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| author | CamilleLaVey <camillelavey99@gmail.com> | 2026-08-28 01:21:22 +0200 |
|---|---|---|
| committer | crueter <crueter@eden-emu.dev> | 2026-08-28 01:21:22 +0200 |
| commit | 50cb8fd1c94eecfbf1a052abddf7f9d2b0725015 (patch) | |
| tree | a3465c71348766c0527e22dffac406957f729932 /src/video_core/vulkan_common/vulkan_device.cpp | |
| parent | faaf1bac6405658755421b2764cc4a16f8b800b8 (diff) | |
[vulkan] Implementation for VK_EXT_shader_quad_control (#4168)
An experimental approach to introduce an smarter way to use and access QUAD's capabilities on shaders, suggested by @gidoly some months ago, finally came into something usable; current implementation checks GLASM, GLSL and Vulkan on their own way, stablishes proper emitters and receivers for Quads inside our recompiler, which are the introductions for future changes; checks for support and actual feature bit, OpCodes and mask were added within this PR. Meanwhile the expected behavior was to reduce graphical issues (on games with Quad shaders reliant), we encountered a very slight performance increase depending on what game and shader are actually compiled.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4168
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Diffstat (limited to 'src/video_core/vulkan_common/vulkan_device.cpp')
| -rw-r--r-- | src/video_core/vulkan_common/vulkan_device.cpp | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/src/video_core/vulkan_common/vulkan_device.cpp b/src/video_core/vulkan_common/vulkan_device.cpp index 1e46ca951c..9c0bc56a8b 100644 --- a/src/video_core/vulkan_common/vulkan_device.cpp +++ b/src/video_core/vulkan_common/vulkan_device.cpp @@ -1386,6 +1386,11 @@ void Device::RemoveUnsuitableExtensions() { VK_KHR_PIPELINE_EXECUTABLE_PROPERTIES_EXTENSION_NAME); } + // VK_KHR_shader_quad_control + extensions.shader_quad_control = features.shader_quad_control.shaderQuadControl; + RemoveExtensionFeatureIfUnsuitable(extensions.shader_quad_control, features.shader_quad_control, + VK_KHR_SHADER_QUAD_CONTROL_EXTENSION_NAME); + // VK_KHR_workgroup_memory_explicit_layout extensions.workgroup_memory_explicit_layout = features.workgroup_memory_explicit_layout.workgroupMemoryExplicitLayout && |
