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path: root/src/shader_recompiler/backend/spirv/emit_spirv_image.cpp (follow)
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* shader_recompiler: fix non-const offset for arrayed image typesGravatar Liam2024-02-151-4/+10
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* Revert "shader_recompiler: use only ConstOffset for OpImageFetch"Gravatar Liam2024-02-151-5/+36
| | | | This reverts commit f296a9ce9a1a144d322d54d4628dba6f8a800cb7.
* shader_recompiler: use only ConstOffset for OpImageFetchGravatar Liam2024-02-051-36/+5
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* shader_recompiler: fix Offset operand usage for non-OpImage*GatherGravatar Liam2024-01-111-22/+54
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* shader_recompiler: use float image operations on load/store when requiredGravatar Liam2023-12-211-6/+16
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* shader_recompiler: Fix spelling of "derivate" (#12067)Gravatar Ameer J2023-11-181-28/+28
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* shader_recompiler: skip sampler for buffer textures (#11435)Gravatar liamwhite2023-09-141-3/+1
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* shader_recompiler: fix emulation of 3D textureGradGravatar Liam2023-09-011-2/+33
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* shader_recompiler: Use vector arithmetic rather than component-wise in ↵Gravatar Wollnashorn2023-04-081-18/+9
| | | | | | ImageGatherSubpixelOffset Should be more efficient and better readable
* shader_recompiler: Add subpixel offset for correct rounding at `ImageGather`Gravatar Wollnashorn2023-04-081-0/+39
| | | | | | | On AMD a subpixel offset of 1/512 of the texel size is applied to the texture coordinates at a ImageGather call to ensure the rounding at the texel centers is done the same way as in Maxwell or other Nvidia architectures. See https://www.reedbeta.com/blog/texture-gathers-and-coordinate-precision/ for more details why this might be necessary. This should fix shadow artifacts at object edges in Zelda: Breath of the Wild (#9957, #6956).
* spirv: Fix TXQ with MSAA texturesGravatar ameerj2023-01-291-8/+17
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* shader_recompiler: TXQ: Skip QueryLevels when possibleGravatar ameerj2023-01-281-2/+4
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* spirv: fix multisampled image fetchGravatar Liam2023-01-231-0/+4
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* video_code: support rectangle textureGravatar FengChen2022-08-251-0/+1
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* general: Convert source file copyright comments over to SPDXGravatar Morph2022-04-231-3/+2
| | | | | This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
* emit_spirv: Reduce emit_spirv.h include overheadGravatar ameerj2021-12-051-0/+1
| | | | emit_spirv.h is included in video_core, which was propagating further includes that video_core did not depend on.
* shader, video_core: Fix GCC build errorsGravatar ameerj2021-11-161-4/+0
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* shader: Properly scale image reads and add GL SPIR-V supportGravatar ReinUsesLisp2021-11-161-21/+53
| | | | Thanks for everything!
* spirv: Implement rescaling patchingGravatar ReinUsesLisp2021-11-161-2/+24
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* shader: Add IsTextureScaled opcodeGravatar ReinUsesLisp2021-11-161-0/+4
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* emit_spirv_image: Fix depth image implicit lod sample in computeGravatar ameerj2021-10-171-5/+16
| | | | Ensures all drivers behave the same way in this case.
* shader_recompiler, video_core: Resolve clang errorsGravatar lat9nq2021-07-221-5/+10
| | | | | | | | | | Silences the following warnings-turned-errors: -Wsign-conversion -Wunused-private-field -Wbraced-scalar-init -Wunused-variable And some other errors
* shader: Add loggingGravatar ReinUsesLisp2021-07-221-2/+2
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* spirv: Fix image and image buffer descriptor index usageGravatar ReinUsesLisp2021-07-221-5/+7
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* glasm: Implement TEX and TEXS instructionsGravatar ReinUsesLisp2021-07-221-4/+4
| | | | | Remove lod clamp from texture instructions with lod, as this is not needed (nor supported).
* Move SPIR-V emission functions to their own headerGravatar ReinUsesLisp2021-07-221-0/+1
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* spirv: Only add image operands mask when neededGravatar ReinUsesLisp2021-07-221-5/+9
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* spirv: Workaround image unsigned offset bugGravatar ReinUsesLisp2021-07-221-5/+5
| | | | | Workaround bug on Nvidia's OpenGL SPIR-V compiler when using unsigned texture offsets.
* shader: Implement indexed texturesGravatar ReinUsesLisp2021-07-221-24/+34
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* spirv: Replace Constant/ConstantComposite with Const helperGravatar ameerj2021-07-221-14/+9
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* spirv: Fix implicit lod typeGravatar ReinUsesLisp2021-07-221-1/+1
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* spirv: Use explicit lods outside of fragment shadersGravatar ReinUsesLisp2021-07-221-5/+16
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* spirv: Use ConstOffset instead of Offset when possibleGravatar ReinUsesLisp2021-07-221-17/+46
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* spirv: Implement image buffersGravatar ReinUsesLisp2021-07-221-1/+2
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* spirv: Guard against typeless image reads on unsupported devicesGravatar ReinUsesLisp2021-07-221-0/+4
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* shader: Implement SULD and SUSTGravatar ReinUsesLisp2021-07-221-7/+39
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* shader: Address feedback + clang formatGravatar lat9nq2021-07-221-4/+0
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* shader_recompiler,video_core: Cleanup some GCC and Clang errorsGravatar lat9nq2021-07-221-4/+7
| | | | | | | | | | | | | | | | | Mostly fixing unused *, implicit conversion, braced scalar init, fpermissive, and some others. Some Clang errors likely remain in video_core, and std::ranges is still a pertinent issue in shader_recompiler shader_recompiler: cmake: Force bracket depth to 1024 on Clang Increases the maximum fold expression depth thread_worker: Include condition_variable Don't use list initializers in control flow Co-authored-by: ReinUsesLisp <reinuseslisp@airmail.cc>
* shader: Fix TextureGradGravatar ReinUsesLisp2021-07-221-1/+1
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* shader: Implement texture buffersGravatar ReinUsesLisp2021-07-221-5/+19
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* shader: Stub TLD4's PTP when it isn't constantGravatar FernandoS272021-07-221-1/+2
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* shader: Fix TXDGravatar FernandoS272021-07-221-1/+1
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* shader: Address feedbackGravatar FernandoS272021-07-221-15/+15
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* shader: Implement ImageGradientGravatar FernandoS272021-07-221-1/+50
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* shader: Implement TMML partiallyGravatar FernandoS272021-07-221-2/+2
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* shader,spirv: Implement ImageQueryLod.Gravatar FernandoS272021-07-221-0/+15
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* shader: Implement TLDGravatar FernandoS272021-07-221-1/+1
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* shader: Implement TXQ and fix FragDepthGravatar ReinUsesLisp2021-07-221-1/+47
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* shader: Refactor PTP and other minor changesGravatar ReinUsesLisp2021-07-221-10/+28
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* shader: Add IR opcode for ImageFetchGravatar FernandoS272021-07-221-2/+30
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