* shader_recompiler: Add lowering pass for when 64-bit float is unsupported.
* shader_recompiler: Fix PackDouble2x32/UnpackDouble2x32 type.
* shader_recompiler: Remove extra bit cast implementations.
* Add the NpAuth library
* clang
* you didn't see anything
* Add some random return to make games at least start using this library
* i'm once again asking for your continued ignorance of what i'm forgetting to not push
* debug logging
* apparently just this is still enough
* this isn't used but it still shouldn't be incorrect
* Revert "build: Target same CPU architecture level as PS4. (#2745)"
This reverts commit 54b4d7fc78.
Causing issues on M1 CPUs for some reason.
* build: Update architecture comments and set mtune=generic.
* cpu_patches: Remove CPU patches for macOS and bump minimum OS version to 15.4
* cpu_patches: Remove BMI1 patches
These are now only good for very old Intel CPUs that:
* Still do not currently function due to other CPU instruction issues.
* Will probably be too slow to run shadPS4 well.
* usbd: Implement libusb passthrough
* clang-format
* only do kernel activities on non-windows
* use variable to represent "fake" windows kernel driver
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* sceKernelDebugOutText
Some homebrew use this for logging, and these logs do show up in console klogs.
I wasn't sure where the most suitable place for this function would be, so I made a separate file for these debug functions.
* Implement kernel exit
Some homebrew I have use this exit when an error occurs. Since actually closing the emulator isn't implemented yet, I've used an unreachable message that logs the status code.
I've placed it in process.cpp for now, let me know if I should change that.
* Improved implementations for sceKernelDebugRaiseException functions
These functions take in two parameters, an error code and some other value that I have no idea what is for. If that second parameter is not zero, they return ORBIS_KERNEL_ERROR_EINVAL before any calls to mdbg_service.
These improved implementations add the early error return and a message with the error code to the unreachable.
* Add missing exports
Homebrew apps like to use these kernel exports of posix functions instead.
* Clang
* control_flow_graph: Improve divergence handling
* recompiler: Simplify optimization passes
Removes a redudant constant propagation and cleans up the passes a little
* ir_passes: Add new readlane elimination pass
The algorithm has grown complex enough where it deserves its own pass. The old implementation could only handle a single phi level properly,
however this one should be able to eliminate vast majority of lane cases remaining. It first performs a traversal of the phi tree to ensure
that all phi sources can be rewritten into an expected value and then performs elimintation by recursively duplicating the phi nodes at each step,
in order to preserve control flow.
* clang format
* control_flow_graph: Remove debug code
* rewrite splash
removed Splash class
rewrite using imgui texture manager
fix crashes & old validation error
* handle games with abnormal aspect ratios
* host_shaders: support for includes
* video_core: add a simpler vulkan asserts
* video_core: refactored post processing pipeline to another file
* renderer_vulkan: add define param to compile shader utility
* video_core: fsr implementation
* devtools: show resolution & fsr state
* Initial KBM remapping GUI
* Added Mousewheel mapping
* Make window wider so for mousewheel + modifier string
* Fix alt + mousewheel vertical being changed to horizontal for qwidgets
---------
Co-authored-by: rainmakerv2 <30595646+jpau02@users.noreply.github.com>
- Don't call enable_language before project.
See CMake docs for CMP0165.
- Remove boost-related cache variables.
It's too late to set them because Boost::headers has already been found.
- Don't build SDL3-test library.
Not used by shadps4.
- Remove /Zc:preprocessor from toml11's INTERFACE_COMPILE_OPTIONS.
Clang-cl does not support this flag and emits a lot of warnings.
- Remove dummy.cpp and make gcn a proper INTERFACE target.
* Include trophy rarity icons in pop up, remove newlines from viewer
Fix layout
Update platinum.png
Fix linux and apple
* Smaller type icons, center text vertically
* use original icons
* MacOS fixes
* Address Review comments
Update build.yml
Update build.yml
Update build.yml
Update build.yml
Update build.yml
Update build.yml
Update build.yml
test
* Move trophy type to leftmost and trophy art to rightmost
* Embed resources
* Revert packaging of resources with builds
---------
Co-authored-by: rainmakerv2 <30595646+jpau02@users.noreply.github.com>
* shader_recompiler: Move shared mem lowering into emitter
* IR can be quite verbose during first stages of translation, before ssa and constant prop passes have run that drastically simplify it. This lowering can also be done during emission so why not do it then to save some compilation time
* runtime_info: Pack PsColorBuffer into 8 bytes
* Drops the size of the total structure by half from 396 to 204 bytes. Also should make comparison of the array a bit faster, since its a hot path done every draw
* emit_spirv_context: Add infrastructure for buffer aliases
* Splits out the buffer creation function so it can be reused when defining multiple type aliases
* shader_recompiler: Merge srt_flatbuf into buffers list
* Its no longer a special case, yay
* shader_recompiler: Complete buffer aliasing support
* Add a bunch more types into buffers, such as F32 for float reads/writes and 8/16 bit integer types for formatted buffers
* shader_recompiler: Remove existing shared memory emulation
* The current impl relies on backend side implementaton and hooking into every shared memory access. It also doesnt handle atomics. Will be replaced by an IR pass that solves these issues
* shader_recompiler: Reintroduce shared memory on ssbo emulation
* Now it is performed with an IR pass, and combined with the previous commit cleanup, is fully transparent from the backend, other than requiring workgroup_index be provided as an attribute (computing this on every shared memory access is gonna be too verbose
* clang format
* buffer_cache: Reduce buffer sizes
* vk_rasterizer: Cleanup resource binding code
* Reduce noise in the functions, also remove some arguments which are class members
* Fix gcc
* Added all stubs + logging
* Added back memory and math functions from the original code + added some more math functions
* More string functions, snprintf, memmove and setjmp
* Add longjmp + clang
* gmtime, __cxa_atexit and log what functions some games use
* Add Mspace unreachable
* Renaming
* Take out mspace functions to their own file
* Factor out io to a new file
* Empty str and memory files
* Overloaded functions be like:
* str
* memory + math +clang
* clang...
* adjustments :D
* longjmp is questionable
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* shader_recompiler: Replace texel buffers with in-shader buffer format interpretation
* shader_recompiler: Move 10/11-bit float conversion to functions and address some comments.
* vulkan: Remove VK_KHR_maintenance5 as it is no longer needed for buffer views.
* shader_recompiler: Add helpers for composites and bitfields in pack/unpack.
* shader_recompiler: Use initializer_list for bitfield insert helper.