* Change AggregateType to include vector type counts
* Replace VariableType uses with AggregateType and delete VariableType
* Support new local vector types on SPIR-V and GLSL
* Start using vector outputs for texture operations
* Use vectors on more texture operations
* Use vector output for ImageLoad operations
* Replace all uses of single destination texture constructors with multi destination ones
* Update textureGatherOffsets replacement to split vector operations
* Shader cache version bump
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Fix TXQ for 3D textures.
Assumes the texture is 3D if the component mask contains Z.
This fixes a bug in UE4 games where parts of the map had garbage pointers to lighting voxels, as the lookup 3D texture was not being initialized. Most notable game is THPS1+2.
May need another PR to keep image store data alive and properly flush it in order using the AutoDeleteCache.
* Get sampler type for TextureSize from bound textures.
* Initial Implementation
* Further improvements (no support for float/64-bit types)
* Merge atomic and reduce instructions, add missing format switch
* Fix rebase issues.
* Not used.
* Whoops. Fixed.
* Partial implementation of inc/dec, cleanup and TODOs
* Remove testing path
* Address Feedback
* Move shader resource descriptor creation out of the backend
* Remove now unused code, and other nits
* Shader cache version bump
* Nits
* Set format for bindless image load/store
* Fix buffer write flag
Here come Salieri, my implementation of a disk shader cache!
"I'm sure you know why I named it that."
"It doesn't really mean anything."
This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
* Initial implementation of Render Target Scaling
Works with most games I have. No GUI option right now, it is hardcoded.
Missing handling for texelFetch operation.
* Realtime Configuration, refactoring.
* texelFetch scaling on fragment shader (WIP)
* Improve Shader-Side changes.
* Fix potential crash when no color/depth bound
* Workaround random uses of textures in compute.
This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything.
* Fix scales oscillating when changing between non-native scales.
* Scaled textures on compute, cleanup, lazier uniform update.
* Cleanup.
* Fix stupidity
* Address Thog Feedback.
* Cover most of GDK's feedback (two comments remain)
* Fix bad rename
* Move IsDepthStencil to FormatExtensions, add docs.
* Fix default config, square texture detection.
* Three final fixes:
- Nearest copy when texture is integer format.
- Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error)
- Discount small textures.
* Remove scale threshold.
Not needed right now - we'll see if we run into problems.
* All CPU modification blacklists scale.
* Fix comment.
* Support separate textures and samplers
* Add missing bindless flag, fix SNORM format on buffer textures
* Add missing separation
* Add comments about the new handles