nmzik
b183cb1011
shader: share bounded material-key scans across scalar and vector loads
2026-10-04 18:39:34 +04:00
nmzik
5f01308b20
shader: reuse aligned indirect buffer loads for scalar DWORD reads
...
Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
Co-authored-by: tototomate123 <rushwars201966@gmail.com >
2026-10-04 18:39:34 +04:00
nmzik
e0c90acee0
shader: preserve EXEC witnesses across reconverged descriptor loops
2026-10-04 18:39:34 +04:00
nmzik
843b577880
shader: resolve bounded GPU material keys through sampled image arrays
...
Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
2026-10-04 18:39:34 +04:00
nmzik
139b564c01
shader: fold constant bit reversal before flat stack classification
...
Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com >
2026-10-04 18:39:34 +04:00
nmzik
a55a28380d
shader: decode GPU-selected formatted buffer loads with native bounds
...
Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
2026-10-04 18:39:34 +04:00
nmzik
0258bd61ea
shader: preserve complete clear recognition with dispatch EXEC bounds
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Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
Co-authored-by: Mac <me@itsmemac.com >
2026-10-04 18:39:34 +04:00
nmzik
b8946fef94
shader: translate RDNA2 signed 64-bit not-equal comparisons
2026-10-04 18:39:34 +04:00
nmzik
7992aecb7c
shader: keep native rounding consistent in mixed-precision programs
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Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com >
2026-10-04 18:39:34 +04:00
nmzik
b4d32394b6
shader: keep GPU-derived scalar resource reads on the GPU
...
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com >
Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
2026-10-04 18:39:34 +04:00
nmzik
f18679e0cd
shader: mask ALIGNBYTE offsets to the two-bit selector
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Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com >
Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
2026-10-04 18:39:34 +04:00
nmzik
284d58d1d5
shader: implement RDNA2 double-precision fractional part
2026-10-04 18:39:34 +04:00
nmzik
068d7621db
graphics: preserve stencil view layers through uploads and clears
2026-10-04 18:39:34 +04:00
nmzik
d890bb190c
shader: decode RDNA2 bit-reverse SDWA source selectors
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Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
2026-10-04 18:39:34 +04:00
nmzik
ec3e48cdde
shader: synchronize GPU-produced direct writable descriptors
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Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
2026-10-04 18:39:34 +04:00
nmzik
e4aca7a60b
shader: initialize EXEC from requested dispatch thread extents
...
Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
Co-authored-by: Mac <me@itsmemac.com >
2026-10-04 18:39:34 +04:00
nmzik
f58014ff0e
shader: preserve wave-wide vector-store completion before publication
2026-10-04 18:39:34 +04:00
nmzik
42a315f0e4
graphics: trace direct dispatches at their recording tick
2026-10-04 18:39:34 +04:00
nmzik
429d0af62b
shader: bind bounded GPU-selected buffer store destinations
...
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com >
2026-10-04 18:39:34 +04:00
nmzik
0e8ded37b9
window: ignore nonpositive resize dimensions
2026-10-03 17:54:06 +02:00
Aryan Sharma
feeced81d2
window: auto-hide the cursor over the game window ( #958 )
...
* window: auto-hide the cursor over the game window
Hide the cursor when the game window is created and whenever the mouse
has been idle for two seconds; any mouse motion, button or wheel event
shows it again. Games that draw their own cursor (e.g. Blue Prince) no
longer show the host pointer on top of it.
Only real mouse input counts as activity: synthetic touch/pen mouse
events and zero-delta motion (sent by some platforms on focus or cursor
visibility changes) are ignored. The event loop only waits with a
timeout while the cursor is visible, so it still blocks indefinitely
once the cursor is hidden. The cursor is restored on shutdown.
Uses SDL_HideCursor/SDL_ShowCursor, which SDL implements for X11,
Wayland, Cocoa and Win32 and which only affect the cursor over the
emulator window.
Closes #282
* window: make cursor auto-hide optional in CLI and launcher
Co-authored-by: Anatolii Kucheruk <anatolii.kucheruk01@gmail.com >
---------
Co-authored-by: nmzik <Nmzik@mail.ru >
Co-authored-by: Anatolii Kucheruk <anatolii.kucheruk01@gmail.com >
2026-10-03 18:15:15 +04:00
nmzik
45f55413e0
Keep sign-in dialogs active until user dismissal through shared system presentation
2026-10-03 17:31:16 +04:00
nmzik
7f158c656e
Share sampler descriptor snapshots across native variants
2026-10-03 17:31:15 +04:00
nmzik
8b0cc79acf
Preserve native slices when PS5 volume texture depth grows
2026-10-03 17:31:15 +04:00
rocketrobot99
52c8ff18d0
Update gpu_format.cpp ( #1003 )
...
* Update gpu_format.cpp
Fix SRGB render-target formats (k8Srgb, k8_8Srgb)
Corrects render_target_bytes_per_element for SRGB formats:
- k8Srgb: 1 byte (was 0)
- k8_8Srgb: 2 bytes (was 0)
These formats appear in ChannelLayout::k8 and k8_8 render-target paths.
Incorrect RT byte sizes caused TextureCache render-target validation failures
in Lucky's Tale
* Fix narrow sRGB render-target format tests
---------
Co-authored-by: nmzik <Nmzik@mail.ru >
2026-10-03 16:57:59 +04:00
nmzik
f53e5d2283
fix windows ci ( #998 )
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* fix windows ci
* Fix Windows SPIR-V gather opcode narrowing conversion
2026-10-03 15:05:20 +04:00
frans
bd611bfe15
Honor explicit gather LOD with shared image mip selection
...
Co-authored-by: YuhiAida <21134775+YuhiAida@users.noreply.github.com >
Co-authored-by: BlackCAT <52720489+psnwd@users.noreply.github.com >
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com >
Co-authored-by: Senaxx <michelbeld@gmail.com >
Co-authored-by: Mac <me@itsmemac.com >
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com >
2026-10-03 14:19:33 +04:00
chenxiao
0bb2bdad17
Skip clean memory tracker ranges during buffer synchronization
2026-10-03 14:19:33 +04:00
nmzik
0ec3655f1c
Clear single-mip color targets reused from cached mip chains
2026-10-03 14:19:33 +04:00
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
nmzik
e317465d8a
fix linux CI ( #972 )
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* fix linux CI
* Fix indirect image initialization in materialization tests
2026-10-02 17:20:12 +04:00
nmzik
684330c9e4
Specialize shader resources in place and fuse buffer refresh work
2026-10-02 16:16:31 +04:00
nmzik
f3dc5ee4a9
Collect shader interface metadata in place without copying resources
2026-10-02 16:07:16 +04:00
nmzik
95c89229ad
Remove dead shader instruction cycles with linear liveness traversal
2026-10-02 15:49:43 +04:00
nmzik
7804eef9b6
Lower finite GPU-selected image descriptors through shared indirect bindings
2026-10-02 15:37:17 +04:00
Devran Cosmo Uenal
82a2f4ad42
controller: cycle DualSense speaker volume, vibration and trigger intensity in game ( #946 )
...
* controller: cycle DualSense speaker volume, vibration and trigger intensity in game
Three new input mapping controls cycle the PS5's controller settings in
game (default keys 1, 2 and 3): speaker volume (100% -> off -> 2% -> 12%
-> 42%), vibration intensity and trigger effect intensity (strong -> off
-> weak -> medium). Each starts at full and is not saved.
Changing vibration or trigger intensity re-sends the game's last rumble
and trigger effect, so the change is felt immediately.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
* Clean up controller settings test captures and formatting
---------
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com >
Co-authored-by: nmzik <Nmzik@mail.ru >
2026-10-02 15:11:34 +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
d1c99bbfb0
Consolidate instruction operand bounds checks
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
28f29b8e6f
Inline common IR operands and share storage with Phi pairs
2026-10-02 13:24:03 +04:00
nmzik
3353c1ff3b
shader: pack the runtime evaluation index beside the IR opcode
2026-10-02 13:24:03 +04:00
Louis
b3e419ff11
shader: implement 32-bit RDNA2 IMAGE_ATOMIC_CMPSWAP ( #952 )
...
* shader: implement 32-bit RDNA2 image atomic compare-and-swap
* shader: share atomic emission and correct image barriers
---------
Co-authored-by: nmzik <Nmzik@mail.ru >
2026-10-02 01:15:53 +04:00
nmzik
4428640b44
add one time log for BDA
2026-10-02 00:53:51 +04:00