Commit Graph

938 Commits

Author SHA1 Message Date
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
nmzik 496432bbb4 Shader: skip identity image remapping on materialization hits 2026-09-27 10:47:18 +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

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Co-authored-by: nmzik <Nmzik@mail.ru>
2026-09-27 02:13:30 +04:00
Devran Cosmo Uenal a22a9d9348 audio: play DualSense haptics from vibration audio ports (#843)
* audio: play DualSense haptics from vibration audio ports

Games drive the DualSense's actuators through a vibration audio port, one channel per actuator.
These ports had no device, so their samples were dropped. Over USB the DualSense is a 4-channel
audio device whose back channels feed the actuators; play the port's samples there through SDL.

The device is looked up while the port plays, so the controller can be connected at any time. The
queue keeps about the latency of the regular audio path, with the playback rate nudged by up to 3%
when the port is fed off real time.

While haptic audio plays, hold a DualSense's rumble at zero: SDL disables audio haptics whenever
rumble is non-zero.

Add pad_haptics tests for the sample conversion, device-name matching and rate correction.

* Simplify DualSense audio haptics and restore idle rumble

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Co-authored-by: nmzik <Nmzik@mail.ru>
2026-09-27 00:37:27 +04:00
nmzik 81f312638f graphics: encode packed UNorm buffer stores before writing skinning normals 2026-09-26 23:42:19 +04:00
nmzik f1f930e06c fix(launcher): use native macOS game folder picker 2026-09-26 22:14:09 +04:00
Devran Cosmo Uenal e0b682e4b2 AvPlayer: fix Crash Bandicoot 4 intro playback and green video padding (#848)
* AvPlayer: advance the shared audio-master clock after final audio frame

* AvPlayer: initialize padded NV12 planes with neutral black

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Co-authored-by: nmzik <Nmzik@mail.ru>
2026-09-26 20:39:46 +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
Saadi 4e8d8c849d tests: add LeastRecentlyUsedCache regression tests (#671)
* launcher: keep primary update feed answer when the fallback request fails

When the primary feed is reachable but its tag differs from the build tag,
the result was discarded and the GitHub API fallback was consulted. If the
fallback request failed (api.github.com rate-limits unauthenticated
requests), the launcher reported an error even though the primary feed had
already returned a usable update answer with a working release URL. Keep
the primary feed answer and show it if the fallback fails.

* emulator: validate numeric CLI arguments

--screen-width, --screen-height, --gpu, and --vblank-frequency were parsed
with Common::ToInt32/ToInt64, which ignores std::from_chars errors and
returns 0, so values like "--screen-width abc" or "--gpu xyz" were
silently accepted: zero screen size, or GPU 0 selected instead of auto
(-1). Reject invalid values with an error message like the other options,
using from_chars-based helpers (ParseUint32/ParseInt32); reject zero
screen dimensions.

* tests: add LeastRecentlyUsedCache regression tests

Cover the LRU cache walk order, tick filtering in ForEachItemBelow,
early-exit boolean callbacks, Touch reordering and same-tick skips,
Free, and freed-id reuse by later inserts. Modeled on BitArrayTests.

* tests: use a tick cutoff that detects a stale newest-item tick

Collect(cache, 35) also visits c when Touch(c, 35) failed to update
its tick (30 <= 35). Use a cutoff of 30 and expect only b.

* Run LRU cache tests in CI

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Co-authored-by: nmzik <Nmzik@mail.ru>
2026-09-26 02:42:31 +04:00
Emil 313b60e922 Capture PCM at set time when multiple AudioOut2 ports share a buffer (#826)
* capture PCM at set time when ports share a buffer

* Snapshot size limit and open device check

* Fall back to PCM pointer on stale snapshot

* audio: own AudioOut2 PCM at attribute set time

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Co-authored-by: nmzik <Nmzik@mail.ru>
2026-09-26 02:19:49 +04:00
Hamza Shakir cda236dbb3 Shader recompiler: accept V_NOT_B32 SDWA partial dst with any source; allow 64 buffers
SDWA source extraction and destination insertion are independent. Cover the reported word1-to-word0 preserve form and byte-source partial destinations in compute tests. Verify 64 distinct compute buffers survive resource tracking and binding layout, and remove the obsolete CFG rejection.

(cherry picked from commit 9e74df7dc0)
2026-09-26 01:58:55 +04:00
nmzik 497166009c loader: unlink exact module imports before releasing their mapping 2026-09-25 21:15:41 +04:00
nmzik 0fb3ac5605 kernel: retain modules until their final explicit unload 2026-09-25 21:15:41 +04:00
nmzik e056d55dd5 loader: consolidate eager symbol resolution and remove dead PLT machinery 2026-09-25 21:15:41 +04:00
nmzik 1371219f5c loader: preserve resolved relocations across dynamic loads 2026-09-25 21:15:41 +04:00
nmzik cf423df624 shader: remove per-draw vertex diagnostic atomics 2026-09-25 21:15:41 +04:00
nmzik 5ce4f08364 audio: improve NGS2 stream and ATRAC9 playback 2026-09-25 18:26:08 +04:00
nmzik 7e1c2d1532 avplayer: auto-start playback without an event callback 2026-09-25 16:39:54 +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
Devran Cosmo Uenal f7ae6e0a83 audio: support NGS2 PCM16 samplers and rear low-pass filters (#825)
* audio: support standard NGS2 PCM16 sampler playback

Extend the existing fixed-point PCM path to standard samplers, loops, and progress reporting. Apply voice events immediately and honor callback interruption during source advancement.

Reuse upstream rate and pitch handling. Add regression coverage for streaming, routing, callbacks, loops, and custom sampler controls; ngs2_sampler passes.

* audio: apply NGS2 rear low-pass filters

Handle rear low-pass FCQ controls at the output sample rate with per-channel history and channel masks. Preserve filter tails through streaming gaps and use the standard pi constant for coefficients.

Add regression coverage for frequency response, control layout, channel isolation, and starvation/refill continuity. Emulator build and both audio test suites pass.

* Preserve resampling phase for accepting voices

Only reset voice.sample_phase when there are no blocks and the voice does not accept blocks (change in src/libs/ngs2.cpp). Add TestResamplingPhaseAfterStarvation to tests to ensure sampler and custom sampler retain resampling phase and pending source advancement after starvation, and that SetupSampler still resets the phase. This prevents resampling phase loss during starvation/refill across sample rates.

* audio: correct sampler controls, lifecycle, and filter tails

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Co-authored-by: nmzik <Nmzik@mail.ru>
2026-09-25 15:44:58 +04:00
nmzik 3585cd8f03 shader: simplify translator dispatch to void handlers 2026-09-25 14:27:09 +04:00
nmzik ff54608569 shader: add V_CMPX_O_F32 opcode 2026-09-25 14:27:09 +04:00
nmzik 6bb68a3fd9 shader: stop repeated CFG merge gateway splitting 2026-09-25 14:27:09 +04:00
nmzik 93185953f1 shader: fuse image specialization setup with materialization 2026-09-25 14:27:09 +04:00
6d4m 7855c980cb audio: keep blocking AudioOut writes on an even cadence (#822)
* audio: keep blocking AudioOut writes on an even cadence

The blocking queue check only enforced a minimum cushion, so the guest
could queue a burst of buffers and then be blocked for the whole cushion.
Measured on PPSA03647, intervals between guest writes alternated between
0 ms and ~44 ms instead of one 5.33 ms buffer period, while the average
rate stayed correct at 48000 frames/s. Mixers that run on a timer cannot
track that cadence and the music turns slow and warbling.

Keep the cushion as-is, but also hold writes to the buffer period, and
skip that wait when the stream is running low so it cannot underrun.

Intervals become ~5.4 ms with microsecond-level deviation and the menu
music plays correctly.

* audio: reuse output clock after SDL queue priming

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Co-authored-by: nmzik <Nmzik@mail.ru>
2026-09-25 12:33:01 +04:00
Matthew Hurley 5a705dd15f shader: support V_CMPX_EQ_U16 (#816)
* shader: support V_CMPX_EQ_U16

Decode gfx11 VOPC 0xba and lower it as an unsigned 16-bit equality
compare with CMPX EXEC-mask semantics.

🤖 Generated with Codebuff 🤖
Co-Authored-By: Codebuff <noreply@codebuff.com>

* shader: correct CMPX EQ U16 runtime expectations

Remove the added CFG tests and correct two EXEC expectations in the compute regression case.

---------

Co-authored-by: Matthew Hurley <171001439+theantipopau@users.noreply.github.com>
Co-authored-by: Codebuff <noreply@codebuff.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
2026-09-25 02:27:44 +04:00
nmzik e73324c2e0 Fix Linux fiber stack overflow with Clang 18 (#813)
Keep function-name formatting off small fiber stacks
2026-09-25 02:08:35 +04:00
Mac a20fb7f9f8 agc: trace per-frame packet parameters only with graphics debug dump
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.
2026-09-25 00:03:08 +04:00
nmzik 1cc0ac7ed8 ajm: share control handling to fully reset gapless decoders
Co-authored-by: Mac <me@itsmemac.com>
2026-09-25 00:01:51 +04:00
nmzik 83628a436e audio: fix NGS2 playback 2026-09-24 22:34:55 +04:00
nmzik 2165c710c3 audio: share block completion 2026-09-24 22:34:55 +04:00
Saadi b9a0bd2791 loader: wrap elapsed time in Timer::GetTime (#679)
loader: format elapsed log timestamps beyond 24 hours

Co-authored-by: nmzik <Nmzik@mail.ru>
2026-09-24 22:02:19 +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 dc9280d75d shader: add GLC/DLC buffer cache policy support
Co-authored-by: Mac <me@itsmemac.com>
2026-09-24 20:46:04 +04:00
nmzik 6a9ae4ae43 shader: add SDWA support for V_MAX_I32 2026-09-24 20:46:04 +04:00
nmzik 392f39e2f6 shader: support indirect BUFFER_LOAD_DWORDX3 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 e43c242683 shader: add S_MEMREALTIME opcode
Co-authored-by: Maxime Allanic <maxime@allanic.me>
Co-authored-by: Mac <me@itsmemac.com>
2026-09-24 20:46:04 +04:00
nmzik 732057b072 videoout: fix VRR status import signature
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
Douglas Soares Silva fcf0f3b67e shader: fold the lane test after a pixel shader's entry s_wqm (#801)
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>
2026-09-24 12:02:19 +04:00
nmzik a6248c7c7c Convert formatted half-float buffer stores from F32
Co-authored-by: TarkusR <90155059+TarkusR@users.noreply.github.com>
2026-09-24 11:13:33 +04:00
nmzik 3bd5de646d Reuse prepared shader bindings across draws and dispatches 2026-09-24 11:13:33 +04:00
nmzik 0382d0ca58 Publish reserved guest mappings atomically after backing commit 2026-09-24 11:13:33 +04:00