* 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.
* coroutine code prettification
* asc queues submission refactoring
* better asc ring context handling
* final touches and review notes
* even more simplification for context saving
* shader_recompiler: Tessellation WIP
* fix compiler errors after merge
DONT MERGE set log file to /dev/null
DONT MERGE linux pthread bb fix
save work
DONT MERGE dump ir
save more work
fix mistake with ES shader
skip list
add input patch control points dynamic state
random stuff
* WIP Tessellation partial implementation. Squash commits
* test: make local/tcs use attr arrays
* attr arrays in TCS/TES
* dont define empty attr arrays
* switch to special opcodes for tess tcs/tes reads and tcs writes
* impl tcs/tes read attr insts
* rebase fix
* save some work
* save work probably broken and slow
* put Vertex LogicalStage after TCS and TES to fix bindings
* more refactors
* refactor pattern matching and optimize modulos (disabled)
* enable modulo opt
* copyright
* rebase fixes
* remove some prints
* remove some stuff
* Add TCS/TES support for shader patching and use LogicalStage
* refactor and handle wider DS instructions
* get rid of GetAttributes for special tess constants reads. Immediately replace some upon seeing readconstbuffer. Gets rid of some extra passes over IR
* stop relying on GNMX HsConstants struct. Change runtime_info.hs_info and some regs
* delete some more stuff
* update comments for current implementation
* some cleanup
* uint error
* more cleanup
* remove patch control points dynamic state (because runtime_info already depends on it)
* fix potential problem with determining passthrough
---------
Co-authored-by: IndecisiveTurtle <47210458+raphaelthegreat@users.noreply.github.com>
* texture_cache: Improve support for stencil reads
* libraries: Supress some spammy logs
* core: Support loading font libraries
* texture_cache: Remove assert
Games can strip the first shader instruction (meant for debugging) which we rely on for obtaining shader information (e.g. LittleBigPlanet 3). For this reason, we start a search through the code start until we arrive at the shader binary info.
* devtools: pm4 - show markers
* SaveDataDialogLib: fix compile with mingw
* devtools: pm4 - show program state
* devtools: pm4 - show program disassembly
* devtools: pm4 - show frame regs
* devtools: pm4 - show color buffer info as popup
add ux improvements for open new windows with shift+click
better window titles
* imgui: skip all textures to avoid hanging with crash diagnostic enabled
not sure why this happens :c
* devtools: pm4 - show reg depth buffer
* Devtools: Pause system
* Devtools: pm4 viewer
- new menu bar
- refactored video_info layer
- dump & inspect pm4 packets
- removed dumpPM4 config
- renamed System to DebugState
- add docking space
- simple video info constrained to window size
* Devtools: pm4 viewer - add combo to select the queue
* Devtools: pm4 viewer - add hex editor
* Devtools: pm4 viewer - dump current cmd
* add monospaced font to devtools
* Devtools: pm4 viewer - use spec op name
avoid some allocations
* graphics_pipeline: More proper masking
* pipeline_cache: Skip setting depth/stencil fields when test is disabled
* pipeline_cache: More fixes to depth stencil state
* vk_rasterizer: Use dynamic state for depth bounds and bias
* pipeline_cache: Missed depth bias enable
* vk_rasterizer: Add stencil dynamic states
* thread: Reduce spammy log
* Remove some leftover state
* pipeline_cache: Allocate pipelines from pools
* vk_graphics_pipeline: Remove bindings member
Saves about 1KB from each pipeline
* 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
fix: file name typo constant_propogation_pass.cpp
fix typo from 'symbol_vitrual_addr' variable
fix typo in emit_spirv_context_get_set.cpp
fix typo from constant_propagation_pass.cpp in CMakeLists
fix typo in these some config.cpp functions
- setSliderPosition
- setSliderPositionGrid
- getSliderPosition
- getSliderPositionGrid
fix typo inside src\core\aerolib\stubs.cpp
fix typo in a comment from src\core\file_format\pkg.cpp
fix typo inside src\core\file_sys\fs.cpp + fs.h
- NeedsCaseInsensiveSearch -> NeedsCaseInsensitiveSearch
fix 2 function typos: sceAppContentAddcontEnqueueDownloadByEntitlemetId and sceAppContentAddcontMountByEntitlemetId
fix typo on comment inside src\core\libraries\kernel\file_system.cpp
fix typo on src\core\libraries\videoout\driver.cpp
fix typo in src\core\memory.cpp
fix typo from comment in src\qt_gui\game_list_utils.h
fix typo in src\video_core\amdgpu\liverpool.h
- window_offset_disble to window_offset_disable
fix typo from comments in src\video_core\host_shaders\detile_m32x1.comp + detile_m32x2.comp
- subotimal -> suboptimal
fix typo from comment in src\video_core\renderer_vulkan\renderer_vulkan.cpp
- dimentions -> dimensions
fix typo from enum in src\common\debug.h and other files
- MarkersPallete -> MarkersPalette
fix last typo in src\video_core\amdgpu\pm4_opcodes.h
- PremableCntl -> PreambleCntl
* shader_recompiler: fix for float convert and debug asserts
* libraries: kernel: correct return code on invalid semaphore
* amdgpu: additional case for cb extents retrieval heuristic
* removed redundant check in assert
* amdgpu: fix for linear tiling mode detection fin color buffers
* texture_cache: fix for unexpected scheduler flushes by detiler
* renderer_vulkan: missing depth barrier
* texture_cache: missed slices in rt view; + detiler format
* 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
* texture_cache: interface refactoring
* a bit of fixes and improvements
* texture_cache: macro tile extents for bpp 128
* texture_cache: detiler: prefer host memory for large buffers upload
* amdgpu: proper CB and DB sizes calculation; minor refactoring
* texture_cache: separate file for image_info
* texture_cache: image guest address moved into image info
* texture_cache: surface size calculation
* shader_recompiler: fixed sin/cos
Thanks to red_pring and gandalfthewhite0173
* initial preparations for subresources upload
* review comments