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shader_recompiler: Implement data share append and consume operations (#814)
* shader_recompiler: Add more format swap modes * texture_cache: Handle stencil texture reads * emulator: Support loading font library * readme: Add thanks section * shader_recompiler: Constant buffers as integers * shader_recompiler: Typed buffers as integers * shader_recompiler: Separate thread bit scalars * We can assume guest shader never mixes them with normal sgprs. This helps avoid errors where ssa could view an sgpr write dominating a thread bit read, due to how control flow is structurized, even though its not possible in actual control flow * shader_recompiler: Implement data append/consume operations * clang format * buffer_cache: Simplify invalidation scheme * video_core: Remove some invalidation remnants * adjust
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@@ -195,7 +195,7 @@ void Emulator::Run(const std::filesystem::path& file) {
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}
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void Emulator::LoadSystemModules(const std::filesystem::path& file) {
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constexpr std::array<SysModules, 9> ModulesToLoad{
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constexpr std::array<SysModules, 10> ModulesToLoad{
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{{"libSceNgs2.sprx", &Libraries::Ngs2::RegisterlibSceNgs2},
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{"libSceFiber.sprx", nullptr},
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{"libSceUlt.sprx", nullptr},
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@@ -204,7 +204,8 @@ void Emulator::LoadSystemModules(const std::filesystem::path& file) {
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{"libSceLibcInternal.sprx", &Libraries::LibcInternal::RegisterlibSceLibcInternal},
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{"libSceDiscMap.sprx", &Libraries::DiscMap::RegisterlibSceDiscMap},
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{"libSceRtc.sprx", &Libraries::Rtc::RegisterlibSceRtc},
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{"libSceJpegEnc.sprx", nullptr}},
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{"libSceJpegEnc.sprx", nullptr},
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{"libSceFont.sprx", nullptr}},
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};
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std::vector<std::filesystem::path> found_modules;
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