* Adding Swedish translation
* Updated Swedish translation with additional strings
Updated the Swedish translations using lupdate to found additional strings
cd src/qt_gui/treanslations
lupdate ../../../../shadPS4/ -tr-function-alias QT_TRANSLATE_NOOP+=TRANSLATE,QT_TRANSLATE_NOOP+=TRANSLATE_SV,QT_TRANSLATE_NOOP+=TRANSLATE_STR,QT_TRANSLATE_NOOP+=TRANSLATE_FS,QT_TRANSLATE_N_NOOP3+=TRANSLATE_FMT,QT_TRANSLATE_NOOP+=TRANSLATE_NOOP,translate+=TRANSLATE_PLURAL_STR,translate+=TRANSLATE_PLURAL_FS -no-obsolete -locations none -source-language en -ts sv.ts
* Update sv.ts
* Updated Swedish translation
* Adding copyright boilerplate
* Added recursive game scan and only using game directories
* Added recursion depth limit to scan directories
* Added recursive search by ID in cli mode
* Added recursive search to pkg installing
* savedata: rewrite save memory functions to handle slot id & better backup management
* savedata: auto-restore backup if needed
* safe save backup shutdown
replaced exit by quick_exit
If the emulator code is above a 40-bit address, the embedded shaders need to use address-hi to work. Embedded VS shader already supplies it, PS shader should as well.
* Unmap memory in chunks if spanning over multiple VMAs
* clang
* Merge fixups
* Minor code style changes
* Update function declarations
---------
Co-authored-by: Marcin Mikołajczyk <marcinmikolajcz@gmail.com>
Should fix some `Region coalescing failed: Attempt to access invalid address.` crashes.
Co-authored-by: TheTurtle <47210458+raphaelthegreat@users.noreply.github.com>
* Error return on sceNpGetAccountIdA
Confirmed through hardware testing, this returns ORBIS_NP_ERROR_SIGNED_OUT on a signed out console.
Parameters are based on fpPS4 code.
* Fix compile
* Move errors to separate file
* Cleanup function headers
Swaps user_ids to use our OrbisUserServiceUserId type, and fixes parameter names to align with our coding standards.
* Add proper parameter checks
* Implement sceNpGetAccountId
This function takes an online_id, uses an NpManager function to get the user_id, then uses that user_id to perform the same internal functions as sceNpGetAccountIdA.
* Implement sceNpHasSignedUp
* Fix sceNpGetAccountId
Further hardware testing shows that these always write 0 to account_id when failing.
* Update np_manager.cpp
* presenter: render the game inside a ImGui window
* presenter: render the previous frame to keep the render rendering
* swapchain: fix swapchain image view format not being converted to unorm
* devtools: fix frame graph timing
* Add show game size toggle
* Fix (#7)
* Fix
I removed the gameSizeCheckBox from the 'Emulator' group and put it in 'GUI settings'
hLayoutTrophy which contains the Trophy information was inside the GUIMusicLayout, so I fixed that too.
* TR
* Use cached sizes if the feature is enabled
---------
Co-authored-by: DanielSvoboda <daniel.svoboda@hotmail.com>
* Auto-generate libSceHttp2
* Improved stub for sceHttp2Init
Needed for updated versions of Cyberpunk 2077.
Parameters are based on fpPS4, while the stub itself is based on similar stubs in our other networking libraries.
* Clang
I guess the line length calculations in the moduleGenerator are still not perfect?
* Auto-generate libSceSsl2 stubs
* Copy over sceSslInit stub
* Update CMakeLists.txt
* Swap to Lib_Ssl2 log category
* Fix compile
Since libSceSsl has many functions of the same name, these functions get treated as overloaded functions and break compiling.
* Clang
* shader_recompiler: Account for instruction array flag in image type.
* shader_recompiler: Check da flag for all mimg instructions.
* shader_recompiler: Convert cube images into 2D arrays.
* shader_recompiler: Move image resource functions into sharp type.
* shader_recompiler: Use native AMD cube instructions when possible.
* specialization: Fix buffer storage mistake.
* Support for true fullscreen
* clang
* Re-add mistakenly deleted line
* Size
I adjusted the size of the entire screen.
trophies font size and added a margin so it wouldn't be so spaced out.
---------
Co-authored-by: DanielSvoboda <daniel.svoboda@hotmail.com>
* video_core: Implement conversion for uncommon/unsupported number formats.
* shader_recompiler: Reinterpret image sample output as well.
* liverpool_to_vk: Remove mappings for remapped number formats.
These were poorly supported by drivers anyway.
* resource_tracking_pass: Fix image write swizzle mistake.
* amdgpu: Add missing specialization and move format mapping data to types
* reinterpret: Fix U/SToF input type.
* Adding Swedish translation
* Updated Swedish translation with additional strings
Updated the Swedish translations using lupdate to found additional strings
cd src/qt_gui/treanslations
lupdate ../../../../shadPS4/ -tr-function-alias QT_TRANSLATE_NOOP+=TRANSLATE,QT_TRANSLATE_NOOP+=TRANSLATE_SV,QT_TRANSLATE_NOOP+=TRANSLATE_STR,QT_TRANSLATE_NOOP+=TRANSLATE_FS,QT_TRANSLATE_N_NOOP3+=TRANSLATE_FMT,QT_TRANSLATE_NOOP+=TRANSLATE_NOOP,translate+=TRANSLATE_PLURAL_STR,translate+=TRANSLATE_PLURAL_FS -no-obsolete -locations none -source-language en -ts sv.ts
* Update sv.ts
* texture_cache: Stricter barriers on image upload
* buffer_cache: Stricter barrier for vkCmdUpdateBuffer
* vk_rasterizer: Barrier also normal buffers and make it apply to all stages
* texture_cache: Minor barrier cleanup
* Batch image and buffer barriers in a single command
* clang format
* Speed up LiverpoolToVK::SurfaceFormat
In Bloodborne this shows up as the function with the very highest cumulative "exclusive time". This is true both in scenes that perform poorly, and scenes that perform well.
I took (approximately) 10s samples using an 8khz sampling profiler.
In the Nightmare Grand Cathedral (looking towards the stairs, at the rest of the level):
- Reduced total time from 757.34ms to 82.61ms (out of ~10000ms).
- Reduced average frame times by 2ms (though according to the graph, the gap may be as big as 9ms every N frames).
In the Hunter's Dream (in the spawn position):
- Reduced the total time from 486.50ms to 53.83ms (out of ~10000ms).
- Average frame times appear to be roughly the same.
These are profiles of the change vs the version currently in the main branch. These improvements also improve things in the `threading` branch. They might improve them even more in that branch, but I didn't bother keeping track of my measurements as well in that branch. I believe this change will still be useful even when that branch is stabilized and merged.
It could be there are other bottlenecks in rendering on this branch that are preventing this code from being the critical path in places like the Hunter's Dream, where performance isn't currently as constrained. That might explain why the reduction in call times isn't resulting in a higher frame rate.
* Implement SurfaceFormat with derived lookup table instead of switch
* Clang format fixes
* shader_recompiler: Add swizzle support for unsupported formats.
* renderer_vulkan: Rework MRT swizzles and add unsupported format swizzle support.
* shader_recompiler: Clean up swizzle handling and handle ImageRead storage swizzle.
* shader_recompiler: Fix type errors
* liverpool_to_vk: Remove redundant clear color swizzles.
* shader_recompiler: Reduce CompositeConstruct to constants where possible.
* shader_recompiler: Fix ImageRead/Write and StoreBufferFormatF32 types.
* amdgpu: Add a few more unsupported format remaps.
* Fix SDL version cannot launch game using game ID
Missing from https://github.com/shadps4-emu/shadPS4/pull/1507.
* Added --add-game-folder argument
Also added "treat the last argument as the game, if it isn't found already" option to the qt version
---------
Co-authored-by: kalaposfos13 <153381648+kalaposfos13@users.noreply.github.com>
* Implement IMAGE_GATHER4_O
Used by The Last of Us Remastered.
* Fix type on IMAGE_GATHER4_C_LZ
Had a different set of types compared to the other IMAGE_GATHER4 ops.
* IMAGE_GATHER4
* GUI: TR Units - Size and Time
Added translation for these units:
B, KB, MB, GB, TB
h, m, s
Added missing text:
Games: - text in the lower left corner
Compatibility...
Update database
View report
Submit a report
Fixed the size of the settings menu
* Audio Backend
* Fixed the size of the settings menu
* devtools: fix popen in non-windows environment
* devtools: fix frame crash assertion when hidden
* devtools: add search to shader list
* devtools: add copy name to shader list
* devtools: frame dump: search by shader name
* compatibility_data: added compatibility related settings to gui
* New game compatibility section in settings dialog
* Context menu now has a compatibility section
* Adjusted minimum size of updater section to 265
* update translations
* revert to deprecated statechanged
* fix display compatibility data option
* Fixes artifacts in TLG when using NVIDIA gpus. When LDS is written and read in the same basic block, the barrier pass wont handle it properly, so insert a barrier before reads
* Clear RT if FCE was invoked before any draws
Co-authored-by: psucien <bad_cast@protonmail.com>
* address review comments
---------
Co-authored-by: psucien <bad_cast@protonmail.com>
* wip: added basic gui for compat data
* data is currently pulled directly from github API, awaiting server infra
* removed unused initalizer
* fixes
* fix cmake
* wip: add some testing date / version
* add tooltip
* fix nested QJsonObject
* fix tooltip color
* fix clang-format
* Edit style
* Add clickable status
* formatting
* import order
* typo
* fix clang format 2
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* ir: Add heuristic based LDS barrier pass
* Attempts to insert barriers after zero-depth divergant conditional blocks in shaders that use shared memory
* lds_barriers: Limit to nvidia
* Intel has historically had problems with cs barriers, will debug other time
* Add ExecLo case to S_SAVEEXEC_B64
Seen in CUSA38209
* S_BCNT1_I32_B32
Turtle said our implementation of S_BCNT1_I32_B64 was meant to be for S_BCNT1_I32_B32, so renaming the opcode is the fix.
* handle getdents + fix condition + add info to description
* fix not handling dents errors
* to not overwrite it, only gather separate update entries when normal folder is done
* fix always setting entries to 0 and guest name including "UPDATE"
* reset indexes on completion
* don't use concat, fixes long standing bug
* make sce_module module loading take both paths into account
* coroutine code prettification
* asc queues submission refactoring
* better asc ring context handling
* final touches and review notes
* even more simplification for context saving
* shader_recompiler: Tessellation WIP
* fix compiler errors after merge
DONT MERGE set log file to /dev/null
DONT MERGE linux pthread bb fix
save work
DONT MERGE dump ir
save more work
fix mistake with ES shader
skip list
add input patch control points dynamic state
random stuff
* WIP Tessellation partial implementation. Squash commits
* test: make local/tcs use attr arrays
* attr arrays in TCS/TES
* dont define empty attr arrays
* switch to special opcodes for tess tcs/tes reads and tcs writes
* impl tcs/tes read attr insts
* rebase fix
* save some work
* save work probably broken and slow
* put Vertex LogicalStage after TCS and TES to fix bindings
* more refactors
* refactor pattern matching and optimize modulos (disabled)
* enable modulo opt
* copyright
* rebase fixes
* remove some prints
* remove some stuff
* Add TCS/TES support for shader patching and use LogicalStage
* refactor and handle wider DS instructions
* get rid of GetAttributes for special tess constants reads. Immediately replace some upon seeing readconstbuffer. Gets rid of some extra passes over IR
* stop relying on GNMX HsConstants struct. Change runtime_info.hs_info and some regs
* delete some more stuff
* update comments for current implementation
* some cleanup
* uint error
* more cleanup
* remove patch control points dynamic state (because runtime_info already depends on it)
* fix potential problem with determining passthrough
---------
Co-authored-by: IndecisiveTurtle <47210458+raphaelthegreat@users.noreply.github.com>
* texture_cache: Improve support for stencil reads
* libraries: Supress some spammy logs
* core: Support loading font libraries
* texture_cache: Remove assert
* Do not save settings when close button pressed instead of save
* Update src/common/config.h
Co-authored-by: TheTurtle <geoster3d@gmail.com>
* Revert "Update src/common/config.h"
This reverts commit 125303ea86.
---------
Co-authored-by: rainmakerv2 <30595646+jpau02@users.noreply.github.com>
Co-authored-by: TheTurtle <geoster3d@gmail.com>
* page_manager: Enable userfaultfd by default
* Much faster than page faults and causes less problems
* shader_recompiler: Add texel buffer multiplier
* Fixes format mismatch assert when vsharp stride is multiple of format stride
* shader_recompiler: Specialize UBOs on size
* Some games can perform manual vertex pulling and thus bind read only buffers of varying size. We only recompile when the vsharp size is larger than size in shader, in opposite case its not needed
* clang format
* shader_recompiler: Read image format info directly from sharps instead of storing in shader info.
* renderer_vulkan: Parse fetch shader per-pipeline
* Few minor fixes.
* shader_recompiler: Specialize on vertex attribute number types.
* shader_recompiler: Move GetDrawOffsets to fetch shader
* core: Split error codes into separate files
* Reduces build times and is cleaner
* core: Bring structs and enums to codebase style
* core: More style changes
* Revert "semaphore: Use binary_semaphore instead of condvar"
This reverts commit 85dc57b868.
* semaphore: Use separate signaled flag to prevent races
* mutex: Few misc fixes
* condvar: Few misc fixes
* signals: Add thread name to unhandled signal message.
* Remove save migration code (#1621)
* Kernel Fixes (#1605)
* scePthreadSetprio Changes
FindThread uses posix error codes, so the function export should apply the ORBIS wrapper to convert these. Since it uses posix codes, I've also renamed the function to align with other posix functions. Lastly, this fixes a compile warning about ret sometimes not getting initialized.
* Implement posix_munmap
Used by Hatsune Miku Project Diva X during intros. May help with stability on Linux, probably won't change anything on Windows.
* Exports
Some missing function exports I've seen in my tests.
sceKernelAvailableFlexibleMemorySize export is used in Final Fantasy XV Episode Duscae
posix_pthread_setprio and posix_pthread_getschedparam are used by Spider-Man Miles Morales
scePthreadKeyDelete is used in UE4 games.
I've also added in a typo fix related to my previous PR.
* libScePosix export for posix_pthread_attr_setguardsize
Used in Hatsune Miku Project Diva X v1.02
* libraries: Add libSceRazorCpu HLE skeleton.
---------
Co-authored-by: ¥IGA <164882787+Xphalnos@users.noreply.github.com>
Co-authored-by: Stephen Miller <56742918+StevenMiller123@users.noreply.github.com>
* scePthreadSetprio Changes
FindThread uses posix error codes, so the function export should apply the ORBIS wrapper to convert these. Since it uses posix codes, I've also renamed the function to align with other posix functions. Lastly, this fixes a compile warning about ret sometimes not getting initialized.
* Implement posix_munmap
Used by Hatsune Miku Project Diva X during intros. May help with stability on Linux, probably won't change anything on Windows.
* Exports
Some missing function exports I've seen in my tests.
sceKernelAvailableFlexibleMemorySize export is used in Final Fantasy XV Episode Duscae
posix_pthread_setprio and posix_pthread_getschedparam are used by Spider-Man Miles Morales
scePthreadKeyDelete is used in UE4 games.
I've also added in a typo fix related to my previous PR.
* libScePosix export for posix_pthread_attr_setguardsize
Used in Hatsune Miku Project Diva X v1.02
* Fixed false-positive image reuploads
* Fixed userfaultfd path, removed dead code, simplified calculations
* oopsie
* track potentially dirty images and hash them
* untrack only first page of the image in case of head access
* rebase, initialize hash, fix bounds check
* include image tail in the calculations
* video_core: texture_cache: interface refactor and better overlap handling
* resources binding moved into vk_rasterizer
* remove `virtual` flag leftover
* Skip GUI if launching a game directly
* Rerun jobs 2
* Added --show-gui, --help, open game by ID and more
* Clang-format
* Added non-GUI related upgrades to SDL version
* clang-format
* Added --fullscreen <true|false> argument
* Update --help text
* libkernel: Cleanup some function places
* kernel: Refactor thread functions
* kernel: It builds
* kernel: Fix a bunch of bugs, kernel thread heap
* kernel: File cleanup pt1
* File cleanup pt2
* File cleanup pt3
* File cleanup pt4
* kernel: Add missing funcs
* kernel: Add basic exceptions for linux
* gnmdriver: Add workload functions
* kernel: Fix new pthreads code on macOS. (#1441)
* kernel: Downgrade edeadlk to log
* gnmdriver: Add sceGnmSubmitCommandBuffersForWorkload
* exception: Add context register population for macOS. (#1444)
* kernel: Pthread rewrite touchups for Windows
* kernel: Multiplatform thread implementation
* mutex: Remove spamming log
* pthread_spec: Make assert into a log
* pthread_spec: Zero initialize array
* Attempt to fix non-Windows builds
* hotfix: change incorrect NID for scePthreadAttrSetaffinity
* scePthreadAttrSetaffinity implementation
* Attempt to fix Linux
* windows: Address a bunch of address space problems
* address_space: Fix unmap of region surrounded by placeholders
* libs: Reduce logging
* pthread: Implement condvar with waitable atomics and sleepqueue
* sleepq: Separate and make faster
* time: Remove delay execution
* Causes high cpu usage in Tohou Luna Nights
* kernel: Cleanup files again
* pthread: Add missing include
* semaphore: Use binary_semaphore instead of condvar
* Seems more reliable
* libraries/sysmodule: log module on `sceSysmoduleIsLoaded`
* libraries/kernel: implement `scePthreadSetPrio`
---------
Co-authored-by: squidbus <175574877+squidbus@users.noreply.github.com>
Co-authored-by: Daniel R. <47796739+polybiusproxy@users.noreply.github.com>
Games can strip the first shader instruction (meant for debugging) which we rely on for obtaining shader information (e.g. LittleBigPlanet 3). For this reason, we start a search through the code start until we arrive at the shader binary info.
[jsdelivr](https://www.jsdelivr.com/?docs=gh) is a free CDN for opensource projects that offers mirroring and CDN services for files on GitHub with just a minor URL change, backed by a number of major organizations in the CDN industry.
* `RendererVulkan` -> `Presenter`
* support for Video Out gamma setting
* sRGB hack removed
* added post process pass to presenter
* splash functionality restored
* Skip destruction of adaptive mutex initializers
Based around similar behaviors implemented in the more-kernel branch. Hatsune Miku Project Diva X needs this.
* Fix posix_lseek result overflow
Seen when testing Spider-Man Miles Morales on more-kernel.
* Add posix_fsync
Used by Spider-Man Miles Morales. I've added the normal posix error handling to this function, though I'm aware sceKernelFsync doesn't return any errors currently. This is for future proofing and accuracy, as the actual libkernel does the usual error handling too.
* Properly handle VirtualQuery calls on PoolReserved memory.
* Export posix_getpagesize under libkernel
Bloons TD 5 needs this.
* Clang
* ajm: handle single-frame decode jobs (+mp3 imrovements)
* disable breaking the loop in multi-frame if storage is insufficient
* simplified gapless decoding
* AJM: Added support for different PCM formats
* updated libatrac9 ref
* remove log
* Add support for non-interleaved flag
* Added support for output sideband format query
* ajm: Initial ajm implementation
* AJM code improvements (#1453)
* Fix sideband buffer order (#1454)
* ajm: Attempt to add gapless support
* ajm_at9: Return superframes decoded in a single job
* WIP (#1460)
* Fix gapless decode and combine split buffers
* Fixed linux build
* fix number of samples reported with gapless decoding
* fixed number of remaining samples calculation
should fix the small crackling sounds that play every now and again
* refactor half ajm
* refactored most of ajm
* refactored ajm
* clang-format, in-repo libatrac9, removed debug stuff
---------
Co-authored-by: auser1337 <aaravsandhu10@outlook.com>
Co-authored-by: Vladislav Mikhalin <mikhalinvlad@gmail.com>
Co-authored-by: IndecisiveTurtle <geoster3d@gmail.com>
* Implement shader resource tables
* fix after rebase + squash
* address some review comments
* fix pipeline_common
* cleanup debug stuff
* switch to using single codegenerator
* devtools: fix showing entire depth instead of bits
* devtools: show button for stage instead of menu bar
- fix batch view dockspace not rendering when window collapsed
* devtools: removed useless "Batch" collapse & don't collapse last batch
* devtools: refactor DrawRow to templating
* devtools: reg popup size adjusted to the content
* devtools: better window names
* devtools: regview layout compacted
* devtools: option to show collapsed frame dump
keep most popups open when selection changes
best popup windows positioning
* devtools: show compute shader regs
* devtools: tips popup
* description + string fixes
* fix use condition
* clang format
* updates now fully extract to game update folder
* don't guarantee the overwrite game condition
* separate updates implementation
* clang format
clang format
clang format
clang format
clang hates me
work please
* hotfix: check for sfo file instead of the folder
* tiny change
* refactor
* forgot to change this over
* add review changes
* use operator
* devtools: pm4 - show markers
* SaveDataDialogLib: fix compile with mingw
* devtools: pm4 - show program state
* devtools: pm4 - show program disassembly
* devtools: pm4 - show frame regs
* devtools: pm4 - show color buffer info as popup
add ux improvements for open new windows with shift+click
better window titles
* imgui: skip all textures to avoid hanging with crash diagnostic enabled
not sure why this happens :c
* devtools: pm4 - show reg depth buffer
* some rework on netctl calls
* added libs stubs using from RE6
* added ORBIS_NET_CTL_INFO_IP_ADDRESS case in sceNetCtlGetInfo
* added sceNetInetPton
* some dummy functions and change some functions to debug level
* clang format fix
* fix for sceNetInetPton
* posix OS fix?
* linux + macOS fixes?
* fix?
* sceSharePlayGetCurrentConnectionInfo
* fix: game dir dupes on each launch
* fix copy around settings_addon_install_dir vector
* do not show the path if it is not added
* remove installDir from config file
* format
* moved migration code to save, and added notice
* move ui->removeFolderButton->setEnabled to LoadValuesFromConfig
* avoid checking duplicates for gameDirs loaded from config
* use else condition to switch to the installDirs
* Add C string types
* Prepare existing enums
* Added missing enums
* Types update
* State base
* Compile Ime Dialog UI
* UI implementation
* Scoped lock
* Functional implementation
* Link against iconv on macOS
* Fix building on windows
* Better UI
* clang-format
* Some fixes and cleanup
* Enable reserved checks
* clang-format
* Fix default text encoding max size
* clang-format (again)
* Some review changes
* Use std::vector for dynamic strings
* Use CString
* Accept dialog on enter press
* clang-format
* Use ImGUI for encoding/decoding
* shader_recompiler: Move sampling parameter resolution to tracking pass and support more derivative types.
* shader_recompiler: Only track sampler sharp on sample instructions.
* shader_recompiler: Fix Inst args size.
* Wire up translations and descriptions for the cursor settings.
* Move controller settings to input tab and rename it to controller (to inline it with how other settings are shown).
* Fixed unnecessary double initialization of the back button setting.
* Organize statements and functions w/ respect to their tabs and some minor QOL changes for the settings UI in general.
* Play Time
* SDL
* QT
* Sort / Formatting
* Timer 1 minute
* remove the seconds
removes the seconds from the screen, but in the play_time.txt file it continues to record the seconds for better accuracy, and the screen is cleaner
* fixes the invisible 0
* SDL . . .
* Fix Timer
Implement hide cursor on idle w/ idle timeout duration (configurable via GUI). While at it add always and never to hide the cursor options as well.
* Revert commit #1211 as to not interfere with the cursor states.
* Make hide cursor on idle as the default setting w/ timeout duration of 5 seconds to hide.
* Add an input tab in the settings page to add the hide cursor setting, with hiding the idle timeout box with respect to the cursor hide option.
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* Working touchpad support
Tested on PS5 controller plugged in via USB.
* fix lint
* Add support to click touchpad using back button on other controllers
Takes the back button and allows the user to change the behavior of how it clicks the touchpad. The current options are left, right, center, and none.
* add description text
* make more generic so translations can be supported in combobox
* fix lint
* linter again
* support back button to touchpad for spacebar as well
* linter at it again
* Add shader debug print opcode that uses NonSemantic DebugPrintf extension
* small correction for flags in Inst
* Fix IR Debug Print. Add StringLiteral op
* add missing microinstruction changes for debugprint
* cleanup. delete vaarg stuff. Smuggle format string in Info and flags
* more cleanup
* more
* (dont merge??) update sirit submodule
* fix num args 4 -> 5
* add notes about DebugPrint IR op
* use NumArgsOf again
* copyright
* update sirit submodule
* fix clangformat
* add new Value variant for string literal. Use arg0 for fmt string
* remove string pool changes
* Update src/shader_recompiler/ir/value.cpp
Co-authored-by: TheTurtle <47210458+raphaelthegreat@users.noreply.github.com>
---------
Co-authored-by: TheTurtle <47210458+raphaelthegreat@users.noreply.github.com>