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![gdkchan](/assets/img/avatar_default.png)
* Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
21 lines
536 B
C#
21 lines
536 B
C#
using Ryujinx.Graphics.Shader;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal
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{
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public interface IGalShader
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{
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void Create(IGalMemory memory, long key, GalShaderType type);
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void Create(IGalMemory memory, long vpAPos, long key, GalShaderType type);
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IEnumerable<CBufferDescriptor> GetConstBufferUsage(long key);
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IEnumerable<TextureDescriptor> GetTextureUsage(long key);
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void Bind(long key);
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void Unbind(GalShaderType type);
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void BindProgram();
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}
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} |