nmzik
3ba0e971e9
shader: materialize exact buffer capacity through shared clean reads
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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
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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
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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
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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 )
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* 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
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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
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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 )"
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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 )
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* shader: preserve raw VCC bits in S_MOV_B64
* fix(shader): centralize scalar U64 mask provenance
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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