yuzu-android/src/video_core/renderer_vulkan
ReinUsesLisp 5b2b6d594c shader/texture: Join separate image and sampler pairs offline
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
2020-06-05 00:24:51 -03:00
..
shaders
fixed_pipeline_state.cpp fixed_pipeline_state: Remove unnecessary check for front faces flip 2020-05-26 16:32:27 -03:00
fixed_pipeline_state.h
maxwell_to_vk.cpp maxwell_to_vk: Add R16UI image format 2020-06-02 02:15:20 -03:00
maxwell_to_vk.h
nsight_aftermath_tracker.cpp
nsight_aftermath_tracker.h
renderer_vulkan.cpp
renderer_vulkan.h
vk_blit_screen.cpp
vk_blit_screen.h
vk_buffer_cache.cpp buffer_cache: Use boost::intrusive::set for caching 2020-05-21 16:44:00 -03:00
vk_buffer_cache.h
vk_compute_pass.cpp
vk_compute_pass.h
vk_compute_pipeline.cpp
vk_compute_pipeline.h
vk_descriptor_pool.cpp
vk_descriptor_pool.h
vk_device.cpp maxwell_to_vk: Add R16UI image format 2020-06-02 02:15:20 -03:00
vk_device.h
vk_fence_manager.cpp
vk_fence_manager.h buffer_cache: Use boost::intrusive::set for caching 2020-05-21 16:44:00 -03:00
vk_graphics_pipeline.cpp
vk_graphics_pipeline.h
vk_image.cpp
vk_image.h
vk_memory_manager.cpp
vk_memory_manager.h
vk_pipeline_cache.cpp Merge pull request #3930 from ReinUsesLisp/animal-borders 2020-05-31 18:40:17 -04:00
vk_pipeline_cache.h
vk_query_cache.cpp
vk_query_cache.h
vk_rasterizer.cpp shader/texture: Join separate image and sampler pairs offline 2020-06-05 00:24:51 -03:00
vk_rasterizer.h
vk_renderpass_cache.cpp
vk_renderpass_cache.h
vk_resource_manager.cpp
vk_resource_manager.h
vk_sampler_cache.cpp
vk_sampler_cache.h
vk_scheduler.cpp
vk_scheduler.h
vk_shader_decompiler.cpp Merge pull request #3930 from ReinUsesLisp/animal-borders 2020-05-31 18:40:17 -04:00
vk_shader_decompiler.h
vk_shader_util.cpp
vk_shader_util.h
vk_staging_buffer_pool.cpp
vk_staging_buffer_pool.h
vk_state_tracker.cpp
vk_state_tracker.h
vk_stream_buffer.cpp
vk_stream_buffer.h
vk_swapchain.cpp
vk_swapchain.h
vk_texture_cache.cpp texture_cache: Implement depth stencil texture swizzles 2020-05-26 17:44:50 -03:00
vk_texture_cache.h
vk_update_descriptor.cpp
vk_update_descriptor.h
wrapper.cpp
wrapper.h