Commit graph

110 commits

Author SHA1 Message Date
Isaac Marovitz
27ece39dbe More shader fixes 2024-12-23 21:29:02 -06:00
Samuliak
765ca8e6c0 don't use mask on size query 2024-12-23 21:28:57 -06:00
Samuliak
d5b98d6187 declare local memory 2024-12-23 21:28:51 -06:00
Samuliak
913f25b2a0 support multiple render targets & fix: incorrect texture name 2024-12-23 21:28:41 -06:00
Samuliak
91d1bb6c08 format 2024-12-23 21:24:50 -06:00
Samuliak
22d3fa068d use 0 instead of undef 2024-12-23 21:24:45 -06:00
Samuliak
d08218a809 fix: pass array index as an additional argument to sample 2024-12-23 21:24:42 -06:00
Samuliak
b7414c1e4d don't declare samplers for separate textures 2024-12-23 21:24:40 -06:00
Samuliak
a66ab905a9 don't hardcode texture type 2024-12-23 21:24:37 -06:00
Samuliak
2bef29b200 offset storage buffer bindings by 15 2024-12-23 21:24:35 -06:00
Samuliak
72eb47513c fix: incorrect abs instruction 2024-12-23 21:24:32 -06:00
Samuliak
6095f14646 add: vertex and instance id arguments 2024-12-23 21:24:29 -06:00
Samuliak
c3a9a0d625 determine type of buffer by its field types 2024-12-23 21:24:03 -06:00
Samuliak
b2a0ca0e2b add: textures and samplers as shader arguments & fix: issue with casting 2024-12-23 21:23:28 -06:00
Samuliak
e3364b0fcc support fragment coord as an input to a shader 2024-12-23 21:23:24 -06:00
Isaac Marovitz
ebd2d82ff3 Buffer bindings in shader…
Will need to be reworked
2024-12-23 21:21:36 -06:00
Isaac Marovitz
64e9dcee3d Fix buffer access syntax 2024-12-23 21:19:39 -06:00
Isaac Marovitz
3117aeca7f Cleanup Shader I/O 2024-12-23 21:17:17 -06:00
Isaac Marovitz
987a42ce30 Fix fragment shader bindings 2024-12-23 21:17:09 -06:00
Isaac Marovitz
e2445990a5 Fix some shader gen problems… 2024-12-23 21:16:52 -06:00
Isaac Marovitz
dc4305f1cf Formatting 2024-12-23 21:16:48 -06:00
Isaac Marovitz
b7a0aefa80 Make TypeConversion failure an error 2024-12-23 21:16:42 -06:00
Isaac Marovitz
7a99143a8a Fix MSL Reinterpret Casts 2024-12-23 21:16:39 -06:00
Isaac Marovitz
c0da3d68ca Formatting 2024-12-23 21:16:07 -06:00
Isaac Marovitz
5d90932277 Dont specify [[stage_in]] on fragment 2024-12-23 21:14:06 -06:00
Isaac Marovitz
d45c7711ba Fix fragment shaders (and fuck everything up) 2024-12-23 21:09:35 -06:00
Isaac Marovitz
fe62c794b9 Fix fragment output color 2024-12-23 21:08:21 -06:00
Isaac Marovitz
d65858be25 Fix IoMap variable names
Output struct

Lazy Vertex IO

Output fixes

Fix output struct definition

MSL Binding Model description

Might need tweaks/adjustments

Cleanup

Typo + Format
2024-12-23 21:07:58 -06:00
Isaac Marovitz
4587905cd8 Partial TextureQuerySamples 2024-12-23 21:07:07 -06:00
Isaac Marovitz
9cc56a3bca Fix instructions 2024-12-23 21:06:58 -06:00
Isaac Marovitz
c5522e3694 Back to where we were
First special instruction

Start Load/Store implementation

Start TextureSample

Sample progress

I/O Load/Store Progress

Rest of load/store

TODO: Currently, the generator still assumes the GLSL style of I/O attributres. On MSL, the vertex function should output a struct which contains a float4 with the required position attribute.

TextureSize and VectorExtract

Fix UserDefined IO Vars

Fix stage input struct names
2024-12-23 21:05:34 -06:00
Isaac Marovitz
b1785c0b14 Update for new Shader IR format 2024-12-23 21:01:10 -06:00
Isaac Marovitz
dc4d3078ef Vertex Input Attributes 2024-12-23 21:00:45 -06:00
Isaac Marovitz
4b5c3d7fc6 More Shader Gen Stuff
Mostly copied from GLSL since in terms of syntax within blocks they’re pretty similar. Likely the result will need tweaking…

Isn’t that conveniant?

“Do the simd_shuffle”

atomics

Remaining instructions

Remove removed special instructions

Getting somewhere…
2024-12-23 21:00:23 -06:00
Isaac Marovitz
7441d94f10 Formatting 2024-12-23 20:57:31 -06:00
Isaac Marovitz
a8b4e643d0 Start of MSL instructions
Remaining functions
2024-12-23 20:55:40 -06:00
Isaac Marovitz
a7908c187d Warn when generating unsupported shader 2024-12-23 20:55:27 -06:00
Evan Husted
cbad43b003 some initial metal commits cherry-picked 2024-12-23 20:35:49 -06:00
Marco Carvalho
ff6628149d
Migrate to .NET 9 (#198)
Some checks are pending
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2024-12-19 18:52:25 -06:00
TheToid
baf179efdb
ignore macos attribute files (#302) 2024-11-28 16:55:51 -06:00
Evan Husted
139c195eb7 misc: Replace "" with string.Empty. 2024-11-01 11:57:23 -05:00
riperiperi
04d68ca616
GPU: Ensure all clip distances are initialized when used (#7363)
* GPU: Ensure all clip distances are initialized when used

* Shader cache version
2024-09-26 14:19:12 -03:00
gdkchan
d717aef2be
Shader: Assume the only remaining source is the right one when all others are undefined (#7331)
* Shader: Assume the only remaining source is the right one when all other are undefined

* Shader cache version bump

* Improve comment
2024-09-19 21:23:09 -03:00
gdkchan
ef81658fbd
Implement support for shader ATOM.EXCH instruction (#7320)
* Implement support for shader ATOM.EXCH instruction

* Shader cache version bump

* Check type
2024-09-18 15:48:55 -03:00
gdkchan
56b2f84702
Fix shader RegisterUsage pass only taking first operation dest into account (#7131)
* Fix shader RegisterUsage pass only taking first operation dest into account

* Shader cache version bump
2024-07-30 21:57:55 -03:00
gdkchan
3193ef1083
Extend bindless elimination to catch a few more specific cases (#6921)
* Catch more cases on bindless elimination

* Match blocks with the same comparison condition

* Shader cache version bump
2024-06-16 14:46:27 -03:00
gdkchan
c0f2491eae
Vulkan separate descriptor set fixes (#6895)
* Ensure descriptor sets are only re-used when all command buffers using it have completed

* Fix some SPIR-V capabilities

* Set update after bind flag if we exceed limits

* Simpler fix for Intel

* Format whitespace

* Make struct readonly

* Add barriers for extra set arrays too
2024-06-02 22:40:28 -03:00
gdkchan
c41fddd25e
Vulkan: Extend full bindless to cover cases with phi nodes (#6853)
* Key textures using set and binding (rather than just binding)

* Extend full bindless to cover cases with phi nodes

* Log error on bindless access failure

* Shader cache version bump

* Remove constant buffer match to reduce the chances of full bindless triggering

* Re-enable it for constant buffers, paper mario does actually need it

* Format whitespace
2024-05-26 15:20:10 -03:00
gdkchan
53d096e392
Allow texture arrays to use separate descriptor sets on Vulkan (#6870)
* Report base and extra sets from the backend

* Pass texture set index everywhere

* Key textures using set and binding (rather than just binding)

* Start using extra sets for array textures

* Shader cache version bump

* Separate new commands, some PR feedback

* Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array

* Move bind extra sets logic to new method

* Should only use separate array is MaximumExtraSets is not zero

* Format whitespace
2024-05-26 13:30:19 -03:00
gdkchan
3a3b51893e
Add support for bindless textures from storage buffer on Vulkan (#6721)
* Halve primitive ID when converting quads to triangles

* Shader cache version bump

* Add support for bindless textures from storage buffer on Vulkan
2024-05-14 16:47:16 +02:00