* 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
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Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* added auto-translation action
* made scripts executable
* reuse
* no-obsolete - reuse (#2392)
* other languages - reuse
* no-obsolete
see everything that is 'vanished', because it does not exist
* Update update_translation.sh
* +
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Co-authored-by: DanielSvoboda <daniel.svoboda@hotmail.com>
the shift value should be extracted from the 5 least significant bits of the second operand (S1.u[4:0]), to ensure that the shift is limited to values from 0 to 31, suitable for 32-bit operations
Instruction S_LSHR_B32
Description D.u = S0.u >> S1.u[4:0]. SCC = 1 if result is non-zero.
Unity, being the awful game engine it is, checks for a return value of zero to determine if sceKernelLoadStartModule failed. This results in it throwing an error code into sceKernelDlsym's handle parameter when the module it's searching for doesn't exist.