This implementation optimises correctly on all relevant compilers,
unlike GSL’s which gave extremely slow code on any compiler other than
MSVC.
Supersedes #6948.
- Multiple header files where missing #includes to other headers that
where used in the header. Correct header was included in correct
order in source files which caused everything to compile.
- Added missing #includes so header files correctly include all their
dependencies and fixes problems with IDEs being unable to parse
headers correctly due to missing symbols
- Defer compilation process to worker threads
- vulkan: Fixup for graphics_pipeline_state.
Never use struct assignment operator on vk** structs due to padding after sType member (4 bytes)
- Adds proper support for vertex textures, including dimensions other than 2D textures
- Minor analyser fixup, removes spurious 'analyser failed' errors
- Minor optimizations for program state tracking
- Adds dead code elimination
- Fix absolute branch target addresses to take base address into account
- Patch branch targets relative to base address to improve hash matching
- Bumps shader cache version
- Enables shader logging option to write out vertex program binary,
helpful when debugging problems.
- Introduces a gpu program analyser step to examine shader contents before attempting compilation or cache search
- Avoids detecting shader as being different because of unused textures having state changes
- Adds better program size detection for vertex programs
- Improved vertex program decompiler
- Properly support CAL type instructions
- Support jumping over instructions marked with a termination marker with BRA/CAL class opcodes
- Fix SRC checks and abort
- Fix CC register initialization
- NOTE: Even unused SRC registers have to be valid (usually referencing in.POS)
- Export some debug information in the free texture register space components zw
Very useful when analysing renderdoc captures
- Enable shadow comparison on depth as long as compare function is active and texture is uploaded for depth read
Some engines (UE3) read all the components in the shader and use mul/mad with the result
- A new step is added between decompilation and pipeline object creation allowing for properties to be updated based on shader contents
- Allos masking off attachment writes that are unmodified in the shader
- Reorganize storage hash vs ucode hash
- Scan for actual fragment program start in case leading NOPed code precedes the actual instructions
-- e.g FEAR2 Demo has over 32k of padding before actual program code that messes up hashes
rsx/vk/shaders_cache: Move vp control mask to dynamic state
rsx/vk/gl: adds a shader cache for GL. Also Separates pipeline storage for each backend
rsx: Add more texture state variables to the cache
* vk: fix separate front and back lighting
* vk: Inlined arrays can have emulated primitives too!
* vk: Use float input attribs for better compatibility
* vk: Free resources during shutdown