* video_core: Refactor render target bind to allow disabling MSAA
* video_core: Implement swapping of backing samples
* clang format
* video_core: Better implementation
Instead of downgrading to 1 sample, always try to match depth samples. This avoids needing to copy depth-stencil attachment and copying multisampled stencil is not possible on some vendors
* video_core: Small bugfixes
* image: Add null check
* vk_rasterizer: Swap backing samples on resolve dst
* vk_presenter: Reset backing samples before present
* video_core: Small refactor to make this implementation better
* reinterpret: Fix channel check for degamma
Seems this was simpler than I thought, hardware doesn't apply degamma on the W channel regardless of swizzle
* image: Add missing end rendering call
* blit_helper: Fix bug in old reinterpret path
* blit_helper: Remove unused layer vertex
Should be used in the future if copying many layers is needed
* vk_rasterizer: Apply suggestion
* vk_rasterizer: More bind refactor
* vk_instance: Re-enable extensions
* vk_rasterizer: Reorder image query in fast clear elimination
Fixes missing clears when a texture is being cleared using this method but never actually used for rendering purposes by ensuring the texture cache has at least a chance to register cmask
* shader_recompiler: Partial support for ANCILLARY_ENA
* pixel_format: Add number conversion of BC6 srgb format
* texture_cache: Support aliases of 3D and 2D array images
Used be UE to render its post processing LUT
* pixel_format: Test BC6 srgb as unorm
Still not sure what is up with snorm/unorm can be useful to have both actions to compare for now
* video_core: Use attachment feedback layout instead of general if possible
UE games often do mipgen passes where the previous mip of the image being rendered to is bound for reading. This appears to cause corruption issues so use attachment feedback loop extension to ensure correct output
* renderer_vulkan: Improve feedback loop code
* Set proper usage flag for feedback loop usage
* Add dynamic state extension and enable it for color aspect when necessary
* Check if image is bound instead of force_general for better code consistency
* shader_recompiler: More proper depth export implementation
* shader_recompiler: Fix bug in output modifiers
* shader_recompiler: Fix sampling from MSAA images
This is not allowed by any graphics API but seems hardware supports it somehow and it can be encountered. To avoid glitched output translate to to a texelFetch call on sample 0
* clang format
* image: Add back missing code
* shader_recompiler: Better ancillary implementation
Now is implemented with a custom attribute that is constant propagated depending on which parts of it are extracted. It will assert if an unknown part is used or if the attribute itself is not removed by dead code elim
* copy_shader: Ignore not enabled export channels
* constant_propagation: Invalidate ancillary after successful elimination
* spirv: Fix f11/f10 conversion to f32
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* Allow vector and scalar offset in buffer address arg to
LoadBuffer/StoreBuffer
* remove is_ring check
* fix atomics and update pattern matching for tess factor stores
* remove old asserts about soffset
* small fixes
* copyright
* Handle sgpr initialization for 2 special hull shader values, including tess factor buffer offset
* ir: Perform degamma in shader when sampler sets force_degamma
* specialization: Add srgb if image is sampled
Might fix cases where sampler force_degamma is used with srgb image
* shader_recompiler: Remove remnants of old discard
Also constant propagate conditional discard if condition is constant
* resource_tracking_pass: Rework sharp tracking for robustness
* resource_tracking_pass: Add source dominance analysis
When reachability is not enough to prune source list, check if a source dominates all other sources
* resource_tracking_pass: Fix immediate check
How did this work before
* resource_tracking_pass: Remove unused template type
* readlane_elimination_pass: Don't add phi when all args are the same
New sharp tracking exposed some bad sources coming on sampler sharps with aniso disable pattern that also were part of readlane pattern, fix tracking by removing the unnecessary phis inbetween
* resource_tracking_pass: Allow phi in disable aniso pattern
* resource_tracking_pass: Handle not valid buffer sharp and more phi in aniso pattern
* resource_tracking: Mark image as written when its used with atomics
* texture_cache: Remove meta registered flag
Mostly useless and it is possible for images to switch metas
* vk_rasterizer: Use xor as heuristic for HTILE clear
* shader_recompiler: Simplify dma types
Only U32 is needed for S_LOAD_DWORD
* shader_recompiler: Perform address shift on IR level
Buffer instructions now expect address in the data unit they work on. Doing the shift on IR level will allow us to optimize some operations away on common case
* shader_recompiler: Optimize common buffer access pattern
* emit_spirv: Use 32-bit integer ops for fault buffer
Not many GPUs have 8-bit bitwise or operations so that would probably require some overhead to emulate from the driver
* resource_tracking_pass: Fix texel buffer shift
* shader_recompiler: Move shared mem lowering into emitter
* IR can be quite verbose during first stages of translation, before ssa and constant prop passes have run that drastically simplify it. This lowering can also be done during emission so why not do it then to save some compilation time
* runtime_info: Pack PsColorBuffer into 8 bytes
* Drops the size of the total structure by half from 396 to 204 bytes. Also should make comparison of the array a bit faster, since its a hot path done every draw
* emit_spirv_context: Add infrastructure for buffer aliases
* Splits out the buffer creation function so it can be reused when defining multiple type aliases
* shader_recompiler: Merge srt_flatbuf into buffers list
* Its no longer a special case, yay
* shader_recompiler: Complete buffer aliasing support
* Add a bunch more types into buffers, such as F32 for float reads/writes and 8/16 bit integer types for formatted buffers
* shader_recompiler: Remove existing shared memory emulation
* The current impl relies on backend side implementaton and hooking into every shared memory access. It also doesnt handle atomics. Will be replaced by an IR pass that solves these issues
* shader_recompiler: Reintroduce shared memory on ssbo emulation
* Now it is performed with an IR pass, and combined with the previous commit cleanup, is fully transparent from the backend, other than requiring workgroup_index be provided as an attribute (computing this on every shared memory access is gonna be too verbose
* clang format
* buffer_cache: Reduce buffer sizes
* vk_rasterizer: Cleanup resource binding code
* Reduce noise in the functions, also remove some arguments which are class members
* Fix gcc
* shader_recompiler: Replace texel buffers with in-shader buffer format interpretation
* shader_recompiler: Move 10/11-bit float conversion to functions and address some comments.
* vulkan: Remove VK_KHR_maintenance5 as it is no longer needed for buffer views.
* shader_recompiler: Add helpers for composites and bitfields in pack/unpack.
* shader_recompiler: Use initializer_list for bitfield insert helper.
* shader_recompiler: Account for instruction array flag in image type.
* shader_recompiler: Check da flag for all mimg instructions.
* shader_recompiler: Convert cube images into 2D arrays.
* shader_recompiler: Move image resource functions into sharp type.
* shader_recompiler: Use native AMD cube instructions when possible.
* specialization: Fix buffer storage mistake.
* video_core: Implement conversion for uncommon/unsupported number formats.
* shader_recompiler: Reinterpret image sample output as well.
* liverpool_to_vk: Remove mappings for remapped number formats.
These were poorly supported by drivers anyway.
* resource_tracking_pass: Fix image write swizzle mistake.
* amdgpu: Add missing specialization and move format mapping data to types
* reinterpret: Fix U/SToF input type.
* 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.
* 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
* Implement shader resource tables
* fix after rebase + squash
* address some review comments
* fix pipeline_common
* cleanup debug stuff
* switch to using single codegenerator
* shader_recompiler: Move sampling parameter resolution to tracking pass and support more derivative types.
* shader_recompiler: Only track sampler sharp on sample instructions.
* shader_recompiler: Fix Inst args size.
* 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