nmzik
73615c31ff
graphics: preserve logical alpha when blending reordered targets (PPSA02721)
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Co-authored-by: EmK530 <admin@emk530.net >
2026-09-29 19:52:40 +04:00
nmzik
2aaf0c9ba3
graphics: clamp raster depth after polygon offset
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Enable native Vulkan depth clamping independently of guest depth clipping
2026-09-24 14:09:02 +04:00
nmzik
bce8924dd6
Use dynamic stencil state
2026-09-14 20:29:20 +04:00
nmzik
fe26c1de17
Share SPIR-V module creation
2026-09-14 20:29:20 +04:00
nmzik
7516068662
gpu: compile RDNA2 tessellation through native LS HS and TES stages
2026-09-14 06:58:32 +04:00
nmzik
25a44371e3
refactor(graphics)
2026-09-12 13:40:10 +04:00
nmzik
ae573f941a
graphics: share vertex format mapping and support packed float colors
2026-09-10 14:11:46 +04:00
nmzik
9d550fbffa
graphics: fix last provoking vertex on PS5
2026-09-08 21:26:59 +04:00
nmzik
2097ebb414
render: support overlapping fragment depth feedback
2026-09-07 11:15:47 +04:00
nmzik
ad935311f0
Revert "render: add depth attachment feedback support"
2026-09-07 07:01:53 +04:00
nmzik
f880c58ccc
render: add depth attachment feedback support
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Co-authored-by: DeathWhispers <56944463+Death-Whispers-U@users.noreply.github.com >
2026-09-07 04:25:10 +04:00
nmzik
50e78d717d
render: use guest polygon modes
2026-09-06 10:56:59 +04:00
nmzik
f9f8e12c35
shader: add viewport-index exports and indexed raster state
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Co-authored-by: Ettore Sartori <85788613+Ekt0re@users.noreply.github.com >
2026-09-06 10:16:38 +04:00
nmzik
1eb13dfa5e
render: call Vulkan diagnostics and capability checks directly
2026-09-06 04:11:46 +04:00
nmzik
dda628ca81
render: simplify command and resource ownership
2026-09-06 04:05:35 +04:00
nmzik
81a5dd612f
shader: fix embedded vertex fetch swizzles
2026-09-05 16:00:46 +04:00
nmzik
843c0c59be
render: use Vulkan-Hpp setup defaults
2026-09-05 14:42:14 +04:00
nmzik
c66060be10
render: simplify pipeline setup
2026-09-05 14:36:52 +04:00
nmzik
3213934d42
shader: run merged geometry stages as mesh shaders
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Co-authored-by: Brandon Strong <brandostrong@gmail.com >
Co-authored-by: fxpw <fxpw@outlook.com >
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com >
2026-09-05 08:32:23 +04:00
nmzik
3628d2b4c1
renderer: remove dynamic draw state from pipeline keys
2026-09-05 04:41:41 +04:00
nmzik
98200fed19
shader: rework resource specialization and optimize pipeline caching
2026-09-03 03:04:17 +02:00
nmzik
1752f1382f
graphical: add per-game Vulkan pipeline caching (driver-side improvements only for now)
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Co-authored-by: Ferran <ferran.duarri@me.com >
2026-08-29 12:28:48 +04:00
nmzik
c167375fe1
shader: centralize program compilation and permutation caching
2026-08-27 13:37:46 +02:00
nmzik
ffa69d48de
shader: remove second IR layer
2026-08-26 08:49:39 +02:00
nmzik
3e25eb0998
Fix wave64 LDS synchronization on subgroup32 hosts
2026-08-23 00:46:37 +02:00
nmzik
bad6726f5e
Rewrite descriptor bindings and unify graphics push constants
2026-08-21 22:28:10 +02:00
nmzik
49ea1680f8
graphics: use per-invocation shader masks
2026-08-21 08:03:22 +02:00
nmzik
30d57bed06
graphics: honor primitive restart state
2026-08-18 03:53:42 +02:00
nmzik
21aa7b66ce
graphics: replace raw GPU enum values with typed formats
2026-08-11 16:12:38 +02:00
DeathWhispers
7ff9e4907f
Don't declare colorWriteEnable dynamic state on depth-only pipelines ( #160 )
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fix(gpu): drop colorWriteEnable dynamic state on depth-only pipelines
Pipelines were created with VK_DYNAMIC_STATE_COLOR_WRITE_ENABLE_EXT
unconditionally on non-Apple platforms, but the draw path only calls
vkCmdSetColorWriteEnableEXT when there is at least one color attachment.
A depth-only draw therefore reached vkCmdDrawIndexed with the dynamic
state declared and never set, which violates
VUID-vkCmdDrawIndexed-None-07749.
With validation enabled the error is fatal, so any title that issues a
depth-only pass aborts. The launcher enables validation by default
(vulkan_validation_enabled = true), so this is the default configuration:
PAC-MAN WORLD Re-PAC crashes from the launcher while the same build runs
normally with --vulkan-validation false.
Gate the declaration on the same color_count the draw path uses. Both
sides read state.color_count from the same draw, so the two conditions
are now identical by construction.
2026-08-08 08:21:18 +02:00
nmzik
e9f5da27f8
gpu: implement polygon offset
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Co-authored-by: Pouare514 <julienaulycee@gmail.com >
2026-08-06 22:02:19 +02:00
nmzik
86a586025f
renderer: expand rectangle lists with tessellation
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Remove the legacy NGG rectangle workaround and its configuration toggle.
2026-08-03 00:35:02 +02:00
nmzik
d8a4c83cc7
format src and tests with clang-format
2026-07-31 11:36:12 +02:00
nmzik
a6b61d7aa0
refactor(graphics): split renderer and recompiler into focused modules
2026-07-29 00:30:24 +02:00