Commit Graph
117 Commits
Author SHA1 Message Date
nmzik 698c9f802f renderer: remove global BufferCache locking 2026-08-08 08:02:35 +02:00
nmzik 1d5f3c8f66 gpu emulation: remove unnecessary Vulkan synchronization
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2026-08-08 01:21:03 +02:00
nmzik ec78afb966 Revert "gpu: queue AGC suspend points"
This reverts commit 90bf3c9236.
2026-08-07 23:58:09 +02:00
nmzik 90bf3c9236 gpu: queue AGC suspend points 2026-08-07 21:02:31 +02:00
nmzik 5125cd09c7 growable command buffer pool 2026-08-07 18:26:42 +02:00
nmzik 7907a50817 minor optimizations
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2026-08-07 09:26:37 +02:00
nmzik 26781e6fea fix(windows): add experimental guest red-zone protection.
Port the static instruction patcher from shadPS4.
2026-08-07 05:19:14 +02:00
nmzik d5c95bc3ee kernel: coalesce fragmented Windows placeholders before reuse 2026-08-07 03:13:01 +02:00
nmzik ace549ab21 reduce complexity of buffer overlap detection
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2026-08-06 23:46:47 +02:00
nmzik 0cbae39e41 remove double locking. small perf boost 2026-08-06 23:23:28 +02:00
nmzikandPouare514 e9f5da27f8 gpu: implement polygon offset
Co-authored-by: Pouare514 <julienaulycee@gmail.com>
2026-08-06 22:02:19 +02:00
nmzik 389fd1e5be refactor gpu: consolidate texture tile layout calculations 2026-08-06 20:03:42 +02:00
nmzik 9859b3e1d6 defer image refresh to final acquisition 2026-08-05 12:52:36 +02:00
nmzik cd19fa283f Implement IME dialog overlay
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2026-08-05 05:14:16 +02:00
nmzik b6af7c73ec graphics: support Standard256B storage textures 2026-08-05 05:09:28 +02:00
nmzik ac64d202af shader: implement BUFFER_ATOMIC_FMAX 2026-08-05 02:59:28 +02:00
nmzik df44ad3fac shader: implement BUFFER_ATOMIC_FMIN, unhandled IR opcode now fails 2026-08-05 02:59:28 +02:00
nmzik 0a2f4814ac refactor(shader): centralize opcode metadata and lookup paths 2026-08-05 02:59:28 +02:00
nmzik e6b4707a5d renderer: support R8 uint render targets 2026-08-05 02:59:28 +02:00
nmzik 9a3468e3a0 shader: implement V_MIN_U32 2026-08-05 02:59:28 +02:00
nmzik 73da43a7be shader: implement V_CNDMASK_B32 2026-08-05 02:59:28 +02:00
nmzik aa88d94755 shader: implement V_SUB_NC_U32 2026-08-05 02:59:27 +02:00
nmzik 51562cd8d2 tests: use valid image descriptors in shader CFG cases 2026-08-05 02:59:27 +02:00
nmzik 822ca3c10b shader: implement S_CMP_EQ_U64 2026-08-05 02:59:27 +02:00
nmzik 2b6fd699e7 shader: implement V_CMP_EQ_I64 2026-08-05 02:59:27 +02:00
nmzikandStefanos Costa f380d69b9d fix AudioOut pacing
Co-authored-by: Stefanos Costa <stefanos.costa1999@gmail.com>
2026-08-05 02:17:25 +02:00
nmzik 00a5dd32c0 Implement syncOnAddress ABIs (perf improvement)
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2026-08-04 21:24:12 +02:00
nmzikandDeathWhispers 2f9fcc63c3 fix (agc): implement DCB context state operations
Co-authored-by: DeathWhispers <56944463+Death-Whispers-U@users.noreply.github.com>
2026-08-04 19:14:21 +02:00
nmzik 51d0e02543 perf: sync only GPU-dirty readbacks 2026-08-04 02:26:50 +02:00
nmzik 26f0c7b0bf perf: reduce texture registration and lookup overhead 2026-08-03 08:18:05 +02:00
nmzik 86a586025f renderer: expand rectangle lists with tessellation
Remove the legacy NGG rectangle workaround and its configuration toggle.
2026-08-03 00:35:02 +02:00
nmzik 055d0920d7 renderer: allow array storage views at nonzero mips 2026-08-03 00:35:02 +02:00
nmzik f2ee98fe31 renderer: separate tiled and linear texture capacities 2026-08-03 00:35:02 +02:00
nmzik fb5ecec455 renderer: ignore stale stencil state for depth-only targets 2026-08-02 14:14:32 +02:00
nmzik fc8d2a3b83 guest_gpu: remove memory-unmap submission deadlock + remove legacy agc buffering 2026-08-02 13:26:29 +02:00
nmzik 59b8fad341 graphics: support 3D color render targets 2026-08-02 09:38:57 +02:00
nmzik b877b4be9c graphics: perf - batch GPU page watcher updates at 4 MiB granularity 2026-08-02 08:39:50 +02:00
nmzik 9da7fc5dd6 renderer: minor optimizations 2026-08-02 08:34:44 +02:00
Stefanos Costaandnmzik 66f640527d audio: fix pacing and AudioOut2 port lifetime
Extracted from 6a60f1b17481a0e5e14242c0fb4dc22f963545e1 in KytyPS5/KytyPS5#147.
2026-08-02 06:35:52 +02:00
nmzik 44d7f2a3e8 shader cfg: handle shared early exits
Duplicate small shared exit tails so each selection gets its own merge block. This keeps overlapping early-exit ladders on structured SPIR-V and adds a regression test.
2026-08-02 03:16:08 +02:00
nmzik 2dcb90066c shader cfg: normalize loop structure
Give loops one header and one continue path before SPIR-V generation. This handles conditional headers and multiple latches without falling back to a dispatcher.
2026-08-02 03:15:26 +02:00
nmzik 51a33cc363 shader cfg: handle loop control branches
Keep simple break, continue, and repeat branches in structured control flow. Split conflicting merge blocks and add regression tests for nested loop exits.
2026-08-02 03:14:39 +02:00
0f550d1fd0 fix: keep hint-less guest mappings at the canonical PS5 base (fixes the #135 macOS regression) (#138)
* fix: keep hint-less guest mappings at the canonical PS5 base

FindGuestFreeRange searched the low system-managed range first for
mappings with no address hint, so the first hint-less direct-memory map
could land as low as 0x200000. The PS5 kernel never places hint-less
user mappings below 0x200000000 and guest code relies on that: Sony's
libc maps 4 MiB of direct memory for its internal heap, fails its
mspace setup when the returned address is that low, and the first
malloc then dereferences a null mspace (a read at 0x38, the mspace
magic check). On macOS this made Raiden III crash on the main guest
thread a couple of seconds after boot, 100 percent reproducible with
--printf-direction Silent.

Search from the canonical base first, fall back to the user range, and
keep the low system-managed range only as a last resort. The mmap path
already anchored hint-less searches at 0x200000000; this aligns the
shared search helper with it.

Adds two regression tests: the libc-shaped allocation must come back at
or above the canonical base and hold writes, and direct-memory content
must survive an unmap and remap of the same physical range.

* macos: make the fatal-report memory dumps fault-safe

IsReadableRange returned true for any nonzero address on macOS, so the
fatal report's guest memory dumps dereferenced whatever the crashed
thread had in its registers. A fault inside the reporter re-enters the
signal handler and wedges the reporting thread, which hid real guest
crashes whenever logging was enabled: the game kept running with a dead
thread and the report was never completed.

Walk the Mach regions covering the range and require read permission
before dumping, the same contract the Linux implementation provides.

* do not fallthrough HOST_SYSTEM_MANAGED_MIN

---------

Co-authored-by: nmzik <Nmzik@mail.ru>
2026-08-02 02:23:12 +02:00
nmzik f830d6b2e4 renderer: remove legacy code left from refactoring 2026-07-31 23:13:48 +02:00
nmzik d68a477276 renderer: broaden compatibility 2026-07-31 22:24:56 +02:00
nmzik 846002c5eb shader: fix invalid texture descriptors and add missing format 2026-07-31 17:30:31 +02:00
nmzik d8a4c83cc7 format src and tests with clang-format 2026-07-31 11:36:12 +02:00
nmzik 68be13345a fix(shader): support multisampled depth image loads 2026-07-31 11:36:12 +02:00
nmzik 167da0abe0 shader: fix readlane/writelane for inactive host lanes 2026-07-31 11:36:12 +02:00
nmzik 212282d693 fix(shader): preserve packed UINT16 MRT exports 2026-07-31 11:36:12 +02:00