fix: file name typo constant_propogation_pass.cpp
fix typo from 'symbol_vitrual_addr' variable
fix typo in emit_spirv_context_get_set.cpp
fix typo from constant_propagation_pass.cpp in CMakeLists
fix typo in these some config.cpp functions
- setSliderPosition
- setSliderPositionGrid
- getSliderPosition
- getSliderPositionGrid
fix typo inside src\core\aerolib\stubs.cpp
fix typo in a comment from src\core\file_format\pkg.cpp
fix typo inside src\core\file_sys\fs.cpp + fs.h
- NeedsCaseInsensiveSearch -> NeedsCaseInsensitiveSearch
fix 2 function typos: sceAppContentAddcontEnqueueDownloadByEntitlemetId and sceAppContentAddcontMountByEntitlemetId
fix typo on comment inside src\core\libraries\kernel\file_system.cpp
fix typo on src\core\libraries\videoout\driver.cpp
fix typo in src\core\memory.cpp
fix typo from comment in src\qt_gui\game_list_utils.h
fix typo in src\video_core\amdgpu\liverpool.h
- window_offset_disble to window_offset_disable
fix typo from comments in src\video_core\host_shaders\detile_m32x1.comp + detile_m32x2.comp
- subotimal -> suboptimal
fix typo from comment in src\video_core\renderer_vulkan\renderer_vulkan.cpp
- dimentions -> dimensions
fix typo from enum in src\common\debug.h and other files
- MarkersPallete -> MarkersPalette
fix last typo in src\video_core\amdgpu\pm4_opcodes.h
- PremableCntl -> PreambleCntl
* shader_recompiler: handle fetch shader address offsets
parse index & offset sgpr from fetch shader and propagate them to vkBindVertexBuffers
* shader_recompiler: fix fetch_shader when offset is not present
* video_core: propagate index/offset SGPRs to vkCmdDraw instead of offsetting the buffer address
* video_core: add vertex_offset to non-indexed draw calls
renamed fetch offset fields
* cfg: Add one more divergence case
* Seen in RDR shaders
* renderer_vulkan: Reduce number of compiled shaders
* vk_pipeline_cache: Remove some unnecessary checks
gcc fails to infer the type of the two parts of a ternary expression whose types are different but both contain an implicit cast operator to the same type
* gui: add option to boot a game by choosing elf file
* core: some small implementations
* fs: implement open func
* add some validations
* spirv: add image format
* video_core: add eR16Uint to formats
* 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
* shader_recompiler: fix for float convert and debug asserts
* libraries: kernel: correct return code on invalid semaphore
* amdgpu: additional case for cb extents retrieval heuristic
* removed redundant check in assert
* amdgpu: fix for linear tiling mode detection fin color buffers
* texture_cache: fix for unexpected scheduler flushes by detiler
* renderer_vulkan: missing depth barrier
* texture_cache: missed slices in rt view; + detiler format
[Debug] <Critical> liverpool_to_vk.cpp:SurfaceFormat:395: Unreachable code!
CUSA24620
Unknown data_format=7 and num_format=7
CUSA03082
Unknown data_format=2 and num_format=4
CUSA19345
Unknown data_format=34 and num_format=7
CUSA02411
Unknown data_format=1 and num_format=9
A duplicate was also removed.
* translator: Implemtn f32 to f16 convert
* shader_recompiler: Add bit instructions
* shader_recompiler: More data share instructions
* shader_recompiler: Remove exec contexts, fix S_MOV_B64
* shader_recompiler: Split instruction parsing into categories
* shader_recompiler: Better BFS search
* shader_recompiler: Constant propagation pass for cmp_class_f32
* shader_recompiler: Partial readfirstlane implementation
* shader_recompiler: Stub readlane/writelane only for non-compute
* hack: Fix swizzle on RDR
* Will properly fix this when merging this
* clang format
* address_space: Bump user area size to full
* shader_recompiler: V_INTERP_MOV_F32
* Should work the same as spirv will emit flat decoration on demand
* kernel: Add MAP_OP_MAP_FLEXIBLE
* image_view: Attempt to apply storage swizzle on format
* vk_scheduler: Barrier attachments on renderpass end
* clang format
* liverpool: cs state backup
* shader_recompiler: More instructions and formats
* vector_alu: Proper V_MBCNT_U32_B32
* shader_recompiler: Port some dark souls things
* file_system: Implement sceKernelRename
* more formats
* clang format
* resource_tracking_pass: Back to assert
* translate: Tracedata
* kernel: Remove tracy lock
* Solves random crashes in Dark Souls
* code: Review comments
* texture_cache: interface refactoring
* a bit of fixes and improvements
* texture_cache: macro tile extents for bpp 128
* texture_cache: detiler: prefer host memory for large buffers upload
* amdgpu: proper CB and DB sizes calculation; minor refactoring
* texture_cache: separate file for image_info
* texture_cache: image guest address moved into image info
* texture_cache: surface size calculation
* shader_recompiler: fixed sin/cos
Thanks to red_pring and gandalfthewhite0173
* initial preparations for subresources upload
* review comments
* vk_instance: Better feature check
* shader_recompiler: Make most features optional
* vk_instance: Bump extension vector size
* resource_tracking_pass: Perform BFS for sharp tracking
* The Witness triggered this
* disable configured flexible memory size (caused issues in some games)
* fixed case S_OR_B64 for blazing chrome
* submodules updates and fixes for latest SDL
* stubbed _sigprocmask (not handled and spams too much)
* added ReplaceOp case in Stencilop
* dummy ajm module added
* video_core: Add a few missed things
* libkernel: More proper memory mapped files
* memory: Fix tessellation buffer mapping
* Cuphead work
* sceKernelPollSema fix
* clang format
* fixed ngs2 lle loading and rtc lib
* draft pthreads keys implementation
* fixed return codes
* return error code if sceKernelLoadStartModule module is invalid
* re-enabled system modules and disable debug in libs.h
* Improve linux support
* fix windows build
* kernel: Rework keys
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* vk_rasterizer: Clear depth buffer when DB_RENDER_CONTROL says so
* video_core: Preliminary storage image support, more opcodes
* renderer_vulkan: a fix for vertex buffers merging
* renderer_vulkan: a heuristic for blend override when alpha out is masked
---------
Co-authored-by: psucien <bad_cast@protonmail.com>
* memory: Avoid crash when alignment is zero
* Also remove unused file
* shader_recompiler: Add more instructions
* Also fix some minor issues with a few existing instructions
* control_flow: Don't emit discard for null exports
* renderer_vulkan: Add depth buffer support
* liverpool: Fix wrong color buffer number type and viewport zscale
* Also add some more formats
* core: Split module code from linker
* linker: Properly implement thread local storage
* kernel: Fix a few memory functions
* kernel: Implement module loading
* Now it's easy to do anyway with new module rework
* to ensure that we're not unlocking submits too early
* a final touch
* video_core: texture_cache: fix for page table corruption
* core: linker: a name for the game main thread
* libraries: gnmdriver: an option to dump application command lists
* libraries: kernel: named guest threads
* video_core: added a heuristic for determination of CB/DB surface extents
* fix for rebase leftover
* video_core: Remove hack in rasterizer
* The hack was to skip the first draw as the display buffer had not been created yet and the texture cache couldn't create one itself. With this patch it now can, using the color buffer parameters from registers
* shader_recompiler: Implement attribute loads/stores
* video_core: Add basic vertex, index buffer handling and pipeline caching
* externals: Make xxhash lowercase