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https://github.com/shadps4-emu/shadPS4.git
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video_core: Crucial buffer cache fixes + proper GPU clears (#414)
* translator: Use templates for stronger type guarantees * spirv: Define buffer offsets upfront * Saves a lot of shader instructions * buffer_cache: Use dynamic vertex input when available * Fixes issues when games like dark souls rebind vertex buffers with different stride * externals: Update boost * spirv: Use runtime array for ssbos * ssbos can be large and typically their size will vary, especially in generic copy/clear cs shaders * fs: Lock when doing case insensitive search * Dark Souls does fs lookups from different threads * texture_cache: More precise invalidation from compute * Fixes unrelated render targets being cleared * texture_cache: Use hashes for protect gpu modified images from reupload * translator: Treat V_CNDMASK as float * Sometimes it can have input modifiers. Worst this will cause is some extra calls to uintBitsToFloat and opposite. But most often this is used as float anyway * translator: Small optimization for V_SAD_U32 * Fix review * clang format
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@@ -54,6 +54,7 @@ std::filesystem::path MntPoints::GetHostPath(const std::string& guest_directory)
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// If the path does not exist attempt to verify this.
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// Retrieve parent path until we find one that exists.
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std::scoped_lock lk{m_mutex};
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path_parts.clear();
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auto current_path = host_path;
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while (!std::filesystem::exists(current_path)) {
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@@ -9,7 +9,6 @@
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "core/libraries/error_codes.h"
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#include "core/libraries/kernel/thread_management.h"
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#include "core/libraries/libs.h"
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namespace Libraries::Kernel {
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@@ -82,7 +81,6 @@ public:
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public:
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struct WaitingThread : public ListBaseHook {
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std::string name;
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std::condition_variable cv;
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u32 priority;
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s32 need_count;
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@@ -90,7 +88,6 @@ public:
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bool was_cancled{};
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explicit WaitingThread(s32 need_count, bool is_fifo) : need_count{need_count} {
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name = scePthreadSelf()->name;
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if (is_fifo) {
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return;
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}
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