[PR #2129] [MERGED] shader_recompiler: Remove AMD native CubeFaceCoord. #2502

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opened 2026-02-27 22:00:10 +03:00 by kerem · 0 comments
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📋 Pull Request Information

Original PR: https://github.com/shadps4-emu/shadPS4/pull/2129
Author: @squidbus
Created: 1/11/2025
Status: Merged
Merged: 1/11/2025
Merged by: @squidbus

Base: mainHead: remove-amd-cubecoord


📝 Commits (1)

  • c583d86 shader_recompiler: Remove AMD native CubeFaceCoord.

📊 Changes

6 files changed (+10 additions, -37 deletions)

View changed files

📝 src/shader_recompiler/backend/spirv/emit_spirv_image.cpp (+0 -8)
📝 src/shader_recompiler/backend/spirv/emit_spirv_instructions.h (+0 -1)
📝 src/shader_recompiler/frontend/translate/vector_alu.cpp (+10 -22)
📝 src/shader_recompiler/ir/ir_emitter.cpp (+0 -4)
📝 src/shader_recompiler/ir/ir_emitter.h (+0 -1)
📝 src/shader_recompiler/ir/opcodes.inc (+0 -1)

📄 Description

AMD's SPIR-V CubeFaceCoord does not seem to be equivalent to v_cubesc_f32/v_cubetc_f32, rather it seems to include some of the additional transformations typically done on those instructions' outputs after. So we can't use it as a native implementation for those instructions.

Should fix some Bloodborne shadow issues in first area remaining on AMD GPUs, need someone with AMD to test and confirm.


🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.

## 📋 Pull Request Information **Original PR:** https://github.com/shadps4-emu/shadPS4/pull/2129 **Author:** [@squidbus](https://github.com/squidbus) **Created:** 1/11/2025 **Status:** ✅ Merged **Merged:** 1/11/2025 **Merged by:** [@squidbus](https://github.com/squidbus) **Base:** `main` ← **Head:** `remove-amd-cubecoord` --- ### 📝 Commits (1) - [`c583d86`](https://github.com/shadps4-emu/shadPS4/commit/c583d8607da6c149f7c274ab48faeef40ea6b91a) shader_recompiler: Remove AMD native CubeFaceCoord. ### 📊 Changes **6 files changed** (+10 additions, -37 deletions) <details> <summary>View changed files</summary> 📝 `src/shader_recompiler/backend/spirv/emit_spirv_image.cpp` (+0 -8) 📝 `src/shader_recompiler/backend/spirv/emit_spirv_instructions.h` (+0 -1) 📝 `src/shader_recompiler/frontend/translate/vector_alu.cpp` (+10 -22) 📝 `src/shader_recompiler/ir/ir_emitter.cpp` (+0 -4) 📝 `src/shader_recompiler/ir/ir_emitter.h` (+0 -1) 📝 `src/shader_recompiler/ir/opcodes.inc` (+0 -1) </details> ### 📄 Description AMD's SPIR-V `CubeFaceCoord` does not seem to be equivalent to `v_cubesc_f32`/`v_cubetc_f32`, rather it seems to include some of the additional transformations typically done on those instructions' outputs after. So we can't use it as a native implementation for those instructions. Should fix some Bloodborne shadow issues in first area remaining on AMD GPUs, need someone with AMD to test and confirm. --- <sub>🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.</sub>
kerem 2026-02-27 22:00:10 +03:00
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starred/shadPS4#2502
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