nmzik
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b0bbaef1eb
|
gpu: store large compute shared memory in device buffers
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2026-10-05 02:24:51 +04:00 |
|
nmzik
|
0ee8800905
|
shader: read image descriptors indexed by workgroup
Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com>
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2026-10-05 02:24:51 +04:00 |
|
nmzik
|
0bef3fc0d3
|
gpu: fix separate alpha blending on swizzled render targets
Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com>
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2026-10-05 02:24:51 +04:00 |
|
nmzik
|
96c067d0fb
|
shader: fix filtering for scaled 8-bit textures
Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com>
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2026-10-05 02:24:51 +04:00 |
|
nmzik
|
98557a83b6
|
shader: implement RDNA2 DS masked OR through shared atomic updates
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
|
2026-10-04 18:39:34 +04:00 |
|
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>
|
2026-10-04 18:39:34 +04:00 |
|
nmzik
|
92ac54a493
|
shader: eliminate impossible relative writes with closed loop bounds
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
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2026-10-04 18:39:34 +04:00 |
|
nmzik
|
8b05b6730e
|
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 |
|
nmzik
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cd9fc6ff2d
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shader: keep scalar data native and preserve raw addresses
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2026-10-04 18:39:34 +04:00 |
|
nmzik
|
c17fa5b936
|
shader: implement RDNA2 DS forward lane permute
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
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
|
2026-10-04 18:39:34 +04:00 |
|
nmzik
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b183cb1011
|
shader: share bounded material-key scans across scalar and vector loads
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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
|
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
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
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
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
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
Co-authored-by: Mac <me@itsmemac.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
|
284d58d1d5
|
shader: implement RDNA2 double-precision fractional part
|
2026-10-04 18:39:34 +04:00 |
|
nmzik
|
ec3e48cdde
|
shader: synchronize GPU-produced direct writable descriptors
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
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
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 |
|
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 |
|
BlackCAT
|
ef4c5baf3a
|
Implement RDNA2 64-bit image atomic maximum
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
|
2026-10-03 14:19:32 +04:00 |
|
nmzik
|
e317465d8a
|
fix linux CI (#972)
* fix linux CI
* Fix indirect image initialization in materialization tests
|
2026-10-02 17:20:12 +04:00 |
|
nmzik
|
684330c9e4
|
Specialize shader resources in place and fuse buffer refresh work
|
2026-10-02 16:16:31 +04:00 |
|
nmzik
|
f3dc5ee4a9
|
Collect shader interface metadata in place without copying resources
|
2026-10-02 16:07:16 +04:00 |
|
nmzik
|
95c89229ad
|
Remove dead shader instruction cycles with linear liveness traversal
|
2026-10-02 15:49:43 +04:00 |
|
nmzik
|
7804eef9b6
|
Lower finite GPU-selected image descriptors through shared indirect bindings
|
2026-10-02 15:37:17 +04:00 |
|
nmzik
|
d1c99bbfb0
|
Consolidate instruction operand bounds checks
|
2026-10-02 13:24:03 +04:00 |
|
nmzik
|
28f29b8e6f
|
Inline common IR operands and share storage with Phi pairs
|
2026-10-02 13:24:03 +04:00 |
|
nmzik
|
3353c1ff3b
|
shader: pack the runtime evaluation index beside the IR opcode
|
2026-10-02 13:24:03 +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
|
2b2915e271
|
Reuse SSA read traversal storage within each pass
|
2026-10-02 00:53:51 +04:00 |
|
nmzik
|
35759e48cf
|
shader: expose wave32 feature guards through ballot mask simplification
|
2026-10-02 00:51:15 +04:00 |
|
nmzik
|
6409be2874
|
shader: respect branch reachability when refreshing scalar resources
|
2026-10-02 00:51:15 +04:00 |
|
Senaxx
|
0d0b215fab
|
shader: port 64-bit ALU and atomic opcodes
|
2026-10-02 00:51:15 +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
|
581dad7dd3
|
shader: implement RDNA2 FP64 equality comparisons
Co-authored-by: Senaxx <michelbeld@gmail.com>
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
|
2026-10-02 00:51:15 +04:00 |
|
nmzik
|
73615c31ff
|
graphics: preserve logical alpha when blending reordered targets (PPSA02721)
Co-authored-by: EmK530 <admin@emk530.net>
|
2026-09-29 19:52:40 +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
|
c8baa7b909
|
shader: derive immutable resource policy once per plan
|
2026-09-28 18:01:49 +04:00 |
|
gohansharma79-svg
|
0a5774be7b
|
shader: support FP64 conversions used by FighterZ (#884)
shader: support float and unsigned widening to FP64
Co-authored-by: nmzik <Nmzik@mail.ru>
|
2026-09-28 17:39:31 +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
|
496432bbb4
|
Shader: skip identity image remapping on materialization hits
|
2026-09-27 10:47:18 +04:00 |
|
Pcniado
|
bec67b7863
|
Fix HITMAN 3 boot, layered presentation, and socket imports (#851)
* videoout: synchronize layered flips with premultiplied composition
* shader: support unsigned FFBH subword sources
* shader: apply cube-face result scaling
* shader: prune buffer reads proven out of bounds
* net: implement send and receive exports with shared socket handling
---------
Co-authored-by: nmzik <Nmzik@mail.ru>
|
2026-09-27 02:13:30 +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 |
|