* video_core: Compile shader permutations
* spirv: Only specific storage image format for atomics
* ir: Avoid cube coord patching for storage image
* spirv: Fix default attributes
* data_share: Add more instructions
* video_core: Query storage flag with runtime state
* kernel: Use std::list for semaphore
* video_core: Use texture buffers for untyped format load/store
* buffer_cache: Limit view usage
* vk_pipeline_cache: Fix invalid iterator
* image_view: Reduce log spam when alpha=1 in storage swizzle
* video_core: More features and proper spirv feature detection
* video_core: Attempt no2 for specialization
* spirv: Remove conflict
* vk_shader_cache: Small cleanup
* memory: Size direct memory based on requested flexible memory.
* memory: Guard against OrbisProcParam without an OrbisKernelMemParam.
* memory: Account for alignment in direct memory suitability checks and add more debugging.
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
* core/libraries/kernel: Fix inaccurate direct memory size
* core/memory: Fix available dmem query on non-free dmem areas
* core/kernel: return ENOMEM if memory area size is zero
* core/kernel: Fix returns on `sceKernelAvailableDirectMemorySize`
* core/memory: Remove unneeded size alignment
* cfg: Add one more divergence case
* Seen in RDR shaders
* renderer_vulkan: Reduce number of compiled shaders
* vk_pipeline_cache: Remove some unnecessary checks
I used a switch statement for future proofing, as some codes differ between Windows, Mac, Linux, or Orbis. Right now I've only added the codes that should be possible to encounter.
* 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
Details:
* Switched SDL audio mutex to RW lock. This fixes games that continiously call SetVolume in a different thread (like Ghostbusters)
* Added contition to buffer audio packets independent of video packets. This fixes choppy audio across many games.
* Increased the number of audio frame buffers from 2 to 4. Just in case.
* Migrated to std::jthread and std::mutex from pthreads.
* Fixed a race condition with joins on avplayer close that caused a crash.
* scePthreadAttrSetstack implementation
Used by Final Fantasy XV
* Address Comments
Verify parameters before calling the pthread_attr_setstack function.
Swap uses of SCE prefix with ORBIS prefix.
* Quick fix
Addresses the newest review and appears to fix issues caused in games by my previous commit.
* 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
* Handle empty mutex attribute
- scePthreadMutexInit did not return default when the mutex attributes were empty, now it does
* fix conditional unsafety
* Update thread_management.cpp
fix deref
* accurate heap api
- modified HeapAPI to a struct with preset function fields
- utilized the full array parameter passed to _sceKernelRtldSetApplicationHeapAPI
* fallback to std malloc
* clang format
* Declare all HeapAPI replacement functions
- calloc, realloc, memalign, reallocalign, malloc_stats, malloc_stats_fast, malloc_usable_size
- posix_memalign corrected parameters
* resolve suggestions
- `using` definition replacement for AppHeapAPI
- linux uses heap_malloc, windows uses std::malloc
---------
Co-authored-by: microsoftv <6063922+microsoftv@users.noreply.github.com>
* 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
* Fix OrbisKernelBatchMapEntry struct
UE4 games and GTA V cause the BatchMap offset to overflow on Windows. Changing the type fixes this, and doesn't seem to cause any regressions on Windows or Linux.
* Implement posix_sem_trywait
Grand Theft Auto V needs this.
* Add missing scePthreadAttrGetdetachstate NID
Noticed this missing NID while testing games.
* 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
* Fix in searchFree should fix#337
* clang format fix
* sceKernelSetVirtualRangeName implementation
* improved vaddr conversion
* updated VirtualQuery to include name too
* unmap also removed name thanks @red_prig
* fixed copy...