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<title>eglantine-cirakg/src/video_core/shader/decode/texture.cpp, branch nx2</title>
<subtitle>Mirror of github.com/cira0100/Eglantine-public nx2, a fork of Djihads80/Eglantine.</subtitle>
<id>https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2</id>
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<updated>2021-07-23T01:51:22+00:00</updated>
<entry>
<title>shader: Remove old shader management</title>
<updated>2021-07-23T01:51:22+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-02-16T23:52:12+00:00</published>
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<id>urn:sha1:65069df8aa3975b055d70c3c615f9c99d60c72e0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Review 1</title>
<updated>2021-02-15T05:26:28+00:00</updated>
<author>
<name>Kelebek1</name>
<email>eeeedddccc@hotmail.co.uk</email>
</author>
<published>2021-02-15T05:26:28+00:00</published>
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<id>urn:sha1:16a5c56b7c8fbc067ba221db5a406d20f6b70db2</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Implement texture offset support for TexelFetch and TextureGather and add offsets for Tlds</title>
<updated>2021-02-15T00:36:37+00:00</updated>
<author>
<name>Kelebek1</name>
<email>eeeedddccc@hotmail.co.uk</email>
</author>
<published>2021-02-14T23:21:42+00:00</published>
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<id>urn:sha1:4e04e95a8ed1a68f3f67bb9c324b171bf5bb287f</id>
<content type='text'>
Formatting
</content>
</entry>
<entry>
<title>video_core: Rewrite the texture cache</title>
<updated>2020-12-30T06:38:50+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-12-30T05:25:23+00:00</published>
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<id>urn:sha1:d25b097e84478df47c122265809dff1ef0b4982b</id>
<content type='text'>
The current texture cache has several points that hurt maintainability
and performance. It's easy to break unrelated parts of the cache
when doing minor changes. The cache can easily forget valuable
information about the cached textures by CPU writes or simply by its
normal usage.The current texture cache has several points that hurt
maintainability and performance. It's easy to break unrelated parts
of the cache when doing minor changes. The cache can easily forget
valuable information about the cached textures by CPU writes or simply
by its normal usage.

This commit aims to address those issues.
</content>
</entry>
<entry>
<title>video_core: Remove unnecessary enum class casting in logging messages</title>
<updated>2020-12-07T05:41:50+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-12-07T05:41:47+00:00</published>
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<content type='text'>
fmt now automatically prints the numeric value of an enum class member
by default, so we don't need to use casts any more.

Reduces the line noise a bit.
</content>
</entry>
<entry>
<title>shader: Partially implement texture cube array shadow</title>
<updated>2020-10-28T20:12:40+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-10-28T20:11:24+00:00</published>
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<id>urn:sha1:5690bca1c4d2793ddaa3c9f217e7260f9a016aa8</id>
<content type='text'>
This implements texture cube arrays with shadow comparisons but doesn't
fix the asserts related to it.

Fixes out of bounds reads on swizzle constructors and makes them use
bounds checked ::at instead of the unsafe operator[].
</content>
</entry>
<entry>
<title>shader/texture: Implement CUBE texture type for TMML and fix arrays</title>
<updated>2020-10-08T02:17:46+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-10-08T02:17:46+00:00</published>
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<id>urn:sha1:be7e8a4f08ac1ad3da3265246391591de8022ada</id>
<content type='text'>
TMML takes an array argument that has no known meaning, this one appears
as the first component in gpr8 followed by s, t and r. Skip this
component when arrays are being used. Also implement CUBE texture types.

- Used by Pikmin 3: Deluxe Demo.
</content>
</entry>
<entry>
<title>decoder/texture: Eliminate narrowing conversion in GetTldCode()</title>
<updated>2020-09-17T19:04:17+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-09-17T19:04:14+00:00</published>
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<id>urn:sha1:8f587c15ac119711101db95f217020033d74b15d</id>
<content type='text'>
The assignment was previously truncating a u64 value to a bool.
</content>
</entry>
<entry>
<title>shader/texture: Join separate image and sampler pairs offline</title>
<updated>2020-06-05T03:24:51+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-06-05T02:03:49+00:00</published>
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<id>urn:sha1:2f28ac0ada7637b6437b00e90f53bf558b2c6a67</id>
<content type='text'>
Games using D3D idioms can join images and samplers when a shader
executes, instead of baking them into a combined sampler image. This is
also possible on Vulkan.

One approach to this solution would be to use separate samplers on
Vulkan and leave this unimplemented on OpenGL, but we can't do this
because there's no consistent way of determining which constant buffer
holds a sampler and which one an image. We could in theory find the
first bit and if it's in the TIC area, it's an image; but this falls
apart when an image or sampler handle use an index of zero.

The used approach is to track for a LOP.OR operation (this is done at an
IR level, not at an ISA level), track again the constant buffers used as
source and store this pair. Then, outside of shader execution, join
the sample and image pair with a bitwise or operation.

This approach won't work on games that truly use separate samplers in a
meaningful way. For example, pooling textures in a 2D array and
determining at runtime what sampler to use.

This invalidates OpenGL's disk shader cache :)

- Used mostly by D3D ports to Switch
</content>
</entry>
<entry>
<title>shader/texture: Support multiple unknown sampler properties</title>
<updated>2020-04-23T21:04:13+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-04-16T05:07:42+00:00</published>
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<content type='text'>
This allows deducing some properties from the texture instruction before
asking the runtime. By doing this we can handle type mismatches in some
instructions from the renderer instead of the shader decoder.

Fixes texelFetch issues with games using 2D texture instructions on a 1D
sampler.
</content>
</entry>
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