Louis
b3e419ff11
shader: implement 32-bit RDNA2 IMAGE_ATOMIC_CMPSWAP ( #952 )
...
* shader: implement 32-bit RDNA2 image atomic compare-and-swap
* shader: share atomic emission and correct image barriers
---------
Co-authored-by: nmzik <Nmzik@mail.ru >
2026-10-02 01:15:53 +04:00
Senaxx
0d0b215fab
shader: port 64-bit ALU and atomic opcodes
2026-10-02 00:51:15 +04:00
nmzik
11001c97f7
shader: add distinct mesh shader type
2026-10-02 00:51:15 +04:00
nmzik
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
nmzik
581dad7dd3
shader: implement RDNA2 FP64 equality comparisons
...
Co-authored-by: Senaxx <michelbeld@gmail.com >
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com >
2026-10-02 00:51:15 +04:00
nmzik
64dcbe0ea1
shader: decode the combined conditional-debug branch
...
Co-authored-by: Mac <me@itsmemac.com >
Co-authored-by: Senaxx <michelbeld@gmail.com >
Co-authored-by: BlackCAT <52720489+psnwd@users.noreply.github.com >
2026-10-02 00:51:15 +04:00
nmzik
bc193f5272
shader: V_CMPX_LT_I16 + fix SDWA with SEXT
2026-09-30 20:49:20 +04:00
nmzik
6799ecbc5b
shader: add native 64-bit LDS OR with shared typed storage views
2026-09-29 19:13:33 +04:00
nmzik
35c4dca2ce
shader: add V_CMPX_NLE_F16 opcode
2026-09-29 19:13:33 +04:00
gohansharma79-svg
0a5774be7b
shader: support FP64 conversions used by FighterZ ( #884 )
...
shader: support float and unsigned widening to FP64
Co-authored-by: nmzik <Nmzik@mail.ru >
2026-09-28 17:39:31 +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
Pcniado
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
nmzik
16b83a034c
Shader: execute RDNA2 FP64 shadow arithmetic and log denorm limits
...
Shader: disable FP64 denorm preservation controls for now
2026-09-26 15:15:35 +04:00
nmzik
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
Hamza Shakir
cda236dbb3
Shader recompiler: accept V_NOT_B32 SDWA partial dst with any source; allow 64 buffers
...
SDWA source extraction and destination insertion are independent. Cover the reported word1-to-word0 preserve form and byte-source partial destinations in compute tests. Verify 64 distinct compute buffers survive resource tracking and binding layout, and remove the obsolete CFG rejection.
(cherry picked from commit 9e74df7dc0 )
2026-09-26 01:58:55 +04:00
nmzik
3585cd8f03
shader: simplify translator dispatch to void handlers
2026-09-25 14:27:09 +04:00
nmzik
ff54608569
shader: add V_CMPX_O_F32 opcode
2026-09-25 14:27:09 +04:00
nmzik
6bb68a3fd9
shader: stop repeated CFG merge gateway splitting
2026-09-25 14:27:09 +04:00
Matthew Hurley
5a705dd15f
shader: support V_CMPX_EQ_U16 ( #816 )
...
* shader: support V_CMPX_EQ_U16
Decode gfx11 VOPC 0xba and lower it as an unsigned 16-bit equality
compare with CMPX EXEC-mask semantics.
🤖 Generated with Codebuff 🤖
Co-Authored-By: Codebuff <noreply@codebuff.com >
* shader: correct CMPX EQ U16 runtime expectations
Remove the added CFG tests and correct two EXEC expectations in the compute regression case.
---------
Co-authored-by: Matthew Hurley <171001439+theantipopau@users.noreply.github.com >
Co-authored-by: Codebuff <noreply@codebuff.com >
Co-authored-by: nmzik <Nmzik@mail.ru >
2026-09-25 02:27:44 +04:00
nmzik
d72a79af2d
graphics: skip compute dispatches with BVH instructions
...
Co-authored-by: Mac <me@itsmemac.com >
2026-09-24 20:46:04 +04:00
nmzik
dc9280d75d
shader: add GLC/DLC buffer cache policy support
...
Co-authored-by: Mac <me@itsmemac.com >
2026-09-24 20:46:04 +04:00
nmzik
6a9ae4ae43
shader: add SDWA support for V_MAX_I32
2026-09-24 20:46:04 +04:00
nmzik
e43c242683
shader: add S_MEMREALTIME opcode
...
Co-authored-by: Maxime Allanic <maxime@allanic.me >
Co-authored-by: Mac <me@itsmemac.com >
2026-09-24 20:46:04 +04:00
Douglas Soares Silva
fcf0f3b67e
shader: fold the lane test after a pixel shader's entry s_wqm ( #801 )
...
Preserve live lane predicates through RDNA2 whole-quad expansion
Keep the source-live predicate when WQM expands a scalar mask, so entry masks remain known live without an instruction pre-scan. Preserve scalar mask values, SCC, half writes, and raw-source behavior.
Cover entry pixel masks, cross-half copies, and scalar/high-word sources with existing shader regression suites.
Co-authored-by: nmzik <Nmzik@mail.ru >
Co-authored-by: Douglas <douglasproducoes21@gmail.com >
2026-09-24 12:02:19 +04:00
João Lobo
3dc3fd0197
shader: implement DS_INC_U32 and DS_DEC_U32 ( #790 )
2026-09-24 00:45:12 +04:00
Deniz ŞAHİN
fc86509aac
shader: support DS_WRITE_B8_D16_HI ( #794 )
...
Decode GFX10 DS opcode 0xa0 as DS_WRITE_B8_D16_HI (next to
DS_WRITE_B16_D16_HI at 0xa1) and lower it through the existing 8-bit
shared-memory write. The stored byte is bits 23:16 of the data VGPR,
selected with SDWA BYTE_2 on src1.
Add captured-instruction decode coverage (from GTA V, PPSA04264) and a
runtime regression that writes one byte of a distinctive source value
into a pre-filled LDS dword.
2026-09-24 00:44:39 +04:00
nmzik
7d7267cc56
Translate NGG mesh prolog with guest wave32 width
2026-09-23 22:50:51 +04:00
nmzik
cfb8f7b246
Decode unsigned byte sources for SDWA half-float conversion
2026-09-22 11:11:36 +04:00
nmzik
476204cd4b
Initialize native NGG vertex launch state and wave size
2026-09-22 11:11:36 +04:00
Elija
549495575c
shader: add S_BITCMP0_B64 and S_BITCMP1_B64 ( #688 )
...
* shader: add S_BITCMP0_B64 and S_BITCMP1_B64
* test: move S_BITCMP_B64 coverage to compute suite
* test: use the existing compute CTest entry for bit comparisons
* test: remove the dedicated S_BITCMP_B64 command-line selector
---------
Co-authored-by: nmzik <Nmzik@mail.ru >
2026-09-20 19:36:12 +04:00
Elija
cfb110e0aa
shader: allow partial SDWA destinations for V_NOT_B32 ( #684 )
2026-09-20 18:21:40 +04:00
nmzik
ea6aae8577
shader: V_MAD_I16
2026-09-19 04:43:48 +04:00
nmzik
5b7d3343cf
shader: V_CMP_NLT_F16
2026-09-18 12:25:13 +04:00
nmzik
394e638905
shader: V_MUL_LO_U16
2026-09-18 11:21:57 +04:00
nmzik
95d3d9d3ad
shader: fix packed integer negation
...
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com >
2026-09-18 09:11:55 +04:00
nmzik
bfc8cd0e0b
shader: DPP8 moves
...
Co-authored-by: foufouadi <attar.foued@gmail.com >
Co-authored-by: fxpw <fxpw@outlook.com >
2026-09-18 09:11:55 +04:00
nmzik
5dc644edb4
clean up graphics helpers
2026-09-17 20:35:36 +04:00
nmzik
cc8e02380f
remove magic_enum wrappers
...
Co-authored-by: Saadi <cosxmos@gmail.com >
2026-09-17 20:35:36 +04:00
nmzik
4b77686566
shader: V_CMP_NGT_F16
2026-09-17 16:56:32 +04:00
Elija
f30afc184e
shader: support S_ASHR_I64 ( #658 )
...
* shader: implement S_ASHR_I64 with compute coverage
* tests: use existing compute suite for S_ASHR_I64
---------
Co-authored-by: nmzik <Nmzik@mail.ru >
2026-09-17 10:48:05 +04:00
nmzik
235e24d44f
Recognize null-destination SWAPPC shader handoffs
...
Credits:
BlackCAT (@psnwd):
https://github.com/KytyPS5/KytyPS5/pull/613
YuhiAida (@YuhiAida):
https://github.com/KytyPS5/KytyPS5/pull/655
2026-09-17 08:45:21 +04:00
nmzik
e0ecffed70
Approximate explicit-LOD texture gathers at mip zero
...
Credits:
YuhiAida (@YuhiAida):
https://github.com/KytyPS5/KytyPS5/pull/588
https://github.com/KytyPS5/KytyPS5/pull/589
https://github.com/KytyPS5/KytyPS5/pull/655
frans (@francoisatt):
https://github.com/KytyPS5/KytyPS5/pull/590
BlackCAT (@psnwd):
https://github.com/KytyPS5/KytyPS5/pull/613
shadowbeat070 (@shadowbeat070):
https://github.com/KytyPS5/KytyPS5/pull/654
Pouare514 (@Pouare514):
https://github.com/KytyPS5/KytyPS5/pull/29
https://github.com/KytyPS5/KytyPS5/pull/32
2026-09-17 08:39:57 +04:00
nmzik
fb94a819c7
Structure early returns with shared loop continuations
2026-09-16 22:33:19 +04:00
nmzik
5b541375a3
shader: implement S_CBRANCH_CDBGSYS opcode
2026-09-16 17:04:48 +04:00
nmzik
7c9148dd47
Support triangle fans in PS5 geometry shaders
...
Keep the fan center across subgroups and reuse the existing index fetch.
2026-09-16 08:42:47 +04:00
nmzik
0d9e95d96a
Fix centroid interpolation weights
...
PPSA03792
2026-09-15 19:51:30 +04:00
nmzik
acd7435d31
Support byte destinations in V_MOV_B32
2026-09-15 18:25:20 +04:00
nmzik
a1fbc41146
Preserve shared scalar loads during embedded vertex fetch replacement
2026-09-15 11:24:05 +04:00
nmzik
87971a28f5
gpu: isolate tessellation analysis and SPIR-V emission
2026-09-14 06:58:32 +04:00
nmzik
7516068662
gpu: compile RDNA2 tessellation through native LS HS and TES stages
2026-09-14 06:58:32 +04:00