summaryrefslogtreecommitdiffstats
path: root/src/video_core/shader/decode (unfollow)
Commit message (Collapse)AuthorFilesLines
2021-07-23shader: Remove old shader managementReinUsesLisp28-4919/+0
2021-02-15Review 1Kelebek11-1/+1
2021-02-15Implement texture offset support for TexelFetch and TextureGather and add offsets for TldsKelebek12-2/+10
Formatting
2021-02-13video_core: Reimplement the buffer cacheReinUsesLisp1-0/+1
Reimplement the buffer cache using cached bindings and page level granularity for modification tracking. This also drops the usage of shared pointers and virtual functions from the cache. - Bindings are cached, allowing to skip work when the game changes few bits between draws. - OpenGL Assembly shaders no longer copy when a region has been modified from the GPU to emulate constant buffers, instead GL_EXT_memory_object is used to alias sub-buffers within the same allocation. - OpenGL Assembly shaders stream constant buffer data using glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In theory this should save one hash table resolve inside the driver compared to glBufferSubData. - A new OpenGL stream buffer is implemented based on fences for drivers that are not Nvidia's proprietary, due to their low performance on partial glBufferSubData calls synchronized with 3D rendering (that some games use a lot). - Most optimizations are shared between APIs now, allowing Vulkan to cache more bindings than before, skipping unnecesarry work. This commit adds the necessary infrastructure to use Vulkan object from OpenGL. Overall, it improves performance and fixes some bugs present on the old cache. There are still some edge cases hit by some games that harm performance on some vendors, this are planned to be fixed in later commits.
2020-12-30half_set: Resolve -Wmaybe-uninitialized warningsLioncash1-7/+7
2020-12-30video_core: Rewrite the texture cacheReinUsesLisp2-32/+35
The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues.
2020-12-07video_core: Remove unnecessary enum class casting in logging messagesLioncash9-48/+38
fmt now automatically prints the numeric value of an enum class member by default, so we don't need to use casts any more. Reduces the line noise a bit.
2020-12-05video_core: Resolve more variable shadowing scenarios pt.3Lioncash1-3/+4
Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors.
2020-12-05video_core: Resolve more variable shadowing scenarios pt.2Lioncash2-10/+10
Migrates the video core code closer to enabling variable shadowing warnings as errors. This primarily sorts out shadowing occurrences within the Vulkan code.
2020-10-28shader: Partially implement texture cube array shadowReinUsesLisp1-1/+0
This implements texture cube arrays with shadow comparisons but doesn't fix the asserts related to it. Fixes out of bounds reads on swizzle constructors and makes them use bounds checked ::at instead of the unsafe operator[].
2020-10-28shader/arithmetic: Implement FCMP immediate + register variantReinUsesLisp1-1/+2
Trivially add the encoding for this.
2020-10-08shader/texture: Implement CUBE texture type for TMML and fix arraysReinUsesLisp1-19/+22
TMML takes an array argument that has no known meaning, this one appears as the first component in gpr8 followed by s, t and r. Skip this component when arrays are being used. Also implement CUBE texture types. - Used by Pikmin 3: Deluxe Demo.
2020-09-24arithmetic_integer_immediate: Make use of std::move where applicableLioncash1-16/+19
Same behavior, minus any redundant atomic reference count increments and decrements.
2020-09-17decode/image: Eliminate switch fallthrough in DecodeImage()Lioncash1-0/+1
Fortunately this didn't result in any issues, given the block that code was falling through to would immediately break.
2020-09-17decoder/texture: Eliminate narrowing conversion in GetTldCode()Lioncash1-1/+1
The assignment was previously truncating a u64 value to a bool.
2020-09-16video_core: Enforce -Werror=switchReinUsesLisp2-4/+13
This forces us to fix all -Wswitch warnings in video_core.
2020-08-14shader/memory: Amend UNIMPLEMENTED_IF_MSG without a messageLioncash1-1/+2
We need to provide a message for this variant of the macro, so we can simply log out the type being used.
2020-08-13General: Tidy up clang-format warnings part 2Lioncash1-3/+3
2020-07-21video_core: Allow copy elision to take place where applicableLioncash3-20/+20
Removes const from some variables that are returned from functions, as this allows the move assignment/constructors to execute for them.
2020-07-16decode/other: Implement S2R.LaneIdReinUsesLisp1-2/+1
This maps to host's thread id. - Fixes graphical issues on Paper Mario.
2020-07-13video_core: Rearrange pixel format namesReinUsesLisp1-27/+27
Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
2020-06-23shader/half_set: Implement HSET2_IMMReinUsesLisp1-21/+67
Add HSET2_IMM. Due to the complexity of the encoding avoid using BitField unions and read the relevant bits from the code itself. This is less error prone.
2020-06-20decode/image: Implement B10G11R11FMorph1-9/+17
- Used by Kirby Star Allies
2020-06-05shader/texture: Join separate image and sampler pairs offlineReinUsesLisp1-18/+37
Games using D3D idioms can join images and samplers when a shader executes, instead of baking them into a combined sampler image. This is also possible on Vulkan. One approach to this solution would be to use separate samplers on Vulkan and leave this unimplemented on OpenGL, but we can't do this because there's no consistent way of determining which constant buffer holds a sampler and which one an image. We could in theory find the first bit and if it's in the TIC area, it's an image; but this falls apart when an image or sampler handle use an index of zero. The used approach is to track for a LOP.OR operation (this is done at an IR level, not at an ISA level), track again the constant buffers used as source and store this pair. Then, outside of shader execution, join the sample and image pair with a bitwise or operation. This approach won't work on games that truly use separate samplers in a meaningful way. For example, pooling textures in a 2D array and determining at runtime what sampler to use. This invalidates OpenGL's disk shader cache :) - Used mostly by D3D ports to Switch
2020-05-30shader/other: Fix hardcoded value in S2R INVOCATION_INFOReinUsesLisp1-1/+1
Geometry shaders built from Nvidia's compiler check for bits[16:23] to be less than or equal to 0 with VSETP to default to a "safe" value of 0x8000'0000 (safe from hardware's perspective). To avoid hitting this path in the shader, return 0x00ff'0000 from S2R INVOCATION_INFO. This seems to be the maximum number of vertices a geometry shader can emit in a primitive.
2020-05-27shader/other: Implement MEMBAR.CTSReinUsesLisp1-2/+12
This silences an assertion we were hitting and uses workgroup memory barriers when the game requests it.
2020-05-22shader/other: Implement BAR.SYNC 0x0ReinUsesLisp1-0/+5
Trivially implement this particular case of BAR. Unless games use OpenCL or CUDA barriers, we shouldn't hit any other case here.
2020-05-22shader/memory: Implement non-addition operations in REDReinUsesLisp1-2/+1
Trivially implement these instructions. They are used in Astral Chain.
2020-05-22shader/other: Implement thread comparisons (NV_shader_thread_group)ReinUsesLisp1-0/+21
Hardware S2R special registers match gl_Thread*MaskNV. We can trivially implement these using Nvidia's extension on OpenGL or naively stubbing them with the ARB instructions to match. This might cause issues if the host device warp size doesn't match Nvidia's. That said, this is unlikely on proper shaders. Refer to the attached url for more documentation about these flags. https://www.khronos.org/registry/OpenGL/extensions/NV/NV_shader_thread_group.txt
2020-05-09shader_ir: Separate float-point comparisons in ordered and unorderedReinUsesLisp1-6/+6
This allows us to use native SPIR-V instructions without having to manually check for NAN.
2020-04-28shader/arithmetic_integer: Fix tracking issue in temporaryReinUsesLisp1-4/+0
This temporary is not needed as we mark Rd.CC + IADD.X as unimplemented. It caused issues when tracking global buffers.
2020-04-26shader/arithmetic_integer: Fix edge case and mark IADD.X Rd.CC as unimplementedReinUsesLisp1-1/+6
IADD.X Rd.CC requires some extra logic that is not currently implemented. Abort when this is hit.
2020-04-26shader/arithmetic_integer: Change IAdd to UAdd to avoid signed overflowReinUsesLisp1-2/+2
Signed integer addition overflow might be undefined behavior. It's free to change operations to UAdd and use unsigned integers to avoid potential bugs.
2020-04-26shader/arithmetic_integer: Implement IADD.XReinUsesLisp1-0/+6
IADD.X takes the carry flag and adds it to the result. This is generally used to emulate 64-bit operations with 32-bit registers.
2020-04-26shader/arithmetic_integer: Implement CC for IADDReinUsesLisp1-3/+19
2020-04-26decode/register_set_predicate: Implement CCReinUsesLisp1-9/+14
P2R CC takes the state of condition codes and puts them into a register. We already have this implemented for PR (predicates). This commit implements CC over that.
2020-04-26decode/register_set_predicate: Use move for shared pointersReinUsesLisp1-16/+17
Avoid atomic counters used by shared pointers.
2020-04-23decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bitsReinUsesLisp1-14/+37
The encoding for negation and absolute value was wrong. Extracting is now done manually. Similar instructions having different encodings is the rule, not the exception. To keep sanity and readability I preferred to extract the desired bit manually. This is implemented against nxas: https://github.com/ReinUsesLisp/nxas/blob/8dbc38995711cc12206aa370145a3a02665fd989/table.h#L68 That is itself tested against nvdisasm (Nvidia's official disassembler).
2020-04-23shader/texture: Support multiple unknown sampler propertiesReinUsesLisp1-51/+74
This allows deducing some properties from the texture instruction before asking the runtime. By doing this we can handle type mismatches in some instructions from the renderer instead of the shader decoder. Fixes texelFetch issues with games using 2D texture instructions on a 1D sampler.
2020-04-23shader_ir: Turn classes into data structuresReinUsesLisp2-59/+58
2020-04-21shader/arithmetic_integer: Fix LEA_IMM encodingReinUsesLisp1-2/+2
The operand order in LEA_IMM was flipped compared to nvdisasm. Fix that using nxas as reference: https://github.com/ReinUsesLisp/nxas/blob/8dbc38995711cc12206aa370145a3a02665fd989/table.h#L122
2020-04-17decode/memory: Resolve unused variable warningLioncash1-1/+1
Only the first element of the returned pair is ever used.
2020-04-17decode/texture: Resolve unused variable warnings.Lioncash1-5/+7
Some variables aren't used, so we can remove these. Unfortunately, diagnostics are still reported on structured bindings even when annotated with [[maybe_unused]], so we need to unpack the elements that we want to use manually.
2020-04-17decode/texture: Collapse loop down into std::generateLioncash1-3/+1
Same behavior, less code.
2020-04-17decode/texture: Eliminate trivial missing field initializer warningsLioncash1-3/+4
We can just specify the initializers.
2020-04-16decode/shift: Remove unused variable within Shift()Lioncash1-1/+0
Removes a redundant variable that is already satisfied by the IsFull() utility function.
2020-04-16decode/image: Fix typo in assert in GetComponentSize()Lioncash1-3/+3
2020-04-16decoder/image: Fix incorrect G24R8 component sizes in GetComponentSize()Lioncash1-2/+2
The components' sizes were mismatched. This corrects that.
2020-04-16CMakeLists: Specify -Wextra on linux buildsLioncash1-3/+8
Allows reporting more cases where logic errors may exist, such as implicit fallthrough cases, etc. We currently ignore unused parameters, since we currently have many cases where this is intentional (virtual interfaces). While we're at it, we can also tidy up any existing code that causes warnings. This also uncovered a few bugs as well.
2020-04-15shader/arithmetic: Add FCMP_CR variantReinUsesLisp1-1/+2
Adds another variant of FCMP.
2020-04-12shader/video: Partially implement VMNMXReinUsesLisp1-0/+58
Implements the common usages for VMNMX. Inputs with a different size than 32 bits are not supported and sign mismatches aren't supported either. VMNMX works as follows: It grabs Ra and Rb and applies a maximum/minimum on them (this is defined by .MX), having in mind the input sign. This result can then be saturated. After the intermediate result is calculated, it applies another operation on it using Rc. These operations are merges, accumulations or another min/max pass. This instruction allows to implement with a more flexible approach GCN's min3 and max3 instructions (for instance).
2020-04-10shader/texture: Remove type mismatches management from shader decoderReinUsesLisp1-14/+0
Since commit e22816a5bb we handle type mismatches from the CPU. We don't need to hack our shader decoder due to game bugs anymore. Removed in this commit.
2020-04-07address nit.Nguyen Dac Nam1-1/+1
2020-04-07shader/conversion: Implement I2I sign extension, saturation and selectionReinUsesLisp1-13/+100
Reimplements I2I adding sign extension, saturation (clamp source value to the destination), selection and destination sizes that are not 32 bits wide. It doesn't implement CC yet.
2020-04-07Apply suggestions from code reviewNguyen Dac Nam1-9/+9
Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
2020-04-06shader_decode: SULD.D using std::pair instead of out parameternamkazy1-17/+13
2020-04-06shader_decode: SULD.D avoid duplicate code block.namkazy1-39/+2
2020-04-06shader_decode: SULD.D fix conversion error.namkazy1-3/+3
2020-04-06shader_decode: SULD.D implement bits64 and reverse shader ir init method to removed shader stage.namkazy1-35/+92
2020-04-06shader/memory: Implement RED.E.ADDReinUsesLisp1-1/+15
Implements a reduction operation. It's an atomic operation that doesn't return a value. This commit introduces another primitive because some shading languages might have a primitive for reduction operations.
2020-04-06shader/memory: Add "using std::move"ReinUsesLisp1-11/+13
2020-04-06shader/memory: Minor fixes in ATOMReinUsesLisp1-32/+30
2020-04-05silent warning (conversion error)namkazy1-3/+2
2020-04-05shader_decode: SULD.D -> SINT actually same as UNORM.namkazy1-5/+4
2020-04-05shader_decode: SULD.D fix decode SNORM componentnamkazy1-10/+9
2020-04-05clang-formatnamkazy1-2/+2
2020-04-05shader_decode: get sampler descriptor from registry.namkazy1-77/+93
2020-04-05tweaking.namkazy1-3/+3
2020-04-05cleanup unuse paramsnamkazy1-8/+6
2020-04-05cleanup debug code.namkazy1-14/+3
2020-04-05reimplement get component type, uncomment mistaken codenamkazy1-18/+93
2020-04-05remove disable optimizenamkazy1-2/+0
2020-04-05[wip] reimplement SULD.Dnamkazy1-22/+229
2020-04-05clang-fixNguyen Dac Nam1-1/+1
2020-04-05shader: image - import PredConditionNguyen Dac Nam1-0/+1
2020-04-05shader: SULD.D bits32 implement more complexer method.Nguyen Dac Nam1-4/+28
2020-04-05shader: SULD.D import StoreTypeNguyen Dac Nam1-0/+1
2020-04-05shader: implement SULD.D bits32Nguyen Dac Nam1-11/+27
2020-04-04shader/other: Add error message for some S2R registersReinUsesLisp1-0/+6
2020-04-04shader_bytecode: Rename MOV_SYS to S2RReinUsesLisp1-3/+3
2020-04-02shader/memory: Silence no return value warningReinUsesLisp1-0/+3
Silences a warning about control paths not all returning a value.
2020-04-02shader_decompiler: Remove FragCoord.w hack and change IPA implementationReinUsesLisp1-15/+21
Credits go to gdkchan and Ryujinx. The pull request used for this can be found here: https://github.com/Ryujinx/Ryujinx/pull/1082 yuzu was already using the header for interpolation, but it was missing the FragCoord.w multiplication described in the linked pull request. This commit finally removes the FragCoord.w == 1.0f hack from the shader decompiler. While we are at it, this commit renames some enumerations to match Nvidia's documentation (linked below) and fixes component declaration order in the shader program header (z and w were swapped). https://github.com/NVIDIA/open-gpu-doc/blob/master/Shader-Program-Header/Shader-Program-Header.html
2020-03-31clang-formatNguyen Dac Nam1-2/+1
2020-03-31shader_decode: fix by suggestionNguyen Dac Nam1-27/+22
2020-03-30clang-formatnamkazy1-3/+3
2020-03-30shader_decode: ATOM/ATOMS: add function to avoid code repetitionnamkazy1-70/+39
2020-03-30shader_decode: implement ATOM operation for S32 and U32Nguyen Dac Nam1-6/+39
2020-03-30clang-formatnamkazy1-3/+3
2020-03-30shader_decode: implement ATOMS instr partial.Nguyen Dac Nam1-10/+42
2020-03-28shader/lea: Simplify generated LEA codeReinUsesLisp1-3/+2
2020-03-27shader/lea: Fix op_a and op_b usagesReinUsesLisp1-2/+2
They were swapped.
2020-03-27shader/lea: Remove const and use move when possibleReinUsesLisp1-11/+5
2020-03-26shader/conversion: Fix F2F rounding operations with different sizesReinUsesLisp1-5/+10
Rounding operations only matter when the conversion size of source and destination is the same, i.e. .F16.F16, .F32.F32 and .F64.F64. When there is a mismatch (.F16.F32), these bits are used for IEEE rounding, we don't emulate this because GLSL and SPIR-V don't support configuring it per operation.
2020-03-23xmad: fix clang build errormakigumo1-4/+5
2020-03-14clang-formatNguyen Dac Nam1-2/+1
2020-03-14nitNguyen Dac Nam1-1/+1
2020-03-13nit & remove some optional paramNguyen Dac Nam1-10/+11
2020-03-13shader_decode: implement XMAD mode CSfuNguyen Dac Nam1-9/+41
2020-03-13clang-formatNguyen Dac Nam1-4/+8
2020-03-13Apply suggestions from code reviewNguyen Dac Nam1-5/+5
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-03-13shader_decode: BFE add ref of reverse parallel method.Nguyen Dac Nam1-0/+3
2020-03-13shader_decode: implement BREV on BFENguyen Dac Nam1-6/+25
Implement reverse parallel follow: https://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel
2020-03-13shader_decode: Reimplement BFE instructionsNguyen Dac Nam1-25/+27
2020-03-09video_core: Rename "const buffer locker" to "registry"ReinUsesLisp1-2/+3
2020-02-27shader: FMUL switch to using LUT (#3441)Nguyen Dac Nam1-19/+14
* shader: add FmulPostFactor LUT table * shader: FMUL apply LUT * Update src/video_core/engines/shader_bytecode.h Co-Authored-By: Mat M. <mathew1800@gmail.com> * nit: mistype * clang-format & add missing import * shader: remove post factor LUT. * shader: move post factor LUT to function and fix incorrect order. * clang-format * shader: FMUL: add static to post factor LUT * nit: typo Co-authored-by: Mat M. <mathew1800@gmail.com>
2020-02-21shader/texture: Fix illegal 3D texture assertReinUsesLisp1-1/+1
Fix typo in the illegal 3D texture assert logic. We care about catching arrayed 3D textures or 3D shadow textures, not regular 3D textures.
2020-02-21nit: add const to where it need.Nguyen Dac Nam1-14/+14
2020-02-21shader: implement LOP3 fast replace for old functionNguyen Dac Nam1-36/+58
ref: https://devtalk.nvidia.com/default/topic/1070081/cuda-programming-and-performance/reverse-lut-for-lop3-lut/
2020-02-19shader_conversion: I2F : add Assert for case src_size is ShortNguyen Dac Nam1-0/+3
2020-02-19fix warningNguyen Dac Nam1-1/+1
2020-02-19clang-format fixNguyen Dac Nam1-1/+1
2020-02-19shader_conversion: add conversion I2F for ShortNguyen Dac Nam1-9/+6
2020-02-15shader/texture: Allow 2D shadow arrays and simplify codeReinUsesLisp1-43/+28
Shadow sampler 2D arrays are supported on OpenGL, so there's no reason to forbid these. Enable textureLod usage on these. Minor style changes.
2020-02-05shader/decode: Fix constant buffer offsetsReinUsesLisp2-3/+3
Some instances were using cbuf34.offset instead of cbuf34.GetOffset(). This returned the an invalid offset. Address those instances and rename offset to "shifted_offset" to avoid future bugs.
2020-02-02shader: Remove curly braces initializers on shared pointersReinUsesLisp2-3/+3
2020-02-02shader/shift: Implement SHIFT_RIGHT_{IMM,R}ReinUsesLisp1-26/+58
Shifts a pair of registers to the right and returns the low register.
2020-02-02shader/shift: Implement SHF_LEFT_{IMM,R}ReinUsesLisp1-10/+69
Shifts a pair of registers to the left and returns the high register.
2020-01-29shader/other: Fix skips for SYNC and BRKReinUsesLisp1-2/+2
2020-01-29shader/other: Stub S2R LaneIdReinUsesLisp1-1/+4
2020-01-27shader/bfi: Implement register-constant buffer variantReinUsesLisp1-2/+5
It's the same as the variant that was implemented, but it takes the operands from another source.
2020-01-27shader/arithmetic: Implement FCMPReinUsesLisp1-1/+10
Compares the third operand with zero, then selects between the first and second.
2020-01-26shader/memory: Implement ATOM.ADDReinUsesLisp1-1/+21
ATOM operates atomically on global memory. For now only add ATOM.ADD since that's what was found in commercial games. This asserts for ATOM.ADD.S32 (handling the others as unimplemented), although ATOM.ADD.U32 shouldn't be any different. This change forces us to change the default type on SPIR-V storage buffers from float to uint. We could also alias the buffers, but it's simpler for now to just use uint. While we are at it, abstract the code to avoid repetition.
2020-01-25Shader_IR: Address feedback.Fernando Sahmkow1-1/+2
2020-01-25shader/memory: Implement STL.S16 and STS.S16ReinUsesLisp1-3/+10
2020-01-25shader/memory: Implement unaligned LDL.S16 and LDS.S16ReinUsesLisp1-5/+3
2020-01-25shader/memory: Move unaligned load/store to functionsReinUsesLisp1-18/+27
2020-01-25shader/memory: Implement LDL.S16 and LDS.S16ReinUsesLisp1-12/+23
2020-01-24Shader_IR: Change name of TrackSampler function so it does not confuse with the type.Fernando Sahmkow1-1/+1
2020-01-24Shader_IR: Propagate bindless index into the GL compiler.Fernando Sahmkow1-16/+24
2020-01-24Shader_IR: deduce size of indexed samplersFernando Sahmkow1-4/+5
2020-01-24Shader_IR: Setup Indexed Samplers on the IRFernando Sahmkow1-20/+46
2020-01-16shader/memory: Implement ATOMS.ADD.U32ReinUsesLisp1-0/+19
2020-01-09shader_ir/texture: Simplify AOFFI codeReinUsesLisp1-10/+6
2020-01-09shader_ir/memory: Implement u16 and u8 for STG and LDGReinUsesLisp1-33/+51
Using the same technique we used for u8 on LDG, implement u16. In the case of STG, load memory and insert the value we want to set into it with bitfieldInsert. Then set that value.
2020-01-04Shader_IR: Implement TXD Array.Fernando Sahmkow1-5/+12
This commit extends the compilation of TXD to support array samplers on TXD.
2019-12-20shader/p2r: Implement P2R PrReinUsesLisp1-1/+15
P2R dumps predicate or condition codes state to a register. This is useful for unit testing.
2019-12-20shader/r2p: Refactor P2R to support P2RReinUsesLisp1-16/+30
2019-12-18shader/memory: Implement LDG.U8 and unaligned U8 loadsReinUsesLisp1-6/+32
LDG can load single bytes instead of full integers or packs of integers. These have the advantage of loading bytes that are not aligned to 4 bytes. To emulate these this commit gets the byte being referenced (by doing "address & 3" and then using that to extract the byte from the loaded integer: result = bitfieldExtract(loaded_integer, (address % 4) * 8, 8)
2019-12-18shader/conversion: Implement byte selector in I2FReinUsesLisp1-2/+13
I2F's byte selector is used to choose what bytes to convert to float. e.g. if the input is 0xaabbccdd and the selector is ".B3" it will convert 0xaa. The default (when it's not shown in nvdisasm) is ".B0", in that example the default would convert 0xdd to float.
2019-12-18shader/texture: Properly shrink unused entries in size mismatchesReinUsesLisp1-4/+9
When a image format mismatches we were inserting zeroes to the texture itself. This was not handling cases were the mismatch uses less coordinates than the guest shader code. Address that by resizing the vector.
2019-12-16shader/texture: Implement TLD4.PTPReinUsesLisp1-18/+56
2019-12-16shader/texture: Enable arrayed TLD4ReinUsesLisp1-1/+0
2019-12-16shader/texture: Implement AOFFI for TLD4SReinUsesLisp1-13/+18
2019-12-16shader/texture: Remove unnecesary parenthesisReinUsesLisp1-2/+2
2019-12-12Shader_IR: Correct TLD4S Depth Compare.Fernando Sahmkow1-5/+12
2019-12-12Shader_Ir: Correct TLD4S encoding and implement f16 flag.Fernando Sahmkow1-9/+12
2019-12-12Shader_Ir: default failed tracks on bindless samplers to null values.Fernando Sahmkow1-22/+75
2019-12-10shader: Implement MEMBAR.GLReinUsesLisp1-0/+6
Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
2019-12-10shader_ir/other: Implement S2R InvocationIdReinUsesLisp1-0/+2
2019-12-10shader: Keep track of shaders using warp instructionsReinUsesLisp1-0/+3
2019-12-10shader_ir/memory: Implement patch storesReinUsesLisp1-16/+18
2019-11-23shader/texture: Handle TLDS texture type mismatchesReinUsesLisp1-1/+10
Some games like "Fire Emblem: Three Houses" bind 2D textures to offsets used by instructions of 1D textures. To handle the discrepancy this commit uses the the texture type from the binding and modifies the emitted code IR to build a valid backend expression. E.g.: Bound texture is 2D and instruction is 1D, the emitted IR samples a 2D texture in the coordinate ivec2(X, 0).
2019-11-23shader/texture: Deduce texture buffers from lockerReinUsesLisp1-61/+41
Instead of specializing shaders to separate texture buffers from 1D textures, use the locker to deduce them while they are being decoded.
2019-11-20shader/other: Reduce DEPBAR log severityReinUsesLisp1-1/+1
While DEPBAR is stubbed it doesn't change anything from our end. Shading languages handle what this instruction does implicitly. We are not getting anything out fo this log except noise.
2019-11-18Shader_IR: Address FeedbackFernando Sahmkow2-10/+8
2019-11-14Shader_IR: Implement TXD instruction.Fernando Sahmkow1-7/+49
2019-11-14Shader_IR: Implement FLO instruction.Fernando Sahmkow1-0/+18
2019-11-08shader_ir/warp: Implement FSWZADDReinUsesLisp1-0/+9
2019-11-08gl_shader_decompiler: Reimplement shuffles with platform agnostic intrinsicsReinUsesLisp1-33/+35
2019-11-07shader/decode: Reduce severity of arithmetic rounding warningsReinUsesLisp6-15/+17
2019-11-07shader/arithmetic: Reduce RRO stub severityReinUsesLisp1-1/+2
2019-11-07shader/texture: Remove NODEP warningsReinUsesLisp1-35/+0
These warnings don't offer meaningful information while decoding shaders. Remove them.
2019-10-31Shader_IR: Fix regression on TLD4Fernando Sahmkow1-4/+3
Originally on the last commit I thought TLD4 acted the same as TLD4S and didn't have a mask. It actually does have a component mask. This commit corrects that.
2019-10-30Shader_IR: Fix TLD4 and add Bindless Variant.Fernando Sahmkow1-8/+24
This commit fixes an issue where not all 4 results of tld4 were being written, the color component was defaulted to red, among other things. It also implements the bindless variant.
2019-10-30shader/node: Unpack bindless texture encodingReinUsesLisp2-54/+55
Bindless textures were using u64 to pack the buffer and offset from where they come from. Drop this in favor of separated entries in the struct. Remove the usage of std::set in favor of std::list (it's not std::vector to avoid reference invalidations) for samplers and images.
2019-10-26Shader_IR: Address Feedback.Fernando Sahmkow1-22/+16
2019-10-25Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide itFernando Sahmkow1-18/+54
2019-10-24video_core/shader: Resolve instances of variable shadowingLioncash6-11/+12
Silences a few -Wshadow warnings.
2019-10-22Shader_Ir: Fix TLD4S from using a component mask.Fernando Sahmkow1-4/+4
TLD4S always outputs 4 values, the previous code checked a component mask and omitted those values that weren't part of it. This commit corrects that and makes sure all 4 values are set.
2019-10-22shader_ir/memory: Ignore global memory when tracking failsReinUsesLisp1-16/+23
Ignore global memory operations instead of invoking undefined behaviour when constant buffer tracking fails and we are blasting through asserts, ignore the operation. In the case of LDG this means filling the destination registers with zeroes; for STG this means ignore the instruction as a whole. The default behaviour is still to abort execution on failure.
2019-10-07shader/half_set_predicate: Fix HSETP2 for constant buffersReinUsesLisp1-0/+2
HSETP2 when used with a constant buffer parses the second operand type as F32. This is not configurable.
2019-10-07shader/half_set_predicate: Reduce DEBUG_ASSERT to LOG_DEBUGReinUsesLisp1-1/+2
2019-10-05Shader_Ir: Refactor Decompilation process and allow multiple decompilation modes.Fernando Sahmkow1-4/+4
2019-10-05gl_shader_decompiler: Implement AST decompilingFernando Sahmkow1-4/+4
2019-09-21gl_shader_decompiler: Use uint for images and fix SUATOMReinUsesLisp1-37/+29
In the process remove implementation of SUATOM.MIN and SUATOM.MAX as these require a distinction between U32 and S32. These have to be implemented with imageCompSwap loop.
2019-09-21shader/image: Implement SULD and remove irrelevant codeReinUsesLisp1-24/+49
* Implement SULD as float. * Remove conditional declaration of GL_ARB_shader_viewport_layer_array.
2019-09-21Shader_IR: ICMP corrections and fixesFernando Sahmkow1-6/+9
2019-09-20Shader_IR: Implement ICMP.Fernando Sahmkow1-0/+26
2019-09-17shader_ir/warp: Implement SHFLReinUsesLisp1-0/+47
2019-09-11shader/image: Implement SUATOM and fix SUSTReinUsesLisp1-21/+71
2019-09-06gl_shader_decompiler: Keep track of written images and mark them as modifiedReinUsesLisp1-21/+19
2019-09-05shader_ir: Implement LD_SReinUsesLisp1-10/+13
Loads from shared memory.
2019-09-05shader_ir: Implement ST_SReinUsesLisp1-9/+16
This instruction writes to a memory buffer shared with threads within the same work group. It is known as "shared" memory in GLSL.
2019-09-04shader/shift: Implement SHR wrapped and clamped variantsReinUsesLisp1-6/+13
Nvidia defaults to wrapped shifts, but this is undefined behaviour on OpenGL's spec. Explicitly mask/clamp according to what the guest shader requires.
2019-09-04half_set_predicate: Fix predicate assignmentsReinUsesLisp1-10/+9
2019-08-30video_core: Silent miscellaneous warnings (#2820)Rodrigo Locatti5-5/+0
* texture_cache/surface_params: Remove unused local variable * rasterizer_interface: Add missing documentation commentary * maxwell_dma: Remove unused rasterizer reference * video_core/gpu: Sort member declaration order to silent -Wreorder warning * fermi_2d: Remove unused MemoryManager reference * video_core: Silent unused variable warnings * buffer_cache: Silent -Wreorder warnings * kepler_memory: Remove unused MemoryManager reference * gl_texture_cache: Add missing override * buffer_cache: Add missing include * shader/decode: Remove unused variables
2019-08-28shader_ir/conversion: Split int and float selector and implement F2F H1ReinUsesLisp1-18/+16
2019-08-28shader_ir/conversion: Implement F2I F16 Ra.H1ReinUsesLisp1-4/+16
2019-08-28float_set_predicate: Add missing negation bit for the second operandReinUsesLisp1-4/+5
2019-08-21shader_ir: Implement VOTEReinUsesLisp1-0/+55
Implement VOTE using Nvidia's intrinsics. Documentation about these can be found here https://developer.nvidia.com/reading-between-threads-shader-intrinsics Instead of using portable ARB instructions I opted to use Nvidia intrinsics because these are the closest we have to how Tegra X1 hardware renders. To stub VOTE on non-Nvidia drivers (including nouveau) this commit simulates a GPU with a warp size of one, returning what is meaningful for the instruction being emulated: * anyThreadNV(value) -> value * allThreadsNV(value) -> value * allThreadsEqualNV(value) -> true ballotARB, also known as "uint64_t(activeThreadsNV())", emits VOTE.ANY Rd, PT, PT; on nouveau's compiler. This doesn't match exactly to Nvidia's code VOTE.ALL Rd, PT, PT; Which is emulated with activeThreadsNV() by this commit. In theory this shouldn't really matter since .ANY, .ALL and .EQ affect the predicates (set to PT on those cases) and not the registers.
2019-08-04shader_ir: Implement NOPReinUsesLisp1-0/+6
2019-08-04half_set_predicate: Fix HSETP2_C constant buffer offsetReinUsesLisp1-1/+1
2019-07-26decode/half_set_predicate: Fix predicatesReinUsesLisp1-3/+3
2019-07-22shader/decode: Implement S2R TicReinUsesLisp1-0/+7
2019-07-20Shader_Ir: Implement F16 Variants of F2F, F2I, I2F.Fernando Sahmkow1-5/+25
This commit takes care of implementing the F16 Variants of the conversion instructions and makes sure conversions are done.
2019-07-20Shader_Ir: Change Debug Asserts for Log WarningsFernando Sahmkow3-10/+17
2019-07-20shader/half_set_predicate: Fix HSETP2 implementationReinUsesLisp1-17/+14
2019-07-20shader/half_set_predicate: Implement missing HSETP2 variantsReinUsesLisp1-13/+29
2019-07-18Shader_Ir: correct clang formatFernando Sahmkow1-2/+2
2019-07-18Shader_Ir: Downgrade precision and rounding asserts to debug asserts.Fernando Sahmkow5-10/+10
This commit reduces the sevirity of asserts for FP precision and rounding as this are well known and have little to no consequences in gpu's accuracy.
2019-07-17shader_ir: Rename Get/SetTemporal to Get/SetTemporaryLioncash3-30/+30
This is more accurate in terms of describing what the functions are actually doing. Temporal relates to time, not the setting of a temporary itself.
2019-07-16shader/decode/other: Correct branch indirect argument within BRA handlingLioncash1-1/+1
This appears to have been a copy/paste error introduced within 8a6fc529a968e007f01464abadd32f9b5eb0a26c
2019-07-15shader: Allow tracking of indirect buffers without variable offsetReinUsesLisp3-23/+10
While changing this code, simplify tracking code to allow returning the base address node, this way callers don't have to manually rebuild it on each invocation.
2019-07-09shader_ir: Unify blocks in decompiled shaders.Fernando Sahmkow1-7/+23
2019-07-09shader_ir: Implement BRX & BRA.CCFernando Sahmkow1-4/+38
2019-07-07Delete decode_integer_set.cppTobias1-0/+0
2019-07-07shader/texture: Add F16 support for TLDSReinUsesLisp1-1/+7
2019-06-24decode/texture: Address feedbackReinUsesLisp1-0/+1
2019-06-21shader_ir: Fix image copy rebase issuesFernando Sahmkow1-2/+7
2019-06-21shader: Implement bindless imagesReinUsesLisp1-2/+28
2019-06-21shader: Decode SUST and implement backing image functionalityReinUsesLisp1-0/+89
2019-06-21shader: Implement texture buffersReinUsesLisp1-0/+44
2019-06-07shader: Split SSY and PBK stackReinUsesLisp1-10/+8
Hardware testing revealed that SSY and PBK push to a different stack, allowing code like this: SSY label1; PBK label2; SYNC; label1: PBK; label2: EXIT;
2019-06-06shader: Use shared_ptr to store nodes and move initialization to fileReinUsesLisp26-8/+34
Instead of having a vector of unique_ptr stored in a vector and returning star pointers to this, use shared_ptr. While changing initialization code, move it to a separate file when possible. This is a first step to allow code analysis and node generation beyond the ShaderIR class.
2019-05-23shader/decode/*: Add missing newline to files lacking themLioncash18-18/+18
Keeps the shader code file endings consistent.
2019-05-23shader/decode/*: Eliminate indirect inclusionsLioncash6-1/+5
Amends cases where we were using things that were indirectly being satisfied through other headers. This way, if those headers change and eliminate dependencies on other headers in the future, we don't have cascading compilation errors.
2019-05-22shader/decode/memory: Remove left in debug pragmaLioncash1-2/+0
2019-05-21shader/memory: Implement ST (generic memory)ReinUsesLisp1-21/+35
2019-05-21shader/memory: Implement LD (generic memory)ReinUsesLisp1-7/+21
2019-05-20shader: Implement S2R Tid{XYZ} and CtaId{XYZ}ReinUsesLisp1-14/+28
2019-05-10video_core/shader/decode/texture: Remove unused variable from GetTld4Code()Lioncash1-1/+0
2019-05-04shader/decode/texture: Remove unused variableLioncash1-1/+0
This isn't used anywhere, so we can get rid of it.
2019-05-03shader_ir/other: Implement IPA.IDXReinUsesLisp1-5/+8
2019-05-03shader_ir/memory: Assert on non-32 bits ALD.PHYSReinUsesLisp1-0/+3
2019-05-03shader: Add physical attributes commentariesReinUsesLisp1-1/+1
2019-05-03shader_ir/memory: Implement physical input attributesReinUsesLisp1-3/+6
2019-05-03shader: Remove unused AbufNode Ipa modeReinUsesLisp2-6/+3
2019-05-03shader_ir/memory: Emit AL2P IRReinUsesLisp1-0/+17
2019-04-26shader_ir/texture: Fix sampler const buffer key shiftReinUsesLisp1-1/+1
2019-04-21Corrections Half Float operations on const buffers and implement saturation.Fernando Sahmkow2-15/+16
2019-04-18video_core: Silent -Wswitch warningsReinUsesLisp2-5/+7
2019-04-16shader_ir/decode: Fix half float pre-operations and remove MetaHalfArithmeticReinUsesLisp5-29/+21
Operations done before the main half float operation (like HAdd) were managing a packed value instead of the unpacked one. Adding an unpacked operation allows us to drop the per-operand MetaHalfArithmetic entry, simplifying the code overall.
2019-04-16shader_ir/decode: Implement half float saturationReinUsesLisp1-4/+2
2019-04-16shader_ir/decode: Reduce severity of unimplemented half-float FTZReinUsesLisp3-3/+9
2019-04-16Do some corrections in conversion shader instructions.Fernando Sahmkow1-16/+53
Corrects encodings for I2F, F2F, I2I and F2I Implements Immediate variants of all four conversion types. Add assertions to unimplemented stuffs.
2019-04-14shader_ir: Implement STG, keep track of global memory usage and flushReinUsesLisp1-35/+74
2019-04-08Correct XMAD mode, psl and high_b on different encodings.Fernando Sahmkow1-9/+30
2019-04-08Adapt Bindless to work with AOFFIFernando Sahmkow1-7/+18
2019-04-08Move ConstBufferAccessor to Maxwell3d, correct mistakes and clang format.Fernando Sahmkow1-1/+2
2019-04-08Fix TMMLFernando Sahmkow1-5/+7
2019-04-08Refactor GetTextureCode and GetTexCode to use an optional instead of optional parametersFernando Sahmkow1-23/+24
2019-04-08Implement TXQ_BFernando Sahmkow1-2/+8
2019-04-08Implement TMML_BFernando Sahmkow1-5/+10
2019-04-08Corrections to TEX_BFernando Sahmkow1-4/+5
2019-04-08Unify both sampler types.Fernando Sahmkow1-10/+12
2019-04-08Implement Bindless Samplers and TEX_B in the IR.Fernando Sahmkow1-6/+52
2019-04-03shader_ir/memory: Reduce severity of LD_L cache management and log itReinUsesLisp1-2/+2
2019-04-03shader_ir/memory: Reduce severity of ST_L cache management and log itReinUsesLisp1-2/+3
2019-03-31shader_ir/decode: Silent implicit sign conversion warningMat M1-2/+2
Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
2019-03-30shader_ir/decode: Implement AOFFI for TEX and TLD4ReinUsesLisp1-24/+88
2019-02-26shader/decode: Remove extras from MetaTextureReinUsesLisp1-14/+23
2019-02-26shader/decode: Split memory and texture instructions decodingReinUsesLisp2-493/+525
2019-02-14shader_decompiler: Improve Accuracy of Attribute Interpolation.Fernando Sahmkow2-3/+14
2019-02-12gl_shader_decompiler: Re-implement TLDS lodReinUsesLisp1-1/+1
2019-02-11Corrected F2I None mode to RoundEven.Fernando Sahmkow1-3/+3
2019-02-11Fix incorrect value for CC bit in IADDFernando Sahmkow1-2/+2
2019-02-07shader_ir: Remove F4 prefix to texture operationsReinUsesLisp1-8/+7
This was originally included because texture operations returned a vec4. These operations now return a single float and the F4 prefix doesn't mean anything.
2019-02-07shader_ir: Clean texture management codeReinUsesLisp1-96/+58
Previous code relied on GLSL parameter order (something that's always ill-formed on an IR design). This approach passes spatial coordiantes through operation nodes and array and depth compare values in the the texture metadata. It still contains an "extra" vector containing generic nodes for bias and component index (for example) which is still a bit ill-formed but it should be better than the previous approach.
2019-02-03Fix TXQ not using the component mask.Fernando Sahmkow1-6/+9
2019-02-03shader_ir/memory: Add ST_L 64 and 128 bits storesReinUsesLisp1-3/+11
2019-02-03shader_ir: Rename BasicBlock to NodeBlockReinUsesLisp25-33/+32
It's not always used as a basic block. Rename it for consistency.
2019-02-03shader_ir: Pass decoded nodes as a whole instead of per basic blocksReinUsesLisp25-26/+27
Some games call LDG at the top of a basic block, making the tracking heuristic to fail. This commit lets the heuristic the decoded nodes as a whole instead of per basic blocks. This may lead to some false positives but allows it the heuristic to track cases it previously couldn't.
2019-02-03shader_ir/memory: Add LD_L 128 bits loadsReinUsesLisp1-7/+19
2019-02-03shader_bytecode: Rename BytesN enums to BitsNReinUsesLisp1-4/+4
2019-02-03shader_ir/memory: Add LD_L 64 bits loadsReinUsesLisp1-6/+17
2019-01-30shader_ir: Unify constant buffer offset valuesReinUsesLisp13-21/+23
Constant buffer values on the shader IR were using different offsets if the access direct or indirect. cbuf34 has a non-multiplied offset while cbuf36 does. On shader decoding this commit multiplies it by four on cbuf34 queries.
2019-01-30shader_decode: Implement LDG and basic cbuf trackingReinUsesLisp1-0/+49
2019-01-16shader_ir: Fixup clang buildReinUsesLisp1-4/+6
2019-01-15shader_decode: Fixup XMADReinUsesLisp1-1/+1
2019-01-15shader_ir: Pass to decoder functions basic block's codeReinUsesLisp25-25/+25
2019-01-15shader_decode: Improve zero flag implementationReinUsesLisp13-73/+53
2019-01-15shader_ir: Remove composite primitives and use temporals insteadReinUsesLisp1-145/+149
2019-01-15shader_decode: Use proper primitive namesReinUsesLisp2-8/+8
2019-01-15shader_decode: Use BitfieldExtract instead of shift + andReinUsesLisp5-46/+18
2019-01-15shader_ir: Remove Ipa primitiveReinUsesLisp1-3/+2
2019-01-15shader_ir: Remove RZ and use Register::ZeroIndex insteadReinUsesLisp1-6/+11
2019-01-15shader_decode: Implement TEXS.F16ReinUsesLisp1-13/+25
2019-01-15shader_decode: Fixup R2PReinUsesLisp1-2/+3
2019-01-15shader_decode: Fixup WriteLogicOperation zero comparisonReinUsesLisp1-1/+1
2019-01-15shader_decode: Fixup PSETReinUsesLisp1-2/+3
2019-01-15shader_decode: Fixup clang-formatReinUsesLisp2-2/+4
2019-01-15video_core: Implement IR based geometry shadersReinUsesLisp1-0/+25
2019-01-15shader_decode: Implement VMAD and VSETPReinUsesLisp1-0/+120
2019-01-15shader_decode: Implement HSET2ReinUsesLisp1-1/+43
2019-01-15shader_decode: Rework HSETP2ReinUsesLisp1-3/+5
2019-01-15shader_decode: Implement R2PReinUsesLisp1-1/+28
2019-01-15shader_decode: Implement CSETPReinUsesLisp1-14/+37
2019-01-15shader_decode: Implement PSETReinUsesLisp1-1/+16
2019-01-15shader_decode: Implement HFMA2ReinUsesLisp1-1/+53
2019-01-15shader_decode: Implement POPCReinUsesLisp1-0/+10
2019-01-15shader_decode: Implement TLDS (untested)ReinUsesLisp1-8/+61
2019-01-15shader_decode: Update TLD4 reflecting #1862 changesReinUsesLisp1-52/+49
2019-01-15shader_ir: Fixup TEX and TEXS and partially fix TLD4 decompilingReinUsesLisp1-50/+49
2019-01-15shader_decode: Fixup FSETReinUsesLisp1-2/+2
2019-01-15shader_decode: Implement IADD32IReinUsesLisp1-0/+11
2019-01-15video_core: Return safe values after an assert hitsReinUsesLisp6-8/+12
2019-01-15shader_decode: Implement FFMAReinUsesLisp1-1/+36
2019-01-15shader_ir: Fixup file inclusions and clang-formatReinUsesLisp1-1/+1
2019-01-15shader_decode: Fixup clang-formatReinUsesLisp2-3/+2
2019-01-15shader_decode: Implement LEAReinUsesLisp1-0/+55
2019-01-15shader_decode: Implement IADD3ReinUsesLisp1-0/+61
2019-01-15shader_decode: Implement LOP3ReinUsesLisp1-0/+60
2019-01-15shader_decode: Implement ST_LReinUsesLisp1-0/+17
2019-01-15shader_decode: Implement LD_LReinUsesLisp1-0/+18
2019-01-15shader_decode: Implement HSETP2ReinUsesLisp1-1/+37
2019-01-15shader_decode: Implement HADD2 and HMUL2ReinUsesLisp1-1/+48
2019-01-15shader_decode: Implement HADD2_IMM and HMUL2_IMMReinUsesLisp1-1/+28
2019-01-15shader_decode: Implement MOV_SYSReinUsesLisp1-0/+27
2019-01-15shader_decode: Implement IMNMXReinUsesLisp1-0/+16
2019-01-15shader_decode: Implement F2F_CReinUsesLisp1-2/+10
2019-01-15shader_decode: Implement I2IReinUsesLisp1-0/+26
2019-01-15shader_decode: Implement BRA internal flagReinUsesLisp1-4/+8
2019-01-15shader_decode: Implement ISCADDReinUsesLisp1-0/+15
2019-01-15shader_decode: Implement XMADReinUsesLisp1-1/+85
2019-01-15shader_decode: Implement PBK and BRKReinUsesLisp1-1/+22
2019-01-15shader_decode: Implement LOPReinUsesLisp1-0/+15
2019-01-15shader_decode: Implement SELReinUsesLisp1-0/+8
2019-01-15shader_decode: Implement IADDReinUsesLisp1-1/+28
2019-01-15shader_decode: Implement ISETPReinUsesLisp1-1/+30
2019-01-15shader_decode: Implement BFIReinUsesLisp1-1/+22
2019-01-15shader_decode: Implement ISETReinUsesLisp1-1/+27
2019-01-15shader_decode: Implement LD_CReinUsesLisp1-0/+31
2019-01-15shader_decode: Implement SHLReinUsesLisp1-0/+8
2019-01-15shader_decode: Implement SHRReinUsesLisp1-1/+26
2019-01-15shader_decode: Implement LOP32IReinUsesLisp1-1/+67
2019-01-15shader_decode: Implement BFEReinUsesLisp1-1/+25
2019-01-15shader_decode: Implement FSETReinUsesLisp1-1/+36
2019-01-15shader_decode: Implement F2IReinUsesLisp1-0/+37
2019-01-15shader_decode: Implement I2FReinUsesLisp1-0/+23
2019-01-15shader_decode: Implement F2FReinUsesLisp1-1/+37
2019-01-15shader_decode: Stub DEPBARReinUsesLisp1-0/+4
2019-01-15shader_decode: Implement SSY and SYNCReinUsesLisp1-0/+19
2019-01-15shader_decode: Implement PSETPReinUsesLisp1-1/+21
2019-01-15shader_decode: Implement TMMLReinUsesLisp1-3/+45
2019-01-15shader_decode: Implement TEX and TXQReinUsesLisp1-0/+219
2019-01-15shader_decode: Implement TEXS (F32)ReinUsesLisp1-0/+199
2019-01-15shader_decode: Implement FSETPReinUsesLisp1-1/+33
2019-01-15shader_decode: Partially implement BRAReinUsesLisp1-0/+12
2019-01-15shader_decode: Implement IPAReinUsesLisp1-0/+12
2019-01-15shader_decode: Implement EXITReinUsesLisp1-1/+32
2019-01-15shader_decode: Implement ST_AReinUsesLisp1-0/+30
2019-01-15shader_decode: Implement LD_AReinUsesLisp1-1/+39
2019-01-15shader_decode: Implement FADD32IReinUsesLisp1-0/+12
2019-01-15shader_decode: Implement FMUL32_IMMReinUsesLisp1-0/+10
2019-01-15shader_decode: Implement MOV32_IMMReinUsesLisp1-1/+9
2019-01-15shader_decode: Stub RRO_C, RRO_R and RRO_IMMReinUsesLisp1-0/+9
2019-01-15shader_decode: Implement FMNMX_C, FMNMX_R and FMNMX_IMMReinUsesLisp1-0/+18
2019-01-15shader_decode: Implement MUFUReinUsesLisp1-0/+29
2019-01-15shader_decode: Implement FADD_C, FADD_R and FADD_IMMReinUsesLisp1-0/+15
2019-01-15shader_decode: Implement FMUL_C, FMUL_R and FMUL_IMMReinUsesLisp1-0/+42
2019-01-15shader_decode: Implement MOV_C and MOV_RReinUsesLisp1-1/+23
2019-01-15shader_ir: Initial implementationReinUsesLisp25-0/+576