nmzik
77d7722173
shader: disable explicit MAD denormal checks for performance testing
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Comment out the five explicit flush checks and record the substantial 3DMiniGolf menu FPS drop on NVIDIA RTX 5080 Laptop GPU. Preserve separate multiply/add rounding and both NoContraction decorations.
The matched runs used silent logging, no debugger, no Vulkan validation, and the cd9fc6ff revert on both revisions. Native denormal behavior remains GPU-dependent.
2026-10-05 18:39:31 +04:00
nmzik
266c12cec6
Revert "shader: keep scalar data native and preserve raw addresses"
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This reverts commit cd9fc6ff2d .
2026-10-05 18:39:31 +04:00
nmzik
7a0e1dafd7
shader: classify native half values with shared operand decoding
2026-10-05 18:39:31 +04:00
nmzik
1d41ddb378
shader: allow RDNA2 SDWA partial destinations for i24 multiply
2026-10-05 18:39:31 +04:00
nmzik
5c83060481
shader: resolve masked image keys in strided descriptor records
2026-10-05 14:43:21 +04:00
fxpw
1d55272467
shader: support V_CMPX_NE_U16
2026-10-05 09:25:19 +04:00
nmzik
2b1b7ed0e4
shader: FLAT opcode=0x24
2026-10-05 08:48:20 +04:00
nmzik
af3011cd69
shader: add missing 64-bit integer image atomics
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Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com >
2026-10-05 04:12:06 +04:00
nmzik
de9c15fa79
shader: encode SNORM and scaled formatted buffer stores
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Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com >
2026-10-05 04:11:48 +04:00
nmzik
e85279ea7b
shader: correct DS float min/max operands and special values
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Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com >
2026-10-05 04:11:48 +04:00
nmzik
d8be245c22
shader: separate legacy FP32 MAD rounding from fused FMA
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Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com >
2026-10-05 04:11:48 +04:00
Çağatay Güçlü
b27b89f513
shader: fix VOP2 DPP8 decoding
2026-10-05 02:24:51 +04:00
nmzik
94e7d239dd
gpu: fix zero-source alpha blending on swizzled targets
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Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com >
2026-10-05 02:24:51 +04:00
nmzik
8274e517b2
shader: add FP64 min, max and rounding
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Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com >
2026-10-05 02:24:51 +04:00
nmzik
b7d3c572c1
shader: clear unused sampler bits after constant folding
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Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com >
2026-10-05 02:24:51 +04:00
nmzik
b0bbaef1eb
gpu: store large compute shared memory in device buffers
2026-10-05 02:24:51 +04:00
nmzik
0ee8800905
shader: read image descriptors indexed by workgroup
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Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com >
2026-10-05 02:24:51 +04:00
nmzik
0bef3fc0d3
gpu: fix separate alpha blending on swizzled render targets
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Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com >
2026-10-05 02:24:51 +04:00
nmzik
07c84876a1
shader: fix constant types in converted image gathers
2026-10-05 02:24:51 +04:00
nmzik
96c067d0fb
shader: fix filtering for scaled 8-bit textures
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Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com >
2026-10-05 02:24:51 +04:00
nmzik
39248a1f87
shader: emit per-vertex mesh clip and cull distances
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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
98557a83b6
shader: implement RDNA2 DS masked OR through shared atomic updates
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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
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Co-authored-by: MehmetCambaz <mcambaz18@gmail.com >
2026-10-04 18:39:34 +04:00
nmzik
efbaa17f71
shader: preserve raw EXEC and VCC bits in 64-bit scalar selects
2026-10-04 18:39:34 +04:00
nmzik
dbf66b7f4f
shader: support RDNA2 BVH64 ray intersections with shared traversal
2026-10-04 18:39:34 +04:00
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
92ac54a493
shader: eliminate impossible relative writes with closed loop bounds
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Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com >
2026-10-04 18:39:34 +04:00
nmzik
8b05b6730e
shader: bind dispatch spans while keeping GPU record counts native
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Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
2026-10-04 18:39:34 +04:00
nmzik
cd9fc6ff2d
shader: keep scalar data native and preserve raw addresses
2026-10-04 18:39:34 +04:00
nmzik
c17fa5b936
shader: implement RDNA2 DS forward lane permute
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Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com >
2026-10-04 18:39:34 +04:00
nmzik
1f6be3d570
shader: preserve descriptor key SSA across native-resolved image uses
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Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
2026-10-04 18:39:34 +04:00
nmzik
b183cb1011
shader: share bounded material-key scans across scalar and vector loads
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
e0c90acee0
shader: preserve EXEC witnesses across reconverged descriptor loops
2026-10-04 18:39:34 +04:00
nmzik
843b577880
shader: resolve bounded GPU material keys through sampled image arrays
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Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
2026-10-04 18:39:34 +04:00
nmzik
139b564c01
shader: fold constant bit reversal before flat stack classification
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Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
Co-authored-by: Ali Almohaya <AliAlmohaya@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
0258bd61ea
shader: preserve complete clear recognition with dispatch EXEC bounds
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Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
Co-authored-by: Mac <me@itsmemac.com >
2026-10-04 18:39:34 +04:00
nmzik
b8946fef94
shader: translate RDNA2 signed 64-bit not-equal comparisons
2026-10-04 18:39:34 +04:00
nmzik
7992aecb7c
shader: keep native rounding consistent in mixed-precision programs
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Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.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
f18679e0cd
shader: mask ALIGNBYTE offsets to the two-bit selector
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Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com >
Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
2026-10-04 18:39:34 +04:00
nmzik
284d58d1d5
shader: implement RDNA2 double-precision fractional part
2026-10-04 18:39:34 +04:00
nmzik
d890bb190c
shader: decode RDNA2 bit-reverse SDWA source selectors
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Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
2026-10-04 18:39:34 +04:00
nmzik
ec3e48cdde
shader: synchronize GPU-produced direct writable descriptors
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Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
2026-10-04 18:39:34 +04:00
nmzik
e4aca7a60b
shader: initialize EXEC from requested dispatch thread extents
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Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
Co-authored-by: Mac <me@itsmemac.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
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Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com >
2026-10-04 18:39:34 +04:00
nmzik
7f158c656e
Share sampler descriptor snapshots across native variants
2026-10-03 17:31:15 +04:00
nmzik
f53e5d2283
fix windows ci ( #998 )
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* fix windows ci
* Fix Windows SPIR-V gather opcode narrowing conversion
2026-10-03 15:05:20 +04:00