nmzik
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470669c677
|
graphics: make raw image synchronization an opt-in setting
|
2026-10-07 21:17:35 +04:00 |
|
Claxten
|
743fdc6990
|
graphics: synchronize raw storage reads with GPU image aliases
|
2026-10-07 21:17:35 +04:00 |
|
 nmzikandJoão Lobo
|
e5dcfdb87b
|
graphics: bound unbounded buffer reads and writes (#1066)
Co-authored-by: João Lobo <joaodlobo@gmail.com>
|
2026-10-06 00:35:02 +04:00 |
|
 nmzikandTheCruZ
|
984010227f
|
graphics: make depth bounds dynamic to reuse pipelines
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
|
2026-10-06 00:35:02 +04:00 |
|
 nmzikandÇağatay Güçlü
|
94e7d239dd
|
gpu: fix zero-source alpha blending on swizzled targets
Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com>
|
2026-10-05 02:24:51 +04:00 |
|
nmzik
|
96011cc5c9
|
gpu: share pipelines when color and alpha blend equations match
|
2026-10-05 02:24:51 +04:00 |
|
nmzik
|
b0bbaef1eb
|
gpu: store large compute shared memory in device buffers
|
2026-10-05 02:24:51 +04:00 |
|
 nmzikandÇağatay Güçlü
|
0ee8800905
|
shader: read image descriptors indexed by workgroup
Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com>
|
2026-10-05 02:24:51 +04:00 |
|
 nmzikandÇağatay Güçlü
|
0bef3fc0d3
|
gpu: fix separate alpha blending on swizzled render targets
Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com>
|
2026-10-05 02:24:51 +04:00 |
|
Çağatay Güçlü
|
a2f851788f
|
gpu: create texture views before rebinding overlapping images
|
2026-10-05 02:24:51 +04:00 |
|
 nmzikandMehmetCambaz
|
c3f4962715
|
shader: use native narrow storage for byte-aligned PS5 buffers
Co-authored-by: MehmetCambaz <mcambaz18@gmail.com>
|
2026-10-04 18:39:34 +04:00 |
|
nmzik
|
783d9f8d6b
|
shader: read descriptor dependencies from the native raw buffer source
|
2026-10-04 18:39:34 +04:00 |
|
nmzik
|
57cf086886
|
shader: synchronize GPU-written descriptor dependencies through buffer cache
|
2026-10-04 18:39:34 +04:00 |
|
 nmzikandshadowbeat070
|
3ba0e971e9
|
shader: materialize exact buffer capacity through shared clean reads
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
|
2026-10-04 18:39:34 +04:00 |
|
 nmzikandTheCruZ
|
8b05b6730e
|
shader: bind dispatch spans while keeping GPU record counts native
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
|
2026-10-04 18:39:34 +04:00 |
|
nmzik
|
7f158c656e
|
Share sampler descriptor snapshots across native variants
|
2026-10-03 17:31:15 +04:00 |
|
     
|
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 |
|
 BlackCATandshadowbeat070
|
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
|
b86cf0a820
|
Reuse pipelines when inactive blend settings change
|
2026-10-02 00:52:49 +04:00 |
|
nmzik
|
64eea6b32d
|
Reuse vertex shaders across equivalent vertex buffer layouts
|
2026-10-02 00:51:15 +04:00 |
|
nmzik
|
6409be2874
|
shader: respect branch reachability when refreshing scalar resources
|
2026-10-02 00:51:15 +04:00 |
|
   
|
337f432016
|
shader: execute PS5 BVH intersections and local FLAT stacks
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
Co-authored-by: Mac <me@itsmemac.com>
Co-authored-by: Senaxx <michelbeld@gmail.com>
Co-authored-by: Jean-Philippe <github@meunier.jp>
|
2026-10-02 00:51:15 +04:00 |
|
 nmzikandEmK530
|
73615c31ff
|
graphics: preserve logical alpha when blending reordered targets (PPSA02721)
Co-authored-by: EmK530 <admin@emk530.net>
|
2026-09-29 19:52:40 +04:00 |
|
nmzik
|
6d6666819a
|
graphics: serialize pipeline cache through its renderer owner
|
2026-09-29 13:57:32 +04:00 |
|
nmzik
|
0fbeac6d3f
|
graphics: compact shader keys and hash packed pipeline state
|
2026-09-29 13:57:32 +04:00 |
|
nmzik
|
b43bf9f7fb
|
graphics: store vertex attribute bindings without duplicated arrays
|
2026-09-29 13:57:32 +04:00 |
|
nmzik
|
4cf456fb77
|
graphics: retain buffer names across draw bindings
|
2026-09-28 22:17:43 +04:00 |
|
nmzik
|
2016f8e2fe
|
gpu: address extended guest memory without widening dense cache tables
|
2026-09-28 18:01:49 +04:00 |
|
nmzik
|
0791f921f6
|
UFC 5 in-game (#883)
* shader: release descriptor dependencies
* shader: simplify shared-exit control flow
* shader: fix scalar memory loads
* shader: fix LDS counter bounds
* renderer: skip inactive pixel shaders
* shader: respect FP32 mode in comparisons
* renderer: fix sampler border colors
* shader: resolve descriptors from control flow
* shader: resolve descriptors before resource planning
* shader: handle scalar guards for image bounds
* shader: handle reduced guards for image loops
* shader: fix wave guards and material indices
* shader: preserve scalar buffer offset alignment and carry
* shader: prove masked loop bounds across iteration transitions
* shader: preserve source and IR before resource tracking failures
* shader: track material keys selected from active lanes
* shader: remove obsolete post-dominator analysis
* shader: follow bounds guards through control-flow joins
|
2026-09-28 16:03:05 +04:00 |
|
nmzik
|
041874f663
|
Graphics: resolve equivalent terminal mip views without expanding backing
|
2026-09-27 11:04:19 +04:00 |
|
 Pcniadoandnmzik
|
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
---------
Co-authored-by: nmzik <Nmzik@mail.ru>
|
2026-09-27 02:13:30 +04:00 |
|
   
|
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 |
|
 nmzikandMac
|
d72a79af2d
|
graphics: skip compute dispatches with BVH instructions
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 |
|
nmzik
|
3bd5de646d
|
Reuse prepared shader bindings across draws and dispatches
|
2026-09-24 11:13:33 +04:00 |
|
 nmzikandTarkusR
|
66cc2fe26d
|
Track depth and stencil attachment feedback across graphics stages
Co-authored-by: TarkusR <90155059+TarkusR@users.noreply.github.com>
|
2026-09-24 11:13:33 +04:00 |
|
nmzik
|
d30dca78be
|
Read image descriptors in one bounded span
|
2026-09-23 15:41:02 +04:00 |
|
nmzik
|
03c55e5712
|
Keep shader user data inline for cached programs
|
2026-09-23 15:41:02 +04:00 |
|
nmzik
|
13fcb3a133
|
Refresh cached resources in one SRT walk
|
2026-09-23 15:41:02 +04:00 |
|
nmzik
|
90471836f7
|
Resolve storage mip views before layout lookup
|
2026-09-23 15:34:44 +04:00 |
|
 nmzikandAli Almohaya
|
7c9e18e73b
|
Ignore inactive metadata address bits in sampled depth descriptors
Co-authored-by: Ali Almohaya <17254073+Almo7aya@users.noreply.github.com>
|
2026-09-22 11:38:50 +04:00 |
|
nmzik
|
476204cd4b
|
Initialize native NGG vertex launch state and wave size
|
2026-09-22 11:11:36 +04:00 |
|
nmzik
|
ba55ba5dc5
|
Allow storage access to PS5 cubemap faces
|
2026-09-21 00:49:54 +04:00 |
|
nmzik
|
0ad9149c90
|
Fix three-vertex rectangle rendering
|
2026-09-20 17:16:19 +04:00 |
|
nmzik
|
6493674726
|
shader: dual-source blending (Vulkan)
|
2026-09-18 09:11:55 +04:00 |
|
nmzik
|
5dc644edb4
|
clean up graphics helpers
|
2026-09-17 20:35:36 +04:00 |
|
 nmzikandÇağatay Güçlü
|
f38d738ee2
|
Honor PS5 texture minimum LOD for streamed mip chains
Fix broken ground textures in ASTRO BOT.
Related work: https://github.com/KytyPS5/KytyPS5/pull/558
Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com>
|
2026-09-16 22:33:19 +04:00 |
|
 nmzikandÇağatay Güçlü
|
b594f8c834
|
Bind only exported color targets and preserve MRT slots
Related work: https://github.com/KytyPS5/KytyPS5/pull/558
Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com>
|
2026-09-16 22:33:19 +04:00 |
|