Commit Graph

96 Commits

Author SHA1 Message Date
nmzik d1fe1324c8 shader: keep coherent 64bit atomic 2026-10-17 07:52:20 +02:00
AN0DIN 83db2efec3 shader: pack v_cvt_pkrtz_f16_f32 with the native half conversion (GTA V) (#1520)
* shader: pack v_cvt_pkrtz_f16_f32 with the native half conversion

The round-toward-zero pack was emulated with integer operations: about 20 to 30 operations
per half. GTA V uses it in 613 of its 656 pixel shaders, about 16 times in each G-buffer
pixel shader.

The pair is now packed with PackHalf2x16, unpacked again, and each half whose magnitude
exceeds its input's takes one unit off. Half signs and magnitudes are separate, so that is
the next value toward zero, whatever rounding the native conversion uses as long as it
returns one of the two neighbours. Same bits as before for every finite input and infinity;
a NaN stays a NaN. Checked against the old code on 2 million values on the CPU, and on an
Apple M5 GPU through Metal (400 000 values, subnormals included, safe and fast math).

GTA V on an Apple M5 (MoltenVK), 1080p, fixed script camera, three places, A B B A between
launches: -1.7 to -2.8 ms per frame (+4 to +6 %).

Scope: generic
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* shader: remove half-pack commentary and unused shift helper

---------

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-16 02:56:35 +02:00
nmzik f7226ca7dc graphics: emit PS5 register object and primitive IDs to RT7 2026-10-15 22:28:01 +02:00
nmzik b4406b0467 graphics: render packed 11-11-10 UNorm targets with exact rounding
Co-authored-by: fxpw <fxpw@outlook.com>
2026-10-15 22:28:01 +02:00
nmzik fb213e8ae5 shader: share packed color component encoding 2026-10-15 22:28:01 +02:00
nmzik 1d3fd07fe6 shader: share indirect buffer format geometry lookup 2026-10-15 22:28:01 +02:00
nmzik 50844badbf shader: map debug SPIR-V blocks to native RDNA2 PCs 2026-10-15 22:28:01 +02:00
nmzik c1f6838e40 shader: share repeated raw indirect buffer load bodies 2026-10-15 22:28:01 +02:00
nmzik 1039c54f5d shader: share indirect buffer array access after an empty root
Co-authored-by: fxpw <fxpw@outlook.com>
2026-10-14 21:17:44 +02:00
nmzik b24ce3440d shader: track buffer liveness and offsets by resource count
Co-authored-by: fxpw <fxpw@outlook.com>
2026-10-14 21:11:14 +02:00
nmzik 127cf8d46f shader: route image stores through shared indirect descriptor access
Co-authored-by: fxpw <fxpw@outlook.com>
2026-10-14 18:39:40 +02:00
nmzik 150bcb06a9 shader: share runtime buffer format conversion across loads 2026-10-14 14:29:40 +02:00
nmzik 26d326d1b0 shader: share bounded record descriptors for packed loads and byte stores
Co-authored-by: fxpw <fxpw@outlook.com>
2026-10-14 05:07:24 +02:00
nmzik c11254a996 shader: share format conversion for packed normalized image stores 2026-10-13 21:27:07 +00:00
nmzik e2c8b61de6 shader: remove unreachable mixed image specialization paths 2026-10-13 21:27:07 +00:00
nmzik f01a3750d4 shader: validate indirect image operands at each typed access 2026-10-13 21:27:07 +00:00
Ali Almohaya 460a196fca shader: emit dynamic sample offsets with the enabled maintenance8 feature 2026-10-13 21:27:07 +00:00
nmzik fd66f580b4 shader: resolve packed buffer selectors with shared indexed stores
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
2026-10-13 21:27:07 +00:00
nmzik 8c81386568 shader: share finite descriptor planning with GPU-selected inline samplers 2026-10-09 15:06:39 +00:00
nmzik ee4dd90649 shader: emit native integer operations and remove signedness casts 2026-10-09 02:54:21 +02:00
nmzik 46997dfc7a shader: retain resource type IDs in SPIR-V emission state 2026-10-09 01:55:50 +02:00
nmzik e1ac893a0c shader: collect usage once and emit descriptor slots directly 2026-10-09 02:17:38 +04:00
nmzik 52dbc724f8 shader: store SPIR-V definitions directly in IR nodes 2026-10-09 01:40:41 +04:00
nmzik 5b826c6e4a shader: emit native 64-bit operations where compatible 2026-10-05 20:41:03 +04:00
nmzik 7a0e1dafd7 shader: classify native half values with shared operand decoding 2026-10-05 18:39:31 +04:00
nmzik e85279ea7b shader: correct DS float min/max operands and special values
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
2026-10-05 04:11:48 +04:00
nmzik b0bbaef1eb gpu: store large compute shared memory in device buffers 2026-10-05 02:24:51 +04:00
nmzik 39248a1f87 shader: emit per-vertex mesh clip and cull distances
Co-authored-by: Senaxx <michelbeld@gmail.com>
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
2026-10-04 18:39:34 +04:00
nmzik c3f4962715 shader: use native narrow storage for byte-aligned PS5 buffers
Co-authored-by: MehmetCambaz <mcambaz18@gmail.com>
2026-10-04 18:39:34 +04:00
nmzik 843b577880 shader: resolve bounded GPU material keys through sampled image arrays
Co-authored-by: TheCruZ <thecruzwtf@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 f58014ff0e shader: preserve wave-wide vector-store completion before publication 2026-10-04 18:39:34 +04:00
nmzik 429d0af62b shader: bind bounded GPU-selected buffer store destinations
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
2026-10-04 18:39:34 +04:00
frans bd611bfe15 Honor explicit gather LOD with shared image mip selection
Co-authored-by: YuhiAida <21134775+YuhiAida@users.noreply.github.com>
Co-authored-by: BlackCAT <52720489+psnwd@users.noreply.github.com>
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
Co-authored-by: Senaxx <michelbeld@gmail.com>
Co-authored-by: Mac <me@itsmemac.com>
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
2026-10-03 14:19:33 +04:00
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
nmzik 7101741637 Cache SPIR-V arithmetic types lazily in existing emitters 2026-10-02 00:53:51 +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 6799ecbc5b shader: add native 64-bit LDS OR with shared typed storage views 2026-09-29 19:13:33 +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 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 8a5e5c5476 Fold buffer address identities and remove empty predicates 2026-09-23 15:41:02 +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 86414760e6 Cull zero homogeneous vertex positions before rasterization
Fix Playroom top right artifact on Nvidia by clipping zero-position vertices.
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
nmzik 1208d22547 Fix Windows Clang SPIR-V serialization with typed operands 2026-09-12 13:08:23 +02:00
nmzik 2d37634ee9 shader: construct SPIR-V module variables in one place 2026-09-12 13:42:15 +04:00
nmzik 20e57994cf shader: reuse native emitters and simplify memory dispatch 2026-09-12 13:42:15 +04:00
nmzik 59ef88c959 shader: generate SPIR-V dispatch and marshal handler arguments 2026-09-12 13:42:15 +04:00