Commit Graph

56 Commits

Author SHA1 Message Date
Adrià Franch 8f663d0123 feat(shader): follow the float mode in 16-bit interpolation
Co-Authored-By: Claude <noreply@anthropic.com>
2026-10-08 23:36:04 +02:00
Adrià Franch 0cbc9586bc feat(shader): carry the shader float mode into the recompile request
Co-Authored-By: Claude <noreply@anthropic.com>
2026-10-08 22:17:07 +02:00
boykopovar 05fa426112 perf(shader): eliminate prepared-path overhead in data, descriptors, dispatch, bda 2026-10-08 17:29:17 +03:00
boykopovar 7431e5a6e1 perf(shader): restore prepared vertex inputs + harden buffer specialization 2026-10-08 17:28:55 +03:00
boykopovar 73816838dc perf(shader): add pipeline specialization and direct buffer access (wip) 2026-10-08 17:28:34 +03:00
boykopovar b2a4813307 refactor(shader): remove resource specialization from artifact key 2026-10-08 17:26:38 +03:00
boykopovar 27439c43cc feat(shader): version runtime abi + freeze device capabilities 2026-10-08 17:26:01 +03:00
boykopovar f26c8b6112 refactor(shader): separate compiled artifacts from invocation data 2026-10-08 17:21:17 +03:00
nisbenz f025a9e506 fix(shader): read s_memtime from the device clock where RADV's subgroup clock is 20 bits
On GFX10.3 to GFX11.7, ACO lowers a subgroup-scope OpReadClockKHR to
s_getreg_b32 of SHADER_CYCLES, 20 bits zero-extended to 64, so s_memtime
wrapped every 2^20 cycles and went backwards. Detect those families from
the RADV device name and read the device clock there instead.

Fixes #985

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 14:42:40 +02:00
Celegans12 e1d4e699be feat(agc): implement primitive-ordered pixel shaders with fragment shader interlock
DecodeState and the draw precheck rejected DB_SHADER_CONTROL bit 16,
PRIMITIVE_ORDERED_PIXEL_SHADER (POPS), which runs the ordered section
of overlapping pixels' shaders in primitive order. The bit now reaches
the recompiler as a pixel stage field, and such a pixel shader declares
PixelInterlockOrderedEXT and runs its whole body between
OpBeginInvocationInterlockEXT and OpEndInvocationInterlockEXT; an
invocation that a BDA read fault kills ends the interlock first. The
POPS collision SGPRs read 0, so a title skips its POPS wait and runs
its per-collision loop once. An image_load still reads a sampled
binding, which misses an earlier overlapping primitive's image_store in
the same draw. The device enables VK_EXT_fragment_shader_interlock when
it has fragmentShaderPixelInterlock; without it the recompile throws,
as does a nonzero POPS_OVERLAP_NUM_SAMPLES. The field is part of the
recompile cache key, the draw key and the serialized request (version 10).
2026-10-08 11:18:46 +02:00
Michon 20e055c244 feat(agc): compute dispatches with scratch memory
A compute program with COMPUTE_PGM_RSRC2.SCRATCH_EN takes its per-lane private size from the AGC
shader header (scratch_size_dw_per_thread) instead of being refused. The size travels in
ShaderComputeStageInfo (cache key, request serialization version 10) to the translator, whose
scratch accesses already lower to a per-invocation Function array of that many dwords.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-08 10:22:40 +02:00
Adrià 629724f103
Merge pull request #931 from CnRJay/feat/agc-1d-array-textures
feat(agc): implement 1D array textures
2026-10-07 22:43:42 +02:00
Celegans12 91852719bf feat(agc): implement 8 and 8_8 srgb image loads through unorm views
NVIDIA 610.62 cannot sample R8G8_SRGB, and lavapipe can sample neither
it nor R8_SRGB, so an 8_8 sRGB T# made an image the device does not
support: creating it crashes the NVIDIA driver and lavapipe loads zeros.

The device's format support is read once. An 8 or 8_8 sRGB texture the
device cannot sample is created and viewed as R8_UNORM or R8G8_UNORM,
and SpirvTarget::srgbDecodeFormats makes the materializer mark the
image, so image loads map every channel through a 256-entry table of
the sRGB EOTF rounded to nearest even at bf16 precision, which is what
RDNA2 (gfx1035) returns; both channels of 8_8 are sRGB, and DST_SEL 0
and 1 map to themselves. Samples and gathers of such an image throw,
and its bindless table entries are unmapped like converted formats.
APS5_SRGB_SHADER_DECODE=1 takes this path on every device. Shader disk
cache entries and keys carry the mark: cache format version 7.
2026-10-07 11:52:08 +02:00
alfalfa-star 9df592926b feat(recompiler): implement 64-bit image atomics
image_atomic_* with a two-dword data mask (four for cmpswap) is the
64-bit form of an integer image atomic. The decoder rejected it with
"invalid MIMG data mask". PPSA14632 (Unreal Engine) uses
image_atomic_umax this way in a compute shader during its first frames.

Swap, add, sub, signed and unsigned min/max, and, or, xor and cmpswap
now decode with 64-bit data and translate to new ImageAtomic*64 IR
opcodes. An image updated by them gets its own descriptor binding
range, declared as an R64ui image of 64-bit integers, and the module
uses Int64ImageEXT from SPV_EXT_shader_image_int64. The driver enables
shaderImageInt64Atomics when the device offers it and binds an
R64_UINT view of the 32_32 UINT, SINT or FLOAT surface. Without the
feature, recompiling such a shader throws.

64-bit inc, dec and the float atomics still throw, as does any other
access in the same shader to an image it updates with 64-bit atomics.

The new agc_driver_image_atomics64 test runs every operation on 32_32
UINT, SINT and FLOAT surfaces and checks the returned and stored values
against edge cases across the dword boundary.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 10:21:32 +02:00
Celegans12 1afcd20281 feat(agc): implement min and max sampler reduction modes
An S# with FILTER_MODE (word0 bits 29-30) set threw in
DecodeSamplerResource. Modes 1 and 2 now map to Vulkan's MIN and MAX
sampler reduction through VK_EXT_sampler_filter_minmax, which the device
enables when it reports both filterMinmax properties; mode 3 throws.

Min/max still throws with anisotropy, a linear mip filter (lavapipe and
NVIDIA disagree there), depth comparison, color-texture compare
emulation, and, in PointFilteredSamplerWord (S# words 0 and 2), when it
filters between texels or mips of an image the recompiler point-samples.
A texture sampled through a linear min/max sampler needs
SAMPLED_IMAGE_FILTER_MINMAX on its view format; the image-sampler pairs
travel in DescriptorBinding::imageSamplers (shader disk cache format 5).

Adds the agc_driver_image_sample_reduction GPU test and extends the
sampler, emulated color compare and disk cache tests.
2026-10-07 09:04:26 +02:00
Claude fef66c1406 feat(agc): implement 1D array textures
A T# of type 12 (1D array) threw while decoding. It now decodes to a
1D array dimension, checked like a 2D array with a height of one, and
holds depth + 1 layers laid out as a 2D array's. Its Vulkan image is
1D with that many layers, viewed as VK_IMAGE_VIEW_TYPE_1D_ARRAY for
sampling and storage, and the recompiler declares a 1D array shape for
arrayed 1D image resources instead of failing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 15:56:14 +00:00
Celegans12 76ddd9b6d4 feat(agc): implement unnormalized sampler coordinates on single-level 1D and 2D views
An S# with FORCE_UNNORMALIZED threw in DecodeSamplerResource. It is now
bound through a Vulkan sampler with unnormalizedCoordinates when every
use stays where the S# and the host select the same texels.

ShaderInfoCollector records the live uses of each sampler after Apply
and dead-code elimination, and the emitter shares its explicit-LOD
predicate. Populate flags a direct S# with the bit that only explicit-LOD
image_sample without offset, comparison, derivatives or _a uses, paired
only with direct 1D or 2D images without a format conversion; anything
else throws. The driver checks the S# filters, clamps, TRUNC_COORD and
MC_COORD_TRUNC, creates the sampler with nearest mips and a zero LOD
range, and requires a single-level, single-layer 1D or 2D view of mip 0.
The shader disk cache format becomes 5.
2026-10-06 07:36:30 +02:00
Celegans12 4a67b140fc feat(agc): accept conservative Z export in DB_SHADER_CONTROL
DecodeState, the draw precheck and DecodePixelStageInfo rejected every
nonzero CONSERVATIVE_Z_EXPORT (DB_SHADER_CONTROL bits 13-14).
EXPORT_LESS_THAN_Z (1) and EXPORT_GREATER_THAN_Z (2) promise that the
exported Z stays on one side of the interpolated Z. The value now
reaches the recompiler as a pixel stage field, and a pixel shader that
writes FragDepth declares DepthLess or DepthGreater next to
DepthReplacing, the SPIR-V modes RADV maps to these values. Vulkan lets
those modes only add a depth test of the interpolated Z before shading,
so a shader that keeps the promise renders the same. The reserved value
3 still throws.

The field is part of the recompile cache key, the draw key and the
serialized request (version 7), and ValidateShaders accepts both modes.
2026-10-06 00:35:43 +02:00
Celegans12 73c68c04bd feat(agc): implement image atomics on 32_SINT and 32_FLOAT surfaces
The resource materializer refused every atomic image descriptor whose
format was not 32_UINT. RDNA2 image atomics act on the raw dword and
the numeric format only affects addressing, so 32_SINT and 32_FLOAT
surfaces are now accepted with the Uint numeric class and run through
the existing integer atomics and float compare-exchange loops. Other
formats still throw, and the message now names the format.

DescriptorBinding gains imageAtomic, carried through the shader disk
cache (format version 4) and the resource content key. The driver
binds those elements through a cached R32_UINT view of R32_SINT and
R32_SFLOAT storage images.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 17:51:06 +02:00
Dean a75b2c9550
Merge pull request #316 from adriadam10/fix/wave32-subgroup-size
fix(agc): run wave32 compute programs on 32-wide subgroups
2026-10-04 20:09:16 +13:00
Dean Galvin fb55cb2c0e perf(agc): draw mesh-stage indirect draws on the GPU
A mesh program took its draw's index count from push constants, so an
indirect mesh-path (NGG) draw needed the CPU to read its record first,
waiting for the GPU to finish everything recorded before. In PPSA21564
that was about 170 waits per 10 s at the title, menu and level (about
1 s), and one per frame in the intro (2.2 s per 10 s).

The two free mesh push dwords now carry the device address of an argument
record (a VkDrawMeshTasksIndirectCommandEXT followed by the index count
and first index). When the address is set, the prologue takes the index
count and the first index from the record (the new MeshArgument IR value,
a load through a physical storage buffer pointer) and offsets its index
reads by the first index; a direct draw leaves the address 0 and draws as
before. Mesh modules declare the physical storage buffer capability for
it, and the driver's SPIR-V validation accepts the extension in mesh
modules.

An indexed mesh draw with one record that patches no user SGPR now stays
on the GPU. A one-thread compute pass (Graphics/shaders/MeshArguments.comp)
turns the record, read in place from its host import, into the draw's
argument record: the groups and instances of vkCmdDrawMeshTasksIndirectEXT
and the index count and first index the mesh program reads, with the CPU
path's rules (count clamped to the index buffer, nothing for an empty
record or past the device's group limits). The index buffer descriptor
covers the whole buffer and the program offsets by the first index. When
the records cannot be read in place, the CPU reads them and fills the
same argument record (ResolveMeshArguments).
2026-10-04 15:45:56 +13:00
Alexey f3ff6da034
Merge pull request #303 from oneandonlydean/fix/recompiler-computed-texel-offsets
fix(recompiler): sample with texel offsets the guest computes, through maintenance8's Offset
2026-10-03 09:46:58 +03:00
boykopovar 27edcac156
Merge pull request #261 from MichonGoddijn231849/fix/rect-list-per-vertex-parameters
fix(shader): rect lists take explicitly interpolated fragment parameters and refuse only custom ones
2026-10-02 22:23:14 +03:00
Adrià Franch ecda77d51d fix(agc): run wave32 compute programs on 32-wide subgroups
On devices whose default subgroup is 64 lanes (RADV, AMD on Windows) a
wave32 compute program was compiled for a 64-wide host subgroup, so the two
guest waves of a 64-thread workgroup shared one subgroup: ballots, EXEC,
v_mbcnt and lane reads of the second wave saw the first one's lanes.

With VK_EXT_subgroup_size_control, when compute can require 32 lanes, the
dispatch recompiles wave32 programs for a 32-wide host subgroup
(VulkanDevice::ComputeTarget) and the pipeline requires that size. The
result records the width it was compiled for (hostSubgroupSize, also in the
disk cache).

Co-Authored-By: Claude <noreply@anthropic.com>
2026-10-02 06:28:08 +02:00
Dean Galvin 301f3b161e fix(recompiler): sample with texel offsets the guest computes, through maintenance8's Offset
image_sample_*_o takes its texel offset from an address VGPR. The emitter
accepted only an immediate there and failed with "requires a constant texel
offset for image sampling" for any other, including an offset the program
moves into the VGPR under EXEC.

An offset that resolves to a constant at its packed address position stays a
ConstOffset. Any other becomes the Offset image operand, which Vulkan allows
on sampling instructions only with VK_KHR_maintenance8's maintenance8 feature
and the ImageGatherExtended capability. The device enables maintenance8 when
available and reports it through SpirvTarget::nonConstantImageOffsets, which
the cache key, the request serialization (version 6) and the SPIRV-Tools
validator options follow. Without it the sample still fails.

agc_shader_replay --maintenance8 recompiles a request for such a device.
2026-10-02 12:26:31 +13:00
Michon f5ae0b8106 fix(shader): rect lists take explicitly interpolated fragment parameters and refuse only custom ones
Explicit v_interp_p1/p2 interpolation (fragment-shader barycentrics) reads every interpolated
parameter per vertex, and the rect-list shaders refused every per-vertex parameter. Their
tessellation stage emits each corner's parameter value, which is what a per-vertex read of the
generated triangles needs. Only custom parameters (custom interpolation or passthrough), whose
fourth vertex has no value of its own, stay refused; FragmentParameter carries that flag.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 22:13:36 +02:00
boykopovar 7c5f8b6e12 Revert "Merge pull request #143 from SamG-Coder/codex/shader-geometry-validation"
This reverts commit de49f81697, reversing
changes made to cfb1d76e60.
2026-10-01 22:55:27 +03:00
boykopovar 171c9a97b2
Merge pull request #230 from asimplestray/feat/rt-miss-mode
feat(shader): add ray tracing miss fallback mode
2026-10-01 21:56:27 +03:00
boykopovar de49f81697
Merge pull request #143 from SamG-Coder/codex/shader-geometry-validation
fix(shader): preserve NGG passthrough and wave32 launch inputs
2026-10-01 21:17:52 +03:00
asimplestray c3a740b3e6 feat(shader): add ray tracing miss fallback mode 2026-10-01 17:24:09 +00:00
SamG-Coder 4cd8e35366 fix(shader): preserve NGG passthrough launch and primitive inputs 2026-10-01 20:43:17 +10:00
SamG-Coder f5e1fcfad3 fix(agc): bind native depth textures for comparison sampling 2026-10-01 20:23:58 +10:00
Dean Galvin cb66ec2004 feat(agc): centroid pixel inputs and NoPerspective by I/J pair
SPI_PS_INPUT_ENA/ADDR with PERSP_CENTROID (bit 2) or LINEAR_CENTROID
(bit 6) was rejected; PPSA21564 binds 0x326 (perspective center and
centroid, linear center, POS_X/Y).

The PS input VGPR layout now follows the hardware rule: SPI_PS_INPUT_ADDR
places every input it names in SPI order (two VGPRs per I/J pair, three
for the pull model, one otherwise), loaded or not, and ENA & ADDR selects
the loaded ones. ShaderPixelStageInfo carries inputAddr (replacing
perspectiveCenterVgpr) plus perspectiveCentroid and linearCentroid; the
recompiler places each loaded input with PixelInputVgpr. This also fixes
the system inputs, which were always written from v0 (psSystemInputBase
was never set), so POS_X overwrote the center I in any draw with
barycentrics enabled.

Draws are rasterized single-sampled, where the centroid is the pixel
center: with fragment barycentrics the centroid pairs carry the center
barycentrics (BaryCoordKHR for perspective; the linear center and
centroid pairs now get BaryCoordNoPerspKHR).

NoPerspective was decided for every parameter by one flag (LINEAR_CENTER
loaded). v_interp_p2 now records whether it reads the J of a linear or a
perspective pair, and a parameter is NoPerspective when it is read
through a linear pair; parameters read through neither keep the old
rule. A parameter read through both kinds of pair throws. Only pixel
stages consult this.

The request serializer moves to version 5 (older requests read back with
their loaded inputs as the layout); the cache key and the driver's draw
key compare and hash the new fields. The unsupported-input error names
ENA and ADDR.
2026-10-01 08:37:45 +13:00
asimplestray 976fa82054 feat(shader): configurable ray tracing miss fallback 2026-09-30 16:53:03 +00:00
Dean Galvin 33f9109999 feat(shader): translate NGG geometry programs to mesh shaders
The geometry path's merged ES/GS programs (VGT_SHADER_STAGES_EN.GS_EN)
were compiled as mesh-stage programs whose input metadata was never
filled in, so every such draw failed with "mesh shader translation
configuration is not supported".

Recompiler:
- BuildShaderStageInputInfo takes the draw's MeshConfiguration; the mesh
  input helpers (primitive size, step and counts) are implemented.
- The prologue emulates one NGG subgroup per workgroup: s2 GS_TG_INFO,
  s3 the merged wave info per wave, the GS vertex offsets (ES thread
  index times VGT_ESGS_RING_ITEMSIZE, odd strip triangles swapped), the
  primitive id, and the ES vertex and instance ids. An indexed draw's
  vertex id is read from the index buffer through a raw V# the driver
  puts in hidden user words 4..7.
- s_sendmsg GS_ALLOC_REQ becomes MeshAllocate. The epilogue zeroes the
  allocation first, clamps it to the output limits, culls primitives no
  thread exported and decodes the 9-bit vertex indices.
- The draw parameters live in the last six push dwords. A BDA fault in
  a mesh program no longer stops the invocation (as for other programs
  with barriers, the fault is recorded and the read returns zero), so
  every invocation reaches the subgroup barriers and the epilogue.
- The cache keys cover the mesh configuration; requests serialize its
  new esgsItemSize field (version 4).

Driver:
- DecodeShaderStages reads VGT_ESGS_RING_ITEMSIZE (now in the draw key)
  and sizes the subgroup for its ES vertices, GS primitives and outputs.
- Stages compile below the mesh draw parameters, which every mesh draw
  pushes; the mesh stage always takes part in the push range.
- The index-buffer V# is set per draw (per record on the CPU-resolved
  indirect path); the index-buffer alias check spares read-only
  elements.
- The workgroup and LocalSize checks count two guest lanes per
  invocation on 32-wide subgroups; mesh draws may carry a first vertex
  or instance.

agc_driver_mesh_tests (EXCLUDE_FROM_ALL, needs VK_EXT_mesh_shader)
recompiles a hand-assembled merged ES/GS program in the PS5 compiler's
layout and draws indexed and non-indexed triangle lists in one- and
two-wave subgroups and a triangle strip across odd-starting subgroups,
reading the pixels back. agc_shader_replay prints a request's draw and
mesh configuration.
2026-09-30 23:57:47 +13:00
STL1te 6b36c050fe style: drop the branch's code comments per CONVENTIONS.md
Only the lines this branch added lose their comments; the commits before
keep them, with the reasoning behind each change, for whoever digs into
that code later.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:25:29 +03:00
STL1te 3dec6ceda7 feat(agc-driver): bind guest buffers below their view at the storage offset alignment
A view whose offset in its GPU owner is not a multiple of
minStorageBufferOffsetAlignment could not be bound, and an address-based
build (its registered heaps imported whole) put descriptor-bound buffers at
arbitrary offsets inside them, so such dispatches failed.

GuestBufferMemory::Descriptor now binds from the aligned offset below the
view and reports the difference; ShaderResources stores it, per guest buffer
element, into the push constant block at the shader's memory byte offsets
(RecompileResult::memoryOffsetDword), which the shader already adds to every
access. Every push constant path (dispatches, recorded and synchronous draws,
draw recipes) takes the patches; the assembling overload of
Pipeline::PushConstants is gone. A shader whose shader data is a buffer fails
when it would need one.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:22:19 +03:00
STL1te 000d0bf4f0 feat(shader): retire threads past a partial thread-dimension dispatch
A dispatch sized in threads (USE_THREAD_DIMENSIONS) launches a partial last
workgroup on RDNA2, but the host rounds it up to whole groups, so the extra
threads ran: past the end of a node list they read past it and wrote over
live records.

Such dispatches now compile a separate variant (ShaderComputeStageInfo::
partialThreads, keyed only on whether it is set) whose entry EXEC excludes
threads at or past the requested size. The size reaches the shader as three
shader data dwords after the memory offsets (StageInputKind::
DispatchThreadLimit), is mixed into the dispatch cache key and the result
memo hash, and serialized in recompile requests (version 3). Whole-group
dispatches keep their variant.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:22:19 +03:00
devilismyfriend 29b4601564 perf(agc): dispatch and draw recipes, data-only cache hits, unit shadows, bindless image tables
Dispatch cache with per-key value variants and data-only hits (flat-SRT leaves the recompiler
proves pure are refreshed into the resource template instead of re-captured), dispatch and draw
recipes replaying a proven prepare, register-keyed draw entries, template data refresh, unit
shadows in device-local slabs, 64 KiB block-unit storage tracking with windowed detile, DCC
clear-key proofs, per-class GPU timing, a CPU copy path with batch read tracking, present slot
ring, rate-limited reaps and lazy completion counting, plan-failure and poisoned source memos,
bindless image tables (runtime-indexed descriptor arrays from a CPU-read table) so the
per-frame compute program that failed its plan now compiles. Worker affinity opt-in, per-draw
logs behind APS5_TRACE_DRAWS, wait-timeout reports include the recorder's view of the label.
Fixes a use-after-free behind BDA-miss dispatch snapshots and the CPU-write stamp of
UnchangedSinceCollected. Intro-video stage: 154 -> ~500 presents per 10 s at 4K.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0177gthrWEBBfBu5xJDXgBfo
2026-09-26 19:00:40 -07:00
devilismyfriend 87911b3bb5 fix(recompiler): saveexec operand order, atomic-zero rewrite, cache keys
- s_*_saveexec reads its source before writing the old EXEC into the
  destination, so the aliased form (vcc, vcc) computes exec & vcc; the
  per-lane exec bit comes from the lane's own bit. Every Bink 2 decoder
  kernel uses that form; this was the video corruption.
- buffer atomics add/sub/or/xor with a zero operand become an atomic
  load or nothing.
- DescriptorBinding carries bufferWritten/bufferAtomic/imageWritten;
  results expose a variantId and share SPIR-V copy-on-write; source
  keys use a length plus 64-bit hash; captures can be reused.
- wave-LDS ordering barriers, v_movrels/v_movreld lowering, SMEM with a
  VCC base, f16 conversion opcode fix, a per-function SPIRV-Tools pass
  list, env-gated IR dumps and probes.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0177gthrWEBBfBu5xJDXgBfo
2026-09-25 16:27:49 -07:00
boykopovar bf43995e8e feat(shader): implement enable cache field in recompile request 2026-09-24 20:59:34 +03:00
boykopovar 069ee78158 feat(shader): generate tessellation shaders for rect-list primitives 2026-09-23 16:13:33 +03:00
boykopovar 0b3ffe47b0 fix(shader): distinguish descriptor resources by register 2026-09-23 12:20:33 +03:00
boykopovar 5c7dc027ea feat(agc): add agc texture support definitions (wip) 2026-09-23 07:25:23 +03:00
boykopovar bb27de6fac feat(shader): add fragmentShaderBarycentricEnabled flag to recompiler 2026-09-22 21:35:45 +03:00
boykopovar f7aaa2fb86 feat(agc): add DRAW_INDEX_AUTO handling impl 2026-09-22 20:07:09 +03:00
boykopovar 5e3a13041c feat(agc): implement vertex attribute input and buffer binding 2026-09-22 11:34:54 +03:00
boykopovar e7633a7f07 fix(shader): thread cb_color0_info swap into pixel input color component mapping 2026-09-22 09:28:46 +03:00
boykopovar f38c6cd7af feat(shader): implement checked BDA reads and GPU fault reporting 2026-09-21 19:26:09 +03:00
boykopovar 3028c87491 feat(agc): add bda memory mapping and resource management (wip) 2026-09-21 18:54:06 +03:00