Commit Graph

16 Commits

Author SHA1 Message Date
nmzik 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
nmzik 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 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
nmzik 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
nmzik 6409be2874 shader: respect branch reachability when refreshing scalar resources 2026-10-02 00:51:15 +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 392f39e2f6 shader: support indirect BUFFER_LOAD_DWORDX3 2026-09-24 20:46:04 +04:00
nmzik b2a80a3a96 Resolve GPU-selected raw buffer descriptors through shared RDNA2 addressing
Co-authored-by: Bipin <87369440+bipinkrish@users.noreply.github.com>
2026-09-22 11:38:50 +04:00
nmzik af3a3f4bf6 Preserve uniform conditional sampler choices in resource plans
Related work: https://github.com/KytyPS5/KytyPS5/pull/558

Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com>
2026-09-16 22:33:19 +04:00
nmzik de3e86791c shader: reuse CFG and validation lookups 2026-09-08 21:26:59 +04:00
nmzik 98200fed19 shader: rework resource specialization and optimize pipeline caching 2026-09-03 03:04:17 +02:00
nmzik 86e3c90e32 shader: simplify image resource semantics 2026-09-02 15:45:15 +02:00
nmzik e591a66b67 Revert "shader: preserve raw VCC bits in S_MOV_B64 (#418)"
This reverts commit 6758d67942.

An EXEC pair loses its mask provenance and falls into the raw high-word path. The saved all-ones high word then keeps waterfall branches true and wedges GPU work.
2026-09-01 07:50:37 +04:00
nmzik af8aecfdde shader: remove recompiler error-string propagation 2026-08-31 05:31:41 +04:00
nomolao2-cell 6758d67942 shader: preserve raw VCC bits in S_MOV_B64 (#418)
* shader: preserve raw VCC bits in S_MOV_B64

* fix(shader): centralize scalar U64 mask provenance

---------

Co-authored-by: nmzik <Nmzik@mail.ru>
2026-08-31 03:04:16 +04:00
nmzik ffa69d48de shader: remove second IR layer 2026-08-26 08:49:39 +02:00