nmzik
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c9ec82e32e
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shader: factor live execution guards before resource planning
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2026-10-13 21:27:07 +00:00 |
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nmzik
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0e9c77b0a2
|
shader: bound material selectors by proven one-wave LDS append lists
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2026-10-13 21:27:07 +00:00 |
|
Ali Almohaya
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460a196fca
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shader: emit dynamic sample offsets with the enabled maintenance8 feature
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2026-10-13 21:27:07 +00:00 |
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nmzik
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3e9f88bf79
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shader: isolate SWAPPC work from ordinary shader paths
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2026-10-09 17:27:07 +02:00 |
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nmzik
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8c81386568
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shader: share finite descriptor planning with GPU-selected inline samplers
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2026-10-09 15:06:39 +00:00 |
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nmzik
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bb5edbd490
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shader: expose graphics compute queue fields to GETREG
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2026-10-09 15:06:39 +00:00 |
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nmzik
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1818aae562
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shader: link scalar leaf calls only for SWAPPC programs
Co-authored-by: Behzad <behzadkhan1736@gmail.com>
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2026-10-09 15:06:39 +00:00 |
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nmzik
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e1ac893a0c
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shader: collect usage once and emit descriptor slots directly
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2026-10-09 02:17:38 +04:00 |
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nmzik
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b0bbaef1eb
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gpu: store large compute shared memory in device buffers
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2026-10-05 02:24:51 +04:00 |
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nmzik
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3ba0e971e9
|
shader: materialize exact buffer capacity through shared clean reads
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
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2026-10-04 18:39:34 +04:00 |
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nmzik
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8b05b6730e
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shader: bind dispatch spans while keeping GPU record counts native
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
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2026-10-04 18:39:34 +04:00 |
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nmzik
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429d0af62b
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shader: bind bounded GPU-selected buffer store destinations
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
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2026-10-04 18:39:34 +04:00 |
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nmzik
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7804eef9b6
|
Lower finite GPU-selected image descriptors through shared indirect bindings
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2026-10-02 15:37:17 +04:00 |
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nmzik
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35759e48cf
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shader: expose wave32 feature guards through ballot mask simplification
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2026-10-02 00:51:15 +04:00 |
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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>
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2026-10-02 00:51:15 +04:00 |
|
nmzik
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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 |
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nmzik
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d72a79af2d
|
graphics: skip compute dispatches with BVH instructions
Co-authored-by: Mac <me@itsmemac.com>
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2026-09-24 20:46:04 +04:00 |
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nmzik
|
5dc644edb4
|
clean up graphics helpers
|
2026-09-17 20:35:36 +04:00 |
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nmzik
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a1fbc41146
|
Preserve shared scalar loads during embedded vertex fetch replacement
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2026-09-15 11:24:05 +04:00 |
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nmzik
|
87971a28f5
|
gpu: isolate tessellation analysis and SPIR-V emission
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2026-09-14 06:58:32 +04:00 |
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nmzik
|
96d62b3367
|
gpu: reflect tessellation strides from memory address dataflow
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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 |
|
nmzik
|
e026bfc9a2
|
shader: let structurization own rollback on failure
|
2026-09-12 13:42:15 +04:00 |
|
nmzik
|
5a31de7955
|
shader: keep derived frontend metadata with its owner
|
2026-09-12 13:42:15 +04:00 |
|
nmzik
|
1d1f00bdef
|
shader: use Khronos definitions and simplify compiler ownership
|
2026-09-12 13:42:15 +04:00 |
|
nmzik
|
3902b42096
|
shader: share direct and conditional branch classification
|
2026-09-10 14:11:46 +04:00 |
|
nmzik
|
ef0155636a
|
shader: support single and split NGG shaders for PPSA11142
|
2026-09-08 21:26:59 +04:00 |
|
nmzik
|
72963b01e1
|
shader: remove redundant decoder and translator state
|
2026-09-08 21:26:59 +04:00 |
|
nmzik
|
2c5060e14f
|
shader: remove masked-value pass and normalize ancillary fields
|
2026-09-07 11:12:48 +04:00 |
|
nmzik
|
ace877ce28
|
shader: lower FMASK loads before binding images
|
2026-09-06 06:42:23 +04:00 |
|
nmzik
|
b96a30ed88
|
shader: keep fragment layer values under lane masks
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
|
2026-09-05 11:43:49 +04:00 |
|
nmzik
|
3213934d42
|
shader: run merged geometry stages as mesh shaders
Co-authored-by: Brandon Strong <brandostrong@gmail.com>
Co-authored-by: fxpw <fxpw@outlook.com>
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
|
2026-09-05 08:32:23 +04:00 |
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nmzik
|
fb4d97e8a9
|
graphics: fix PS5 NGG vertex and instance draw offsets
Refs: https://github.com/KytyPS5/KytyPS5/issues/130
|
2026-09-03 21:52:02 +02:00 |
|
nmzik
|
98200fed19
|
shader: rework resource specialization and optimize pipeline caching
|
2026-09-03 03:04:17 +02:00 |
|
nmzik
|
96c64d113e
|
shader: trust recompiler stage metadata
|
2026-08-31 10:30:58 +04:00 |
|
nmzik
|
66ca225c76
|
shader: require explicit recompiler resource data
|
2026-08-31 10:26:08 +04:00 |
|
nmzik
|
af8aecfdde
|
shader: remove recompiler error-string propagation
|
2026-08-31 05:31:41 +04:00 |
|
nmzik
|
e738535294
|
graphics: add RDNA2 FLAT BDA buffer cache and faults
|
2026-08-27 03:45:41 +02:00 |
|
nmzik
|
ffa69d48de
|
shader: remove second IR layer
|
2026-08-26 08:49:39 +02:00 |
|
nmzik
|
3e25eb0998
|
Fix wave64 LDS synchronization on subgroup32 hosts
|
2026-08-23 00:46:37 +02:00 |
|
nmzik
|
d581703ab4
|
shader: preserve folded control-flow values
|
2026-08-22 03:31:59 +02:00 |
|
nmzik
|
bad6726f5e
|
Rewrite descriptor bindings and unify graphics push constants
|
2026-08-21 22:28:10 +02:00 |
|
nmzik
|
49ea1680f8
|
graphics: use per-invocation shader masks
|
2026-08-21 08:03:22 +02:00 |
|
Senaxx
|
56a15c2036
|
Implement RDNA2 per-invocation scratch memory
|
2026-08-21 03:32:47 +02:00 |
|
nmzik
|
4710522e87
|
shader: canonicalize CFG loop headers
|
2026-08-21 03:32:47 +02:00 |
|
nmzik
|
87166eed94
|
refactor(shader): reduce dispatcher state overhead
|
2026-08-21 03:32:47 +02:00 |
|
nmzik
|
5383972e96
|
refactor(shader): preserve native wide buffer operations
|
2026-08-21 03:32:47 +02:00 |
|
nmzik
|
3ea2099245
|
refactor(shader): simplify buffer access emission
|
2026-08-21 03:32:47 +02:00 |
|
nmzik
|
d34e30d892
|
refactor(shader): emit SPIR-V declarations on demand
|
2026-08-21 03:32:47 +02:00 |
|
Senaxx
|
7e42513faf
|
perf(shader): cache analysis (#259)
perf(shader): cache SPIR-V requirement analysis
Co-authored-by: nmzik <Nmzik@mail.ru>
|
2026-08-19 00:50:13 +02:00 |
|