Commit Graph

490 Commits

Author SHA1 Message Date
nmzik 190608ae20 Publish consumed color metadata without invalidating pooled images 2026-10-03 14:19:32 +04:00
nmzik ebe401d052 Preserve image contents across unrelated buffer alias writes 2026-10-03 14:19:32 +04:00
BlackCAT 0d4f993358 Keep reused BC5 textures in their own guest layout 2026-10-03 14:19:32 +04:00
BlackCAT ef4c5baf3a Implement RDNA2 64-bit image atomic maximum
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
2026-10-03 14:19:32 +04:00
Hamza Shakir e6cb880adb Clamp compute LDS to the device limit and ignore unopenable gamepads 2026-10-03 04:27:38 +04:00
nmzik 8fa116eeb1 Remove redundant per-dispatch checks and buffer resets 2026-10-03 04:22:39 +04:00
nomolao2-cell 89792a3bca Improve Hades II compatibility (#964)
Fix Hades II startup and color clears

Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-02 14:37:49 +04:00
nmzik 39e23ac92e Publish synchronous buffer downloads inline after ordered completion 2026-10-02 13:24:03 +04:00
nmzik a67a033ff8 Remove redundant tracking lock checks from the hot path 2026-10-02 13:24:03 +04:00
nmzik a9620f98f4 Query dirty region bits without constructing temporary snapshots 2026-10-02 13:24:03 +04:00
nmzik 4428640b44 add one time log for BDA 2026-10-02 00:53:51 +04:00
nmzik b86cf0a820 Reuse pipelines when inactive blend settings change 2026-10-02 00:52:49 +04:00
nmzik 64eea6b32d Reuse vertex shaders across equivalent vertex buffer layouts 2026-10-02 00:51:15 +04:00
nmzik 6409be2874 shader: respect branch reachability when refreshing scalar resources 2026-10-02 00:51:15 +04:00
nmzik 11001c97f7 shader: add distinct mesh shader type 2026-10-02 00:51:15 +04:00
nmzik 337f432016 shader: execute PS5 BVH intersections and local FLAT stacks
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
Co-authored-by: Mac <me@itsmemac.com>
Co-authored-by: Senaxx <michelbeld@gmail.com>
Co-authored-by: Jean-Philippe <github@meunier.jp>
2026-10-02 00:51:15 +04:00
nmzik c2f8e64f6d graphics: reuse texture conversion scratch buffers across uploads 2026-10-02 00:51:15 +04:00
nmzik 44ba657573 renderer: validate depth swizzles by available channels
Co-authored-by: Mac <me@itsmemac.com>
Co-authored-by: Senaxx <michelbeld@gmail.com>
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
2026-10-02 00:51:15 +04:00
nmzik 18a5f04d05 graphics: retain oversized readbacks through GPU completion
Co-authored-by: Mac <me@itsmemac.com>
2026-09-29 21:56:38 +04:00
nmzik 650dc1e0af graphics: upload streamed texture mips from sparse reservations 2026-09-29 21:56:15 +04:00
EmK530 59a1760427 sampler: clamp mipLodBias to not be greater than maxSamplerLodBias 2026-09-29 20:06:22 +04:00
nmzik 73615c31ff graphics: preserve logical alpha when blending reordered targets (PPSA02721)
Co-authored-by: EmK530 <admin@emk530.net>
2026-09-29 19:52:40 +04:00
nmzik 6d6666819a graphics: serialize pipeline cache through its renderer owner 2026-09-29 13:57:32 +04:00
nmzik 0fbeac6d3f graphics: compact shader keys and hash packed pipeline state 2026-09-29 13:57:32 +04:00
nmzik 5e4f6afc30 graphics: build color target descriptors in place 2026-09-29 13:57:32 +04:00
nmzik 37501b5a78 graphics: stream clean guest buffers without backing-store lookups 2026-09-29 13:57:32 +04:00
nmzik b43bf9f7fb graphics: store vertex attribute bindings without duplicated arrays 2026-09-29 13:57:32 +04:00
João Lobo 539c0f7bf8 graphics: restore block image storage usage where the device supports it (#894) 2026-09-29 01:57:25 +04:00
nmzik 8e61798bfd graphics: honor CPU ownership in image dirty-region queries 2026-09-28 22:17:43 +04:00
nmzik 6ee1bf9db0 graphics: trust image-local readback validity 2026-09-28 22:17:43 +04:00
nmzik 4cf456fb77 graphics: retain buffer names across draw bindings 2026-09-28 22:17:43 +04:00
nmzik 2016f8e2fe gpu: address extended guest memory without widening dense cache tables 2026-09-28 18:01:49 +04:00
nmzik 0791f921f6 UFC 5 in-game (#883)
* shader: release descriptor dependencies

* shader: simplify shared-exit control flow

* shader: fix scalar memory loads

* shader: fix LDS counter bounds

* renderer: skip inactive pixel shaders

* shader: respect FP32 mode in comparisons

* renderer: fix sampler border colors

* shader: resolve descriptors from control flow

* shader: resolve descriptors before resource planning

* shader: handle scalar guards for image bounds

* shader: handle reduced guards for image loops

* shader: fix wave guards and material indices

* shader: preserve scalar buffer offset alignment and carry

* shader: prove masked loop bounds across iteration transitions

* shader: preserve source and IR before resource tracking failures

* shader: track material keys selected from active lanes

* shader: remove obsolete post-dominator analysis

* shader: follow bounds guards through control-flow joins
2026-09-28 16:03:05 +04:00
nmzik 9229c04ebf samplerCache: handle reserved sampler anisotropy ratios
Co-authored-by: EmK530 <admin@emk530.net>
Co-authored-by: Hamza Shakir <60213466+hamzashakir99@users.noreply.github.com>
2026-09-27 15:46:25 +04:00
nmzik 0f1ff37f23 Graphics: materialize CMASK clears before publishing expanded metadata 2026-09-27 15:05:46 +04:00
nmzik da33a1c4a3 Graphics: respect physical tile layout when resolving depth aliases 2026-09-27 15:05:46 +04:00
nmzik f53f0ca483 Graphics: preserve rendered contents across 1D and 2D texture aliases 2026-09-27 15:05:46 +04:00
nmzik 7b6bfdec64 Graphics: share canonical padded layouts for single-sample color targets 2026-09-27 15:05:46 +04:00
nmzik a88181b897 Graphics: share texture layout for linear render-target mip chains 2026-09-27 11:10:02 +04:00
nmzik 041874f663 Graphics: resolve equivalent terminal mip views without expanding backing 2026-09-27 11:04:19 +04:00
Pcniado bec67b7863 Fix HITMAN 3 boot, layered presentation, and socket imports (#851)
* videoout: synchronize layered flips with premultiplied composition

* shader: support unsigned FFBH subword sources

* shader: apply cube-face result scaling

* shader: prune buffer reads proven out of bounds

* net: implement send and receive exports with shared socket handling

---------

Co-authored-by: nmzik <Nmzik@mail.ru>
2026-09-27 02:13:30 +04:00
nmzik 16b83a034c Shader: execute RDNA2 FP64 shadow arithmetic and log denorm limits
Shader: disable FP64 denorm preservation controls for now
2026-09-26 15:15:35 +04:00
nmzik cf268af839 Shader: implement RDNA2 image atomic float maximum
Shader: implement RDNA2 image atomic float minimum

Co-authored-by: foufouadi <attar.foued@gmail.com>
Co-authored-by: frans <francois.att@gmail.com>
Co-authored-by: fxpw <fxpw@outlook.com>
Co-authored-by: Matthew Hurley <171001439+theantipopau@users.noreply.github.com>
2026-09-26 15:15:35 +04:00
nmzik 0ec43a8d3d graphics: name Vulkan images and views only on creation 2026-09-25 16:15:05 +04:00
nmzik bfdbba3aa4 graphics: share EOP clock and immediate write handling
Co-authored-by: Mac <me@itsmemac.com>
2026-09-25 16:14:40 +04:00
Romain Hedouin d646fd92d1 graphics: hoist loop-invariant checks out of draw/attrib hot paths (#807)
* graphics: hoist loop-invariant checks out of draw/attrib hot paths

DrawIndirectMulti recomputed the index_type_and_size switch on every
sub-draw of a multi-draw-indirect call, and ShaderApplyAttribSemantics
re-checked the debug-dump config flag on every vertex attribute. Both
values are invariant across their respective loops, so compute them
once before iterating instead.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

* graphics: cache vertex buffer descriptor size in AcquireVertexBuffers

VertexBufferDescriptorSize was computed twice per vertex-buffer slot
on every draw call: once while collecting guest ranges, and again
while rebuilding slot bindings. Both calls use identical inputs, so
cache the first pass's result and reuse it in the second.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-24 21:02:23 +04:00
nmzik d72a79af2d graphics: skip compute dispatches with BVH instructions
Co-authored-by: Mac <me@itsmemac.com>
2026-09-24 20:46:04 +04:00
nmzik cce0cd950c videoout: add RGB10A2 PQ buffer support
Co-authored-by: Mac <me@itsmemac.com>
2026-09-24 20:46:04 +04:00
nmzik 2aaf0c9ba3 graphics: clamp raster depth after polygon offset
Enable native Vulkan depth clamping independently of guest depth clipping
2026-09-24 14:09:02 +04:00
nmzik 3bd5de646d Reuse prepared shader bindings across draws and dispatches 2026-09-24 11:13:33 +04:00