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https://github.com/shadps4-emu/shadPS4.git
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@ -267,12 +267,10 @@ s32 PS4_SYSV_ABI sceKernelBatchMap2(OrbisKernelBatchMapEntry* entries, int numEn
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} else if (entries[i].operation == MemoryOpTypes::ORBIS_KERNEL_MAP_OP_MAP_FLEXIBLE) {
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result = sceKernelMapNamedFlexibleMemory(&entries[i].start, entries[i].length,
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entries[i].protection, flags, "");
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LOG_INFO(
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Kernel_Vmm,
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LOG_INFO(Kernel_Vmm,
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"BatchMap: entry = {}, operation = {}, len = {:#x}, type = {}, "
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"result = {}",
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i, entries[i].operation, entries[i].length, (u8)entries[i].type,
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result);
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i, entries[i].operation, entries[i].length, (u8)entries[i].type, result);
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if (result == 0)
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processed++;
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@ -205,7 +205,9 @@ void EmitContext::DefineInputs(const Info& info) {
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: 1;
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// Note that we pass index rather than Id
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input_params[input.binding] = {
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rate_idx, input_u32, U32[1], input.num_components, false, input.instance_data_buf,
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rate_idx, input_u32,
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U32[1], input.num_components,
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false, input.instance_data_buf,
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};
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} else {
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Id id{DefineInput(type, input.binding)};
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@ -625,7 +625,8 @@ void Translator::V_MAD_U64_U32(const GcnInst& inst) {
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const auto src2 = GetSrc64<IR::U64>(inst.src[2]);
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// const IR::U64 mul_result = ir.UConvert(64, ir.IMul(src0, src1));
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const IR::U64 mul_result = ir.PackUint2x32(ir.CompositeConstruct(ir.IMul(src0, src1), ir.Imm32(0U)));
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const IR::U64 mul_result =
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ir.PackUint2x32(ir.CompositeConstruct(ir.IMul(src0, src1), ir.Imm32(0U)));
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const IR::U64 sum_result = ir.IAdd(mul_result, src2);
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SetDst64(inst.dst[0], sum_result);
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@ -62,7 +62,8 @@ void Scheduler::EndRendering() {
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.image = render_state.color_images[i],
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.subresourceRange = {
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.subresourceRange =
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{
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.aspectMask = vk::ImageAspectFlagBits::eColor,
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.baseMipLevel = 0,
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.levelCount = VK_REMAINING_MIP_LEVELS,
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@ -77,7 +78,6 @@ void Scheduler::EndRendering() {
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vk::PipelineStageFlagBits::eFragmentShader,
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vk::DependencyFlagBits::eByRegion, {}, {}, barriers);
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}
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}
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void Scheduler::Flush(SubmitInfo& info) {
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@ -341,7 +341,8 @@ void TextureCache::RefreshImage(Image& image) {
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cmdbuf.copyBufferToImage(buffer, image.image, vk::ImageLayout::eTransferDstOptimal, image_copy);
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image.Transit(vk::ImageLayout::eGeneral, vk::AccessFlagBits::eMemoryWrite | vk::AccessFlagBits::eMemoryRead);
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image.Transit(vk::ImageLayout::eGeneral,
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vk::AccessFlagBits::eMemoryWrite | vk::AccessFlagBits::eMemoryRead);
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}
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vk::Sampler TextureCache::GetSampler(const AmdGpu::Sampler& sampler) {
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