Commit Graph

48 Commits

Author SHA1 Message Date
wildcard dac2efc4c8
[Shader Recompiler] Caching optimization for Texture_Pass (#481)
Add Caching per texture_pass and optimize sorting to single pass.
Use Logical shift instead of arithmetic shift.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/481
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
2025-09-17 02:27:03 +02:00
lizzie 9d2681ecc9
[cmake] enable clang-cl and WoA builds (#348)
Compilation and CMake fixes for both Windows on ARM and clang-cl, meaning Windows can now be built on both MSVC and clang on both amd64 and aarch64.

Compiling on clang is *dramatically* faster so this should be useful for CI.

Co-authored-by: crueter <crueter@eden-emu.dev>
Co-authored-by: crueter <crueter@crueter.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/348
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-09-09 20:47:49 +02:00
Gamer64 a002730d68
[VK] Rework SPIRV Shader Optimization (#238)
The actual SPIRV Shader Optimization option doesn't seem to do anything as long as it isn't vinculed, so let's rework it to make it work

Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com>
Co-authored-by: echosys <echosys@noreply.localhost>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/238
2025-07-03 01:13:33 +00:00
CamilleLaVey fa600b88b1 revert 91a662431c (#240)
revert [Texture_cache] Better memory handling for devices with lower memory allocations (#233)

Means games like Minecraft Dungeons, Sea of Stars, Luigi Mansion 2, Astroneer, Alan Wake, etc are now playable.
It also cleans up the recent abi.cpp and bindless texture commits a bit.
Everything is in #ifdef ANDROID - The biggest change is CACHING_PAGEBITS = 12.
Without that the way the buffercache grows and joins buffers can cause Android to run out of memory (as you end up with just one big buffer that needs to be copied every time it grows)
Also patches up ffmpeg issues.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/233
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>

Had showed some regressions on devices with higher specifications, will be refined to return as a toggle in a later commit.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/240
2025-06-30 12:57:21 +00:00
JPikachu 91a662431c [Texture_cache] Better memory handling for devices with lower memory allocations (#233)
Means games like Minecraft Dungeons, Sea of Stars, Luigi Mansion 2, Astroneer, Alan Wake, etc are now playable.
It also cleans up the recent abi.cpp and bindless texture commits a bit.
Everything is in #ifdef ANDROID - The biggest change is CACHING_PAGEBITS = 12.
Without that the way the buffercache grows and joins buffers can cause Android to run out of memory (as you end up with just one big buffer that needs to be copied every time it grows)
Also patches up ffmpeg issues.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/233
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
2025-06-29 17:14:23 +00:00
xbzk 1240cd43d7 patch: mock return for textures not found by Track method (#150)
as discussed in #dev-chat, the goal is to feed untracked bindless textures requests with last valid bindless textures for now, so that most games keep running despite possible visual artifacts. as Track evolves, this mock shall be dropped eventually.

Co-authored-by: Allison Cunha <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/150
Co-authored-by: xbzk <xbzk@noreply.localhost>
Co-committed-by: xbzk <xbzk@noreply.localhost>
2025-06-05 19:00:24 +00:00
Liam a952270b5c shader_recompiler: use float image operations on load/store when required 2023-12-21 14:34:46 -05:00
liamwhite e472e66c2f Merge pull request #9699 from ameerj/texture-pass-desc
texture_pass: Fix texture descriptors comparisons
2023-01-29 12:27:41 -05:00
liamwhite 8224292145 Merge pull request #9698 from ameerj/texture-pass-handle
texture_pass: Refactor texture handle retrieval
2023-01-29 12:27:33 -05:00
liamwhite a5bc2444d2 Merge pull request #9694 from ameerj/txq-mips
shader_recompiler: TXQ: Skip QueryLevels when possible
2023-01-29 12:27:26 -05:00
ameerj 6e5f3d43f2 texture_pass: Fix texture descriptors comparisons 2023-01-28 21:23:52 -05:00
ameerj be397f57ad texture_pass: Refactor texture handle retrieval 2023-01-28 21:11:38 -05:00
bunnei da76935b7d Merge pull request #9682 from ameerj/shader-s32
shader_recompiler: Remove S32 IR type
2023-01-28 14:00:11 -08:00
ameerj 2d2558797c shader_recompiler: TXQ: Skip QueryLevels when possible 2023-01-28 16:25:18 -05:00
ameerj 382717743a shader_recompiler: Remove S32 IR type
The frontend IR opcodes do not distinguish between signed and unsigned integer types.

Fixes broken shaders when IR validation/graphics debugging is enabled for shaders that used BitCastS32F32
2023-01-25 22:03:15 -05:00
Liam ac94832cb6 spirv: fix multisampled image fetch 2023-01-23 12:03:19 -05:00
Morph fc301cf777 ir/texture_pass: Use host_info instead of querying Settings::values (#9176) 2022-11-11 03:32:53 +01:00
Feng Chen bcf6a7c0dd video_core: Fix SNORM texture buffer emulating error (#9001) 2022-11-04 02:39:42 -04:00
Liam White 6df0663a57 General: Fix compilation for GCC 2022-10-06 21:00:53 +02:00
Fernando Sahmkow 3c4e05745f Shader Decompiler: implement better tracking for Vulkan samplers. 2022-10-06 21:00:53 +02:00
Fernando Sahmkow dc74837ac9 Shader Decompiler: Check for shift when deriving composite samplers. 2022-10-06 21:00:52 +02:00
Morph 649c49525d style: General style changes to match with the rest of the codebase 2022-08-31 08:51:47 -04:00
FengChen 98656c14a8 video_code: support rectangle texture 2022-08-25 12:45:58 +08:00
Morph 2b87305d31 general: Convert source file copyright comments over to SPDX
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.
2022-04-23 05:55:32 -04:00
Fernando Sahmkow 6e19b9f5ff TexturePass: Fix clamping of images as this allowed negative indices. 2021-10-24 20:46:36 +02:00
Fernando Sahmkow 1a0006ef55 Shader Compiler: avoid overflowed indices on indixed samplers. 2021-10-17 03:38:09 +02:00
ameerj 633c54a202 texture_pass: Fix is_read image qualification
Atomic operations are considered to have both read and write access. This was not  being accounted for.
2021-07-22 21:51:38 -04:00
ameerj 1d2c13fd7b glsl: Address rest of feedback 2021-07-22 21:51:38 -04:00
ReinUsesLisp 74df00415a shader: Clang-format secondary textures 2021-07-22 21:51:34 -04:00
ReinUsesLisp f19403bafa shader: Fix secondary textures 2021-07-22 21:51:34 -04:00
ameerj 455872a4af shader: Implement Int32 SUATOM/SURED 2021-07-22 21:51:30 -04:00
FernandoS27 a2fac91c47 shader: Implement VertexA stage 2021-07-22 21:51:29 -04:00
ReinUsesLisp 052317e748 shader: Implement indexed textures 2021-07-22 21:51:28 -04:00
ReinUsesLisp 7066f9ef7b shader: Implement D3D samplers 2021-07-22 21:51:28 -04:00
ReinUsesLisp 03c16b085a spirv: Implement image buffers 2021-07-22 21:51:27 -04:00
ReinUsesLisp 5ab1ac4f29 shader: Implement SULD and SUST 2021-07-22 21:51:26 -04:00
lat9nq a4e7a41e7f shader_recompiler,video_core: Cleanup some GCC and Clang errors
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>
2021-07-22 21:51:26 -04:00
ReinUsesLisp 96da029a74 shader: Implement texture buffers 2021-07-22 21:51:26 -04:00
ReinUsesLisp e9d7f63788 shader: Abstract breadth searches and use the abstraction 2021-07-22 21:51:26 -04:00
FernandoS27 be5936dea2 shader: Implement ImageGradient 2021-07-22 21:51:25 -04:00
FernandoS27 56c8c42cf8 shader,spirv: Implement ImageQueryLod. 2021-07-22 21:51:25 -04:00
ReinUsesLisp e4ba306750 shader: Implement TXQ and fix FragDepth 2021-07-22 21:51:24 -04:00
FernandoS27 ac81f51141 shader: Add IR opcode for ImageFetch 2021-07-22 21:51:24 -04:00
FernandoS27 d4974db16f shader: Implement TLD4 and TLD4_B 2021-07-22 21:51:24 -04:00
ReinUsesLisp 7e8fc3e3c8 shader: Track first bindless argument instead of the instruction itself 2021-07-22 21:51:24 -04:00
ReinUsesLisp db2e9d64aa shader: Implement CAL inlining function calls 2021-07-22 21:51:23 -04:00
ReinUsesLisp 83c7592d3d shader: Partial implementation of LDC 2021-07-22 21:51:23 -04:00
ReinUsesLisp a956d3cdb3 shader: Initial support for textures and TEX 2021-07-22 21:51:23 -04:00