The per-frame ACB submit, indirect dispatch, reset-queue and patch-address
parameter dumps, and the flip-pending poll, are logged only with the graphics
debug dump, the way the DCB submit path already is. Otherwise they were about
7.5 MB of log a minute in the Spider-Man world.
LINK_FLAGS is a space-delimited string, so when the build path contains
spaces the linker map option is split into bogus arguments and the final
link fails:
clang++: error: no such file or directory:
'pro/KytyPS5/_Build/linux/kyty_emulator_clang_lld.map'
Move -Wl,-Map=<path> out of LINK_FLAGS into target_link_options, which
CMake passes to the linker as a single argument. This completes #26 for
the WIN32 OR LINUX branch (clang/gcc builds); the clang-cl branch was
already converted there.
* 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>
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Co-authored-by: Claude Sonnet 5 <noreply@anthropic.com>
Preserve live lane predicates through RDNA2 whole-quad expansion
Keep the source-live predicate when WQM expands a scalar mask, so entry masks remain known live without an instruction pre-scan. Preserve scalar mask values, SCC, half writes, and raw-source behavior.
Cover entry pixel masks, cross-half copies, and scalar/high-word sources with existing shader regression suites.
Co-authored-by: nmzik <Nmzik@mail.ru>
Co-authored-by: Douglas <douglasproducoes21@gmail.com>
Decode GFX10 DS opcode 0xa0 as DS_WRITE_B8_D16_HI (next to
DS_WRITE_B16_D16_HI at 0xa1) and lower it through the existing 8-bit
shared-memory write. The stored byte is bits 23:16 of the data VGPR,
selected with SDWA BYTE_2 on src1.
Add captured-instruction decode coverage (from GTA V, PPSA04264) and a
runtime regression that writes one byte of a distinctive source value
into a pre-filled LDS dword.
* Add `stretch to window` support
* Address comment
* Allow window resizing by default and recreate swapchain on resize
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Co-authored-by: nmzik <Nmzik@mail.ru>