* 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
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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.
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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.