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https://github.com/skyline-emu/skyline.git
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Update hades
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@ -1 +1 @@
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Subproject commit b42d6eb5c016ba185a050545654ac2ed3536c469
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Subproject commit 58ae23f7dbd87eaf40f90ba90e4d8aa2c29d363c
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@ -32,7 +32,10 @@ namespace skyline::gpu {
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.support_float16 = traits.supportsFloat16,
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.support_int64 = traits.supportsInt64,
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.needs_demote_reorder = false,
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.support_snorm_render_buffer = true
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.support_snorm_render_buffer = true,
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.support_viewport_index_layer = gpu.traits.supportsShaderViewportIndexLayer,
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.min_ssbo_alignment = traits.minimumStorageBufferAlignment,
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.support_geometry_passthrough = false
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};
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constexpr u32 TegraX1WarpSize{32}; //!< The amount of threads in a warp on the Tegra X1
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@ -63,10 +66,13 @@ namespace skyline::gpu {
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.support_int64_atomics = traits.supportsAtomicInt64,
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.support_derivative_control = true,
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.support_geometry_shader_passthrough = false,
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.support_native_ndc = false,
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.warp_size_potentially_larger_than_guest = TegraX1WarpSize < traits.subgroupSize,
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.lower_left_origin_mode = false,
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.need_declared_frag_colors = false,
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.has_broken_spirv_position_input = traits.quirks.brokenSpirvPositionInput
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.has_broken_spirv_position_input = traits.quirks.brokenSpirvPositionInput,
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.has_broken_spirv_subgroup_mask_vector_extract_dynamic = traits.quirks.brokenSubgroupMaskExtractDynamic,
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.has_broken_spirv_subgroup_shuffle = traits.quirks.brokenSubgroupShuffle,
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};
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Shader::Settings::values = {
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@ -299,6 +305,12 @@ namespace skyline::gpu {
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return Shader::Maxwell::MergeDualVertexPrograms(vertexA, vertexB, env);
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}
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Shader::IR::Program ShaderManager::GenerateGeometryPassthroughShader(Shader::IR::Program &layerSource, Shader::OutputTopology topology) {
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std::scoped_lock lock{poolMutex};
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return Shader::Maxwell::GenerateGeometryPassthrough(instructionPool, blockPool, hostTranslateInfo, layerSource, topology);
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}
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Shader::IR::Program ShaderManager::ParseComputeShader(span<u8> binary, u32 baseOffset,
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u32 textureConstantBufferIndex,
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u32 localMemorySize, u32 sharedMemorySize,
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@ -311,7 +323,6 @@ namespace skyline::gpu {
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return Shader::Maxwell::TranslateProgram(instructionPool, blockPool, environment, cfg, hostTranslateInfo);
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}
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vk::ShaderModule ShaderManager::CompileShader(const Shader::RuntimeInfo &runtimeInfo, Shader::IR::Program &program, Shader::Backend::Bindings &bindings) {
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std::scoped_lock lock{poolMutex};
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@ -46,6 +46,11 @@ namespace skyline::gpu {
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*/
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Shader::IR::Program CombineVertexShaders(Shader::IR::Program &vertexA, Shader::IR::Program &vertexB, span<u8> vertexBBinary);
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/**
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* @brief Generates a passthrough geometry shader to write gl_Layer on devices that don't support VK_EXT_shader_viewport_index_layer
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*/
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Shader::IR::Program GenerateGeometryPassthroughShader(Shader::IR::Program &layerSource, Shader::OutputTopology topology);
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Shader::IR::Program ParseComputeShader(span<u8> binary, u32 baseOffset, u32 textureConstantBufferIndex, u32 localMemorySize, u32 sharedMemorySize, std::array<u32, 3> workgroupDimensions, const ConstantBufferRead &constantBufferRead, const GetTextureType &getTextureType);
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vk::ShaderModule CompileShader(const Shader::RuntimeInfo &runtimeInfo, Shader::IR::Program &program, Shader::Backend::Bindings &bindings);
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@ -240,6 +240,10 @@ namespace skyline::gpu {
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if (deviceProperties.driverVersion >= VK_MAKE_VERSION(512, 615, 0) && deviceProperties.driverVersion <= VK_MAKE_VERSION(512, 615, 512))
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brokenMultithreadedPipelineCompilation = true;
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if (deviceProperties.driverVersion < VK_MAKE_VERSION(512, 672, 0))
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brokenSubgroupMaskExtractDynamic = true;
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brokenSubgroupShuffle = true;
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maxGlobalPriority = vk::QueueGlobalPriorityEXT::eHigh;
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break;
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}
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@ -70,6 +70,8 @@ namespace skyline::gpu {
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bool brokenSpirvPositionInput{}; //!< [Adreno Proprietary] A bug that causes the shader compiler to fail on shaders with vertex position inputs not contained within a struct
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bool brokenComputeShaders{}; //!< [ARM Proprietary] A bug that causes compute shaders in some games to crash the GPU
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bool brokenMultithreadedPipelineCompilation{}; //!< [Qualcomm Proprietary] A bug that causes the shader compiler to crash when compiling pipelines on multiple threads simultaneously
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bool brokenSubgroupMaskExtractDynamic{}; //!< [Qualcomm Proprietary] A bug that causes shaders using OpVectorExtractDynamic on the subgroup mask builtins to fail to compile
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bool brokenSubgroupShuffle{}; //!< [Qualcomm Proprietary] A bug that causes shaders using OpSubgroupShuffle to do all sorts of weird things
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u32 maxSubpassCount{std::numeric_limits<u32>::max()}; //!< The maximum amount of subpasses within a renderpass, this is limited to 64 on older Adreno proprietary drivers
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vk::QueueGlobalPriorityEXT maxGlobalPriority{vk::QueueGlobalPriorityEXT::eMedium}; //!< The highest allowed global priority of the queue, drivers will not allow higher priorities to be set on queues
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