment output type based on number format.
* shader_recompiler: Fix GetAttribute SPIR-V output type.
* shader_recompiler: Don't bitcast on SetAttribute unless integer target.
* video_core: texture: image subresources state tracking
* shader_recompiler: use one binding if the same image is read and written
* video_core: added rebinding of changed textures after overlap resolve
* don't use pointers; slight `FindTexture` refactoring
* video_core: buffer_cache: don't copy over the image size
* redundant barriers removed; fixes
* regression fixes
* texture_cache: 3d texture layers count fixup
* shader_recompiler: support for partially bound cubemaps
* added support for cubemap arrays
* don't bind unused color buffers
* fixed depth promotion to do not use stencil
* doors
* bonfire lit
* cubemap array index calculation
* final touches
* shader_recompiler: Add more format swap modes
* texture_cache: Handle stencil texture reads
* emulator: Support loading font library
* readme: Add thanks section
* shader_recompiler: Constant buffers as integers
* shader_recompiler: Typed buffers as integers
* shader_recompiler: Separate thread bit scalars
* We can assume guest shader never mixes them with normal sgprs. This helps avoid errors where ssa could view an sgpr write dominating a thread bit read, due to how control flow is structurized, even though its not possible in actual control flow
* shader_recompiler: Implement data append/consume operations
* clang format
* buffer_cache: Simplify invalidation scheme
* video_core: Remove some invalidation remnants
* adjust
* shader_recompiler: Use null image when shader is compiled with unbound sharp
* video_core: Refactor and render target swizzles
* liverpool_to_vk: Add missing swap format from RDR
* video_core: Refactor shader recompiler interface
* Makes it much easier to pass runtime information to the recompiler and have it treated as part of the shader key. Also pulls out most runtime state from Info struct
* shader_recompiler: Avoid some asserts
* video_core: Compile shader permutations
* spirv: Only specific storage image format for atomics
* ir: Avoid cube coord patching for storage image
* spirv: Fix default attributes
* data_share: Add more instructions
* video_core: Query storage flag with runtime state
* kernel: Use std::list for semaphore
* video_core: Use texture buffers for untyped format load/store
* buffer_cache: Limit view usage
* vk_pipeline_cache: Fix invalid iterator
* image_view: Reduce log spam when alpha=1 in storage swizzle
* video_core: More features and proper spirv feature detection
* video_core: Attempt no2 for specialization
* spirv: Remove conflict
* vk_shader_cache: Small cleanup
* translator: Implemtn f32 to f16 convert
* shader_recompiler: Add bit instructions
* shader_recompiler: More data share instructions
* shader_recompiler: Remove exec contexts, fix S_MOV_B64
* shader_recompiler: Split instruction parsing into categories
* shader_recompiler: Better BFS search
* shader_recompiler: Constant propagation pass for cmp_class_f32
* shader_recompiler: Partial readfirstlane implementation
* shader_recompiler: Stub readlane/writelane only for non-compute
* hack: Fix swizzle on RDR
* Will properly fix this when merging this
* clang format
* address_space: Bump user area size to full
* shader_recompiler: V_INTERP_MOV_F32
* Should work the same as spirv will emit flat decoration on demand
* kernel: Add MAP_OP_MAP_FLEXIBLE
* image_view: Attempt to apply storage swizzle on format
* vk_scheduler: Barrier attachments on renderpass end
* clang format
* liverpool: cs state backup
* shader_recompiler: More instructions and formats
* vector_alu: Proper V_MBCNT_U32_B32
* shader_recompiler: Port some dark souls things
* file_system: Implement sceKernelRename
* more formats
* clang format
* resource_tracking_pass: Back to assert
* translate: Tracedata
* kernel: Remove tracy lock
* Solves random crashes in Dark Souls
* code: Review comments