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VideoCommon: More specific subgroup op bugs
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On all platforms, this would result in out of bounds accesses when getting the component sizes (which uses stuff from VertexLoader_Position.h/VertexLoader_TextCoord.h/VertexLoader_Normal.h). On platforms other than x64 and ARM64, this would also be out of bounds accesses when getting function pointers for the non-JIT vertex loader (in VertexLoader_Position.cpp etc.). Usually both of these would get data from other entries in the same multi-dimensional array, but the last few entries would be truly out of bounds. This does mean that an out of bounds function pointer can be called on platforms that don't have a JIT vertex loader, but it is limited to invalid component formats with values 5/6/7 due to the size of the bitfield the formats come from, so it seems unlikely that this could be exploited in practice.
This issue affects a few games; Def Jam: Fight for New York (https://bugs.dolphin-emu.org/issues/12719) and Fifa Street are known to be affected.
I have not done any hardware testing for this PR specifically, though I *think* I previously determined that at least a value of 5 behaves the same as float (4). That's what I implemented in any case. I did previously determine that both Def Jam: Fight for New York and Fifa Street use an invalid normal format, but don't actually have lighting enabled when that normal vector is used, so it doesn't change rendering in practice.
The color component format also has two invalid values, but VertexLoader_Color.h/.cpp do check for those invalid ones and return a default value instead of doing an out of bounds access.
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We now use subgroup ops for more than just a minor performance optimization
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Allows non-constant simd broadcast, which is used by the ascii art shader
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VideoBackends / VideoCommon: update max pixel shader samplers from 8 to 16
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VideoBackends / VideoCommon: add type enum to dictate how the texture is used; support texture 2d
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2D texture, a texture array, or a cube map; support 2D texture type across backends
Co-authored-by: TellowKrinkle <tellowkrinkle@gmail.com>
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this allows us to support more samplers than the native Wii/GC
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Crosses off a lingering TODO.
Also amends a few nearby cases where a u32 cast was being repromoted to
size_t.
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Prevents complaining from validation layers
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Bug: https://bugs.dolphin-emu.org/issues/13404
On macOS 13.6 / Intel HD 5000, Dolphin crashes with this message:
> -[MTLIGAccelDevice setShouldMaximizeConcurrentCompilation:]: unrecognized selector
This should be available on all macOS 13.3+ systems – but when using OCLP drivers,
some devices use an older version of Metal.framework, which doesn't expose the selector.
This concerns Intel Ivy Bridge, Haswell and Nvidia Kepler when using OCLP on macOS 13.3
or newer.
(See
https://github.com/dortania/OpenCore-Legacy-Patcher/blob/34676702f494a2a789c514cc76dba19b8b7206b1/docs/PATCHEXPLAIN.md?plain=1#L354C1-L354C83)
As the behavior is an optional optimization anyway, perform a dynamic
detection to avoid crashing if the feature is not available.
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uniforms in other backends (Metal is still not supported)
Co-authored-by: TellowKrinkle <tellowkrinkle@gmail.com>
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VideoBackends:Metal: Multi render target support
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Vulkan)
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VideoBackends:Metal: Enable shouldMaximizeConcurrentCompilation when available
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OpenGL: Check the list of supported AA modes instead of hardcoding
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VideoBackends: add support to allow rendering to multiple output targets
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Video: add R10B10G10A2 and R16G16B16A16F texture types
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AMD Metal drivers have a goofy bug where the bbox buffer stops being coherent with the cpu if you copy to it from a private (gpu) buffer and don't do anything else with it in that command buffer.
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Enable BCn texture support on iOS where available
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VideoBackends:Metal: Fix perf queries
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Fixes an issue where perf queries could end up including counts from previous queries
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VideoBackend/OGL: Prefer KHR_shader_subgroup over NV_shader_thread.
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While the NV extension is totally fine, the KHR extension should be able to support more hardware.
For NVIDIA, the hardware either supports both or neither, it just needs a driver from the last two years.
For AMD, the drivers from late 2022-12 seems to bring support for the KHR extension.
For Intel, the KHR is also supported for some years.
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the pipeline itself, so that it's easy to duplicate pipelines with slightly altered configuration
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Kill Renderer (with phire)
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Co-authored-by: Mai <mathew1800@gmail.com>
Co-authored-by: BhaaL <bhaalsen@gmail.com>
Co-authored-by: iwubcode <iwubcode@users.noreply.github.com>
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And fix bug where opengl was getting the wrong coordinates
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VideoBackends: add a way to load data into a specific level AND layer
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