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path: root/src/shader_recompiler/frontend/ir/opcodes.inc (follow)
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* lower_int64_to_int32: Add 64-bit atomic fallbacksameerj2022-01-301-9/+9
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* shaders: Add U64->U32x2 Atomic fallback functionsameerj2022-01-301-0/+19
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* shader: Add integer attribute get optimization passameerj2021-12-301-0/+1
| | | | Works around an nvidia driver bug, where casting the integer attributes to float and back to an integer always returned 0.
* shader: Properly scale image reads and add GL SPIR-V supportReinUsesLisp2021-11-161-0/+1
| | | | Thanks for everything!
* shader: Add IsTextureScaled opcodeReinUsesLisp2021-11-161-0/+2
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* shader: Add integer division opcodesReinUsesLisp2021-11-161-0/+2
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* shader: Add resolution down factor opcodeReinUsesLisp2021-11-161-0/+1
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* shader: Ignore global memory ops on devices lacking int64 supportameerj2021-07-231-14/+14
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* shader: Remove IAbs64ReinUsesLisp2021-07-231-1/+0
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* shader: Move loop safety tests to code emissionReinUsesLisp2021-07-231-2/+0
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* shader: Add shader loop safety check settingslat9nq2021-07-231-0/+2
| | | | Also add a setting for enable Nsight Aftermath.
* shader: Read branch conditions from an instructionReinUsesLisp2021-07-231-1/+2
| | | | Fixes the identity removal pass.
* glasm: Initial implementation of phi nodes on GLASMReinUsesLisp2021-07-231-1/+2
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* glasm: Rework control flow introducing a syntax listReinUsesLisp2021-07-231-14/+7
| | | | | This commit regresses VertexA shaders, their transformation pass has to be adapted to the new control flow.
* shader: Implement Int32 SUATOM/SUREDameerj2021-07-231-0/+38
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* shader: Implement VertexA stageFernandoS272021-07-231-0/+1
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* shader: Implement indexed texturesReinUsesLisp2021-07-231-12/+12
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* shader: Add coarse derivativesFernandoS272021-07-231-0/+2
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* shader: Implement fine derivates constant propagationFernandoS272021-07-231-0/+2
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* shader: Implement SR_Y_DIRECTIONFernandoS272021-07-231-0/+1
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* shader: Fix memory barriersReinUsesLisp2021-07-231-3/+2
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* shader: Implement SampleMaskReinUsesLisp2021-07-231-0/+1
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* shader: Implement PIXLD.MY_INDEXReinUsesLisp2021-07-231-0/+1
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* shader: Implement tessellation shaders, polygon mode and invocation idReinUsesLisp2021-07-231-0/+3
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* shader: Implement geometry shadersReinUsesLisp2021-07-231-4/+4
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* shader: Implement OUTReinUsesLisp2021-07-231-0/+2
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* shader: Implement SR_THREAD_KILLReinUsesLisp2021-07-231-0/+1
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* shader: Implement ATOM/S and REDameerj2021-07-231-0/+70
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* shader: Move LaneId to the warp emission file and fix AMDReinUsesLisp2021-07-231-1/+1
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* shader: Implement SULD and SUSTReinUsesLisp2021-07-231-0/+6
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* shader: Add subgroup masksReinUsesLisp2021-07-231-0/+5
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* shader: Implement BAR and fix memory barriersReinUsesLisp2021-07-231-0/+1
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* shader: Reimplement GetCbufU64 as GetCbufU32x2ReinUsesLisp2021-07-231-1/+1
| | | | It may generate better code on some compilers and it's easier to handle.
* shader: Address FeedbackFernandoS272021-07-231-9/+3
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* shader: Implement SR_LaneIdFernandoS272021-07-231-0/+1
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* shader: Implement MEMBARFernandoS272021-07-231-0/+3
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* shader: Improve VOTE.VTG stubFernandoS272021-07-231-0/+8
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* shader: Fix TXDFernandoS272021-07-231-1/+1
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* shader: Always pass a lod for TexelFetchReinUsesLisp2021-07-231-3/+3
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* shader: Implement ImageGradientFernandoS272021-07-231-0/+3
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* shader,spirv: Implement ImageQueryLod.FernandoS272021-07-231-0/+3
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* shader: Implement TLDFernandoS272021-07-231-3/+3
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* shader: Implement FSWZADDameerj2021-07-231-0/+1
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* shader: Implement BRXFernandoS272021-07-231-0/+3
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* shader: Implement I2I SATameerj2021-07-231-0/+2
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* shader: Implement LDS, STS, LDL, and STS and use SPIR-V 1.4 when availableReinUsesLisp2021-07-231-0/+18
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* shader: Implement TXQ and fix FragDepthReinUsesLisp2021-07-231-0/+3
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* shader: Refactor PTP and other minor changesReinUsesLisp2021-07-231-1/+0
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* shader: Add IR opcode for ImageFetchFernandoS272021-07-231-0/+3
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* shader: Implement TLD4.PTPFernandoS272021-07-231-0/+1
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* shader: Implement TLD4 and TLD4_BFernandoS272021-07-231-0/+6
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* shader: Implement SHFLameerj2021-07-231-1/+6
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* shader: Fix F2IFernandoS272021-07-231-0/+3
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* shader: Implement NDC [-1, 1], attribute types and default varying initializationReinUsesLisp2021-07-231-0/+4
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* shader: Implement VOTEameerj2021-07-231-0/+6
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* shader: Implement DMNMX, DSET, DSETPameerj2021-07-231-0/+1
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* shader: Add support for fp16 comparisons and misc fixesReinUsesLisp2021-07-231-0/+2
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* shader: Implement I2FReinUsesLisp2021-07-231-0/+13
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* shader: Add partial rasterizer integrationReinUsesLisp2021-07-231-4/+7
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* shader: Fix rebase issueReinUsesLisp2021-07-231-1/+0
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* shader: Implement FCMPameerj2021-07-231-0/+2
| | | | still need to configure some settings for NV denorm flush and intel NaN
* shader: Partial implementation of LDCReinUsesLisp2021-07-231-1/+7
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* shader: Initial support for textures and TEXReinUsesLisp2021-07-231-270/+299
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* shader: Implement R2Pameerj2021-07-231-0/+1
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* shader: Implement SHFameerj2021-07-231-0/+2
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* shader: Implement LEAameerj2021-07-231-0/+2
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* shader: Implement HADD2ReinUsesLisp2021-07-231-1/+16
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* shader: Implement FLOameerj2021-07-231-0/+2
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* shader: Implement IMNMXameerj2021-07-231-0/+4
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* shader: Implement POPCameerj2021-07-231-0/+2
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* shader: Implement SHRameerj2021-07-231-0/+1
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* shader: Fix control flowReinUsesLisp2021-07-231-1/+1
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* shader: FMUL, select, RRO, and MUFU fixesReinUsesLisp2021-07-231-7/+43
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* spirv: Add lower fp16 to fp32 passReinUsesLisp2021-07-231-2/+4
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* shader: Initial implementation of an ASTReinUsesLisp2021-07-231-7/+9
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* spirv: Initial SPIR-V supportReinUsesLisp2021-07-231-8/+4
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* shader: Properly store phi on InstReinUsesLisp2021-07-231-1/+1
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* shader: Add pools and rename filesReinUsesLisp2021-07-231-0/+237