* Add 5-second sleep on sceNetAccept as this can be called in an infinite loop and would normally block (this isn't ideal for non-blocking sockets but it's all stubs at the moment anyway)
* SDLAudio::AudioOutOutput: protect against invalid handle, support NULL input (wait only), replace fixed 65536 with an amount based on settable latency target (20ms for now)
* Fix whitespace
---------
Co-authored-by: j <j@local>
* add pugixml
* trophy_viewer: support for trophy unlocking
* nptrophy: UnlockTrophy(), DestroyContext()
* initial imgui popup
* queue to handle multiple trophies at once
* extract trophy info on game start + various fixes
* platinum trophy support + extract trophy data on startup
* format
* nptrophy: GetTrophyUnlockState
* implement vinicius' reviews
The current Discord link was made before we enabled the "accept the rules" on Discord. This leads to users who use the current link to enter the Discord server to skip this moderation step. Updating the link to one created after we enabled this should fix this.
* Fixed compiler error for av_err2string by redefining in c++ friendly way
* removed link from comment, putting in PR
* fixed formatting
* Minor fix: enable qt gui to find PKG files with lowercase extension .pkg
* Added missing dependencies and instructions for enabling QT for linux builds
* system/MsgDialog: types & basic text display
* system/MsgDialog: User message dialog
* system/MsgDialog: RAII for MsgDialog ui
* system/MsgDialog: Progress bar dialog
* system/MsgDialog: System message texts
* system/MsgDialog: copy all ui state to local memory
handles when game release memory before close
extracted all UI code to it's own file
use single window instead of creating new one every single dialogOpen
* system/MsgDialog: debug logging
* added imgui as dependency
* imgui renderer/basic input implementation
* imgui: add layers system
Add video info layer to show fps. Press F10 to toggle it.
* imgui: add custom imgui config
* imgui: gamepad capture, stopping propagation
* imgui: changed config & log file path to use portable dir
* videoout: render blank frame when video output is closed
required to render imgui even when game has no video output
- fixed merge compile-error
- uses actions/cache@v4 and hendrikmuhs/ccache-action@v1.2.14
- Keeps the cache from CMake Cache configuration (Windows, Linux, macOS)
- Keeps the cache from CMake build objects (Linux/macOS)
- Use ccache for Linux builds
- Use sccache for macOS builds
- Add hashes to the s/ccache keys
- Update cache names with OS-qt/sdl as a prefix
- All old caches are invalidated, delete them or wait for cache eviction
* shader_recompiler: Add more format swap modes
* texture_cache: Handle stencil texture reads
* emulator: Support loading font library
* readme: Add thanks section
* shader_recompiler: Constant buffers as integers
* shader_recompiler: Typed buffers as integers
* shader_recompiler: Separate thread bit scalars
* We can assume guest shader never mixes them with normal sgprs. This helps avoid errors where ssa could view an sgpr write dominating a thread bit read, due to how control flow is structurized, even though its not possible in actual control flow
* shader_recompiler: Implement data append/consume operations
* clang format
* buffer_cache: Simplify invalidation scheme
* video_core: Remove some invalidation remnants
* adjust
* SetTick + GetTick, adding functions, checkvalid
* format
* more functions
* format
* implement lizardy's changes
* fix linux build
* various formatting improvements and fixes
* fix sceRtcGetCurrentClockLocalTime,
fixes sceRtcGetCurrentClockLocalTime using lizardy's suggestions.
also implements various formatting improvements and logging changes
* fix mac and linux builds, const for UNIX_EPOCH
* fix ConvertUtcToLocalTime,RtcConvertLocalTimeToUtc
* format rfc2822, format rfc3339
* format
* GetDosTime, GetTime_t, GetWin32FileTime
+various formatting improvements
* sceRtcParseRFC3339, sceRtcParseDateTime
* Implement some missing shader opcodes
Implements TBUFFER_STORE_FORMAT_XYZW, IMAGE_SAMPLE_CD, and IMAGE_GATHER4_C_LZ.
These are seen in https://github.com/shadps4-emu/shadPS4/issues/496.
* Implement IMAGE_STORE_MIP
Not sure if this is the right way to do this, let me know if this needs changing.
* Revert "Implement IMAGE_STORE_MIP"
This reverts commit cff78b5924.
* shader_recompiler: Implement V_MOVRELS_B32, V_MOVRELD_B32,
V_MOVRELSD_B32
Generates a ton of OpSelects to hardcode reading or writing from each
possible vgpr depending on the value of m0
Future work is to do range analysis to put an upper bound on m0 and
check fewer registers.
* fix runtime info after rebase
* texture_cache: Use invalidate threshhold
* It's possible for shaders to bind huge buffers and only write to lower portion of it. This is a problem if upper parts of the buffer overlap with render targets. If the image is very far away from buffer base it's unlikely the shader will want to write it, so skip invalidation for it
* video_core: Allow using texture cache to validate texture buffers
* texture_cache: Use buffer cache in all cases for data source
* Allows to correctly handle compute written micro tiled textures
* texture_cache: Fix depth pitch
* kernel: Remove missed code
* clang format
* video_core: Adjust depth format
* buffer_cache: Do not cache buffer views
* thread_management: Do not call createMutex on unlock
* temp: Revert this when pr is done
* buffer_cache: Dont skip cpu uploads with image sync
* Sometimes image does not fully overlap with a region
* fix build
* video_core: Improve invalidate heuristic
* small fixes
* video_core: Hopefully fix some vertex explosions