* 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
* shader_recompiler: Read image format info directly from sharps instead of storing in shader info.
* renderer_vulkan: Parse fetch shader per-pipeline
* Few minor fixes.
* shader_recompiler: Specialize on vertex attribute number types.
* shader_recompiler: Move GetDrawOffsets to fetch shader
* libkernel: Cleanup some function places
* kernel: Refactor thread functions
* kernel: It builds
* kernel: Fix a bunch of bugs, kernel thread heap
* kernel: File cleanup pt1
* File cleanup pt2
* File cleanup pt3
* File cleanup pt4
* kernel: Add missing funcs
* kernel: Add basic exceptions for linux
* gnmdriver: Add workload functions
* kernel: Fix new pthreads code on macOS. (#1441)
* kernel: Downgrade edeadlk to log
* gnmdriver: Add sceGnmSubmitCommandBuffersForWorkload
* exception: Add context register population for macOS. (#1444)
* kernel: Pthread rewrite touchups for Windows
* kernel: Multiplatform thread implementation
* mutex: Remove spamming log
* pthread_spec: Make assert into a log
* pthread_spec: Zero initialize array
* Attempt to fix non-Windows builds
* hotfix: change incorrect NID for scePthreadAttrSetaffinity
* scePthreadAttrSetaffinity implementation
* Attempt to fix Linux
* windows: Address a bunch of address space problems
* address_space: Fix unmap of region surrounded by placeholders
* libs: Reduce logging
* pthread: Implement condvar with waitable atomics and sleepqueue
* sleepq: Separate and make faster
* time: Remove delay execution
* Causes high cpu usage in Tohou Luna Nights
* kernel: Cleanup files again
* pthread: Add missing include
* semaphore: Use binary_semaphore instead of condvar
* Seems more reliable
* libraries/sysmodule: log module on `sceSysmoduleIsLoaded`
* libraries/kernel: implement `scePthreadSetPrio`
---------
Co-authored-by: squidbus <175574877+squidbus@users.noreply.github.com>
Co-authored-by: Daniel R. <47796739+polybiusproxy@users.noreply.github.com>
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: fix showing entire depth instead of bits
* devtools: show button for stage instead of menu bar
- fix batch view dockspace not rendering when window collapsed
* devtools: removed useless "Batch" collapse & don't collapse last batch
* devtools: refactor DrawRow to templating
* devtools: reg popup size adjusted to the content
* devtools: better window names
* devtools: regview layout compacted
* devtools: option to show collapsed frame dump
keep most popups open when selection changes
best popup windows positioning
* devtools: show compute shader regs
* devtools: tips popup
* 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
* 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
* 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: 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