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https://github.com/Takiiiiiiii/strato.git
synced 2025-07-17 08:46:39 +00:00
Update hades
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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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