Commit Graph
130 Commits
Author SHA1 Message Date
nmzik 190f838ea4 shader: preserve workgroup bounds for scalar image descriptor tables 2026-10-07 21:25:53 +04:00
Claxten 21a1346e27 graphics: route compact color exports through CB_SHADER_MASK 2026-10-07 21:17:35 +04:00
Claxten 3ba6ebae81 shader: initialize perspective sample barycentrics at SampleId 2026-10-07 20:44:46 +04:00
nmzik b929bbe3e0 shader: limit broad image tables to compatible views 2026-10-06 14:59:05 +04:00
nmzik 5a491abbda shader: remove redundant descriptor sorting and stale null check 2026-10-06 14:53:17 +04:00
Claxten cd06601022 shader: replace CPU selector chains with direct image-table lookup 2026-10-06 14:53:17 +04:00
nmzik c23de62184 shader: resolve nested descriptor selector tables with exact scalar offsets 2026-10-06 14:53:17 +04:00
nmzik 5b826c6e4a shader: emit native 64-bit operations where compatible 2026-10-05 20:41:03 +04:00
nmzik 266c12cec6 Revert "shader: keep scalar data native and preserve raw addresses"
This reverts commit cd9fc6ff2d.
2026-10-05 18:39:31 +04:00
nmzik 5c83060481 shader: resolve masked image keys in strided descriptor records 2026-10-05 14:43:21 +04:00
nmzikandÇağatay Güçlü b7d3c572c1 shader: clear unused sampler bits after constant folding
Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com>
2026-10-05 02:24:51 +04:00
nmzik b0bbaef1eb gpu: store large compute shared memory in device buffers 2026-10-05 02:24:51 +04:00
nmzikandÇağatay Güçlü 0ee8800905 shader: read image descriptors indexed by workgroup
Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com>
2026-10-05 02:24:51 +04:00
nmzikandÇağatay Güçlü 0bef3fc0d3 gpu: fix separate alpha blending on swizzled render targets
Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com>
2026-10-05 02:24:51 +04:00
nmzikandÇağatay Güçlü 96c067d0fb shader: fix filtering for scaled 8-bit textures
Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com>
2026-10-05 02:24:51 +04:00
nmzikandshadowbeat070 3ba0e971e9 shader: materialize exact buffer capacity through shared clean reads
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
2026-10-04 18:39:34 +04:00
nmzikandAli Almohaya 92ac54a493 shader: eliminate impossible relative writes with closed loop bounds
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
2026-10-04 18:39:34 +04:00
nmzikandTheCruZ 8b05b6730e shader: bind dispatch spans while keeping GPU record counts native
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
2026-10-04 18:39:34 +04:00
nmzik cd9fc6ff2d shader: keep scalar data native and preserve raw addresses 2026-10-04 18:39:34 +04:00
nmzikandTheCruZ 1f6be3d570 shader: preserve descriptor key SSA across native-resolved image uses
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
2026-10-04 18:39:34 +04:00
nmzik b183cb1011 shader: share bounded material-key scans across scalar and vector loads 2026-10-04 18:39:34 +04:00
5f01308b20 shader: reuse aligned indirect buffer loads for scalar DWORD reads
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
Co-authored-by: tototomate123 <rushwars201966@gmail.com>
2026-10-04 18:39:34 +04:00
nmzik e0c90acee0 shader: preserve EXEC witnesses across reconverged descriptor loops 2026-10-04 18:39:34 +04:00
nmzikandTheCruZ 843b577880 shader: resolve bounded GPU material keys through sampled image arrays
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
2026-10-04 18:39:34 +04:00
139b564c01 shader: fold constant bit reversal before flat stack classification
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
2026-10-04 18:39:34 +04:00
nmzikandTheCruZ a55a28380d shader: decode GPU-selected formatted buffer loads with native bounds
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
2026-10-04 18:39:34 +04:00
0258bd61ea shader: preserve complete clear recognition with dispatch EXEC bounds
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
Co-authored-by: Mac <me@itsmemac.com>
2026-10-04 18:39:34 +04:00
b4d32394b6 shader: keep GPU-derived scalar resource reads on the GPU
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
2026-10-04 18:39:34 +04:00
nmzikandTheCruZ ec3e48cdde shader: synchronize GPU-produced direct writable descriptors
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
2026-10-04 18:39:34 +04:00
e4aca7a60b shader: initialize EXEC from requested dispatch thread extents
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
Co-authored-by: Mac <me@itsmemac.com>
2026-10-04 18:39:34 +04:00
nmzikandAli Almohaya 429d0af62b shader: bind bounded GPU-selected buffer store destinations
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
2026-10-04 18:39:34 +04:00
nmzik 7f158c656e Share sampler descriptor snapshots across native variants 2026-10-03 17:31:15 +04:00
bd611bfe15 Honor explicit gather LOD with shared image mip selection
Co-authored-by: YuhiAida <21134775+YuhiAida@users.noreply.github.com>
Co-authored-by: BlackCAT <52720489+psnwd@users.noreply.github.com>
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
Co-authored-by: Senaxx <michelbeld@gmail.com>
Co-authored-by: Mac <me@itsmemac.com>
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
2026-10-03 14:19:33 +04:00
BlackCATandshadowbeat070 ef4c5baf3a Implement RDNA2 64-bit image atomic maximum
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
2026-10-03 14:19:32 +04:00
nmzik e317465d8a fix linux CI (#972)
* fix linux CI

* Fix indirect image initialization in materialization tests
2026-10-02 17:20:12 +04:00
nmzik 684330c9e4 Specialize shader resources in place and fuse buffer refresh work 2026-10-02 16:16:31 +04:00
nmzik f3dc5ee4a9 Collect shader interface metadata in place without copying resources 2026-10-02 16:07:16 +04:00
nmzik 95c89229ad Remove dead shader instruction cycles with linear liveness traversal 2026-10-02 15:49:43 +04:00
nmzik 7804eef9b6 Lower finite GPU-selected image descriptors through shared indirect bindings 2026-10-02 15:37:17 +04:00
nmzik 2b2915e271 Reuse SSA read traversal storage within each pass 2026-10-02 00:53:51 +04:00
nmzik 35759e48cf shader: expose wave32 feature guards through ballot mask simplification 2026-10-02 00:51:15 +04:00
nmzik 6409be2874 shader: respect branch reachability when refreshing scalar resources 2026-10-02 00:51:15 +04:00
Senaxx 0d0b215fab shader: port 64-bit ALU and atomic opcodes 2026-10-02 00:51:15 +04:00
337f432016 shader: execute PS5 BVH intersections and local FLAT stacks
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
Co-authored-by: Mac <me@itsmemac.com>
Co-authored-by: Senaxx <michelbeld@gmail.com>
Co-authored-by: Jean-Philippe <github@meunier.jp>
2026-10-02 00:51:15 +04:00
nmzikandEmK530 73615c31ff graphics: preserve logical alpha when blending reordered targets (PPSA02721)
Co-authored-by: EmK530 <admin@emk530.net>
2026-09-29 19:52:40 +04:00
nmzik c8baa7b909 shader: derive immutable resource policy once per plan 2026-09-28 18:01:49 +04:00
nmzik 0791f921f6 UFC 5 in-game (#883)
* shader: release descriptor dependencies

* shader: simplify shared-exit control flow

* shader: fix scalar memory loads

* shader: fix LDS counter bounds

* renderer: skip inactive pixel shaders

* shader: respect FP32 mode in comparisons

* renderer: fix sampler border colors

* shader: resolve descriptors from control flow

* shader: resolve descriptors before resource planning

* shader: handle scalar guards for image bounds

* shader: handle reduced guards for image loops

* shader: fix wave guards and material indices

* shader: preserve scalar buffer offset alignment and carry

* shader: prove masked loop bounds across iteration transitions

* shader: preserve source and IR before resource tracking failures

* shader: track material keys selected from active lanes

* shader: remove obsolete post-dominator analysis

* shader: follow bounds guards through control-flow joins
2026-09-28 16:03:05 +04:00
nmzik 496432bbb4 Shader: skip identity image remapping on materialization hits 2026-09-27 10:47:18 +04:00
Pcniadoandnmzik bec67b7863 Fix HITMAN 3 boot, layered presentation, and socket imports (#851)
* videoout: synchronize layered flips with premultiplied composition

* shader: support unsigned FFBH subword sources

* shader: apply cube-face result scaling

* shader: prune buffer reads proven out of bounds

* net: implement send and receive exports with shared socket handling

---------

Co-authored-by: nmzik <Nmzik@mail.ru>
2026-09-27 02:13:30 +04:00
cf268af839 Shader: implement RDNA2 image atomic float maximum
Shader: implement RDNA2 image atomic float minimum

Co-authored-by: foufouadi <attar.foued@gmail.com>
Co-authored-by: frans <francois.att@gmail.com>
Co-authored-by: fxpw <fxpw@outlook.com>
Co-authored-by: Matthew Hurley <171001439+theantipopau@users.noreply.github.com>
2026-09-26 15:15:35 +04:00