nmzik
abd77f574c
shader: treat call-target registers with several reaching definitions as GPU-selected
KytyPS5-2026-10-31-abd77f5
2026-10-31 04:07:35 +01:00
nmzik
ee034be4b2
shader: rely on robustBufferAccess2 for storage buffer bounds
2026-10-31 03:04:38 +01:00
nmzik
ec746622c2
pipeline: create shader-store pipelines at boot on half the hardware threads
2026-10-31 01:37:15 +01:00
nmzik and TheCruZ
14837b0479
graphics: report GET_LOD_STATS mip-statistics slots as unsampled
...
Co-authored-by: TheCruZ <thecruzwtf@gmail.com >
2026-10-31 00:44:27 +01:00
nmzik
4919fdb6e6
shader: validate the IR once, at SPIR-V emission
KytyPS5-2026-10-30-4919fdb
2026-10-30 10:12:37 +01:00
nmzik
216bd28bf6
shader: drop quadratic scans from resource tracking
2026-10-30 10:12:37 +01:00
nmzik
0543c3d228
texture_cache: copy depth sampled through non-depth color formats
2026-10-30 10:12:37 +01:00
nmzik
346e9a3c69
shader: resolve getpc/add/addc long jumps through any scalar pair
2026-10-30 10:12:37 +01:00
nmzik
154b175daf
graphics: accept float HDR video-out buffers
2026-10-30 10:12:37 +01:00
bc4333e313
ngs2: size 16-bit PCM blocks in Ngs2CalcWaveformBlock (The Binding of Isaac: Repentance) ( #1968 )
...
Ngs2CalcWaveformBlock returned NGS2_ERROR_UNKNOWN_WAVEFORM_FORMAT with a
zeroed block for 16-bit PCM (0x12). The Binding of Isaac: Repentance
(PPSA03311) ignores the error and queues the zeroed blocks, which the
sampler skips, so the game had no audio at all. PCM frames have a fixed
size, so the block now starts at sample_pos frames and spans num_samples
frames.
Fixes #667
Co-authored-by: gl-ungus <notasecondemail63@gmail.com >
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com >
KytyPS5-2026-10-30-bc4333e
2026-10-30 05:39:49 +01:00
nmzik
b0c8229bd4
docs: update the README status, Cyberpunk 2077 screenshot and notable forks
KytyPS5-2026-10-30-b0c8229
2026-10-30 05:17:52 +01:00
nmzik
bc1c779972
launcher: put the icon on a blue tile
...
Icon based on designs by Ant_IV (Discord), earlher (Discord) and cosmo (Discord, GitHub), closest reference first.
2026-10-30 05:03:22 +01:00
Artyom Zabroda
0c2546e850
shader: lower whole-wave OR scans to subgroup reductions
2026-10-30 04:31:24 +01:00
nmzik
eb3cb47296
renderer: drop the per-draw scalar-read overlap guard
2026-10-30 04:19:05 +01:00
nmzik and Artyom Zabroda
a5cfdcfd32
texture_cache: apply DCC fast clears of mipmapped color targets
...
Co-authored-by: Artyom Zabroda <artyomzabroda@gmail.com >
2026-10-30 04:05:24 +01:00
nmzik
ae67e2db51
shader: hash only the program code and literal buffer
2026-10-30 03:29:45 +01:00
nmzik
1703836d06
shader: type packed integer vertex inputs by their component type
2026-10-30 02:59:36 +01:00
nmzik and Phr3d13
b65dd18224
ngs2: let CLEAR reopen a closed waveform block list
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Co-authored-by: Phr3d13 <phr3d13@gmail.com >
KytyPS5-2026-10-30-b65dd18
2026-10-30 01:57:41 +01:00
nmzik and Phr3d13
2f6dccb10b
ngs2: mix ports without matrix levels with the default matrix
...
Co-authored-by: Phr3d13 <phr3d13@gmail.com >
2026-10-30 01:57:41 +01:00
nmzik and Phr3d13
08a7d7fbed
ngs2: render the reverb voice dry signal
...
Co-authored-by: Phr3d13 <phr3d13@gmail.com >
2026-10-30 01:57:41 +01:00
nmzik and Phr3d13
2aa0d58ffb
ngs2: report voice port routing and volume
...
Co-authored-by: Phr3d13 <phr3d13@gmail.com >
2026-10-30 01:57:41 +01:00
nmzik and Phr3d13
9bf311c6c7
ngs2: report voice setup channels from the setup query
...
Co-authored-by: Phr3d13 <phr3d13@gmail.com >
2026-10-30 01:57:41 +01:00
nmzik and Phr3d13
e66a7f52b5
ngs2: apply mastering voice full band and LFE gain
...
Co-authored-by: Phr3d13 <phr3d13@gmail.com >
2026-10-30 01:57:41 +01:00
nmzik and Phr3d13
67f8276751
ngs2: patch to a rack handle connects to its voice 0
...
Co-authored-by: Phr3d13 <phr3d13@gmail.com >
2026-10-30 01:57:41 +01:00
KairosMakki and Ajakfial
3ad21e35cc
Rename near identifier to avoid Windows macro clash ( #1983 )
...
Co-authored-by: Ajakfial <ajakafial@tutamail.com >
KytyPS5-2026-10-29-3ad21e3
2026-10-30 00:41:22 +01:00
nmzik
5eab0ec738
shader: add BVH8 intersections and instance transforms
KytyPS5-2026-10-29-5eab0ec
2026-10-29 18:37:29 +01:00
nmzik
bfd4c34b88
shader: add BVH stack operations
2026-10-29 18:37:29 +01:00
nmzik
6ff6e7551d
graphics: use budget-aware preferred-device image allocation
2026-10-29 18:37:29 +01:00
nmzik
25f3ba4eae
tests: cover low-alpha packed tiler conversion in both directions
2026-10-29 18:37:29 +01:00
Chai T
4592e4c178
kernel: destroy untouched static rwlocks without allocation
2026-10-29 18:32:14 +01:00
Chai T
97bef2992f
appcontent: reject duplicate mounts without transferring ownership
2026-10-29 18:32:14 +01:00
nmzik and Chai T
15452a5fee
np: separate PSN emulation from host networking
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Co-authored-by: Chai T <chaitukca@gmail.com >
2026-10-29 08:30:55 +01:00
nmzik and Joshua Jayasingh
651ef73a03
graphics: add experimental Pro mode and linear PSSR
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Co-authored-by: Joshua Jayasingh <joshuajayasingh08@gmail.com >
2026-10-29 07:55:50 +01:00
nmzik
5e837a9bea
shader: share formatted indirect buffer load emission
KytyPS5-2026-10-29-5e837a9
2026-10-29 05:52:04 +01:00
nmzik and Frenzied
a0b99a8c21
ngs2: accept larger custom voice state buffers
...
Co-authored-by: Frenzied <frenziedsaint@gmail.com >
2026-10-29 05:52:04 +01:00
nmzik and Frenzied
8cfe1c4d34
ngs2: apply custom channel matrices before mastering output
...
Co-authored-by: Frenzied <frenziedsaint@gmail.com >
2026-10-29 05:52:04 +01:00
Çağatay Güçlü
f71da54b9b
shader: support fractional-even tessellation spacing
2026-10-29 05:52:04 +01:00
Çağatay Güçlü
63207739bc
shader: initialize local vertex count from active lanes
2026-10-29 05:52:04 +01:00
Çağatay Güçlü
143f640706
shader: preserve counterclockwise tessellation output
2026-10-29 05:52:04 +01:00
nmzik
54b937c85f
shader: support high products of 24-bit integers
2026-10-28 22:49:21 +01:00
nmzik
22610cb93e
shader: support unsigned 16-bit multiply-add
2026-10-28 22:41:29 +01:00
nmzik
0386f33bf3
shader: support four 16-bit integer ternary operations
2026-10-28 22:37:24 +01:00
nmzik
138d5b86c4
shader: support S_QUADMASK_B32
2026-10-28 22:31:16 +01:00
nmzik
963aaeb3b6
gpu: preserve low-alpha 2/10/10/10 render-target storage
2026-10-28 22:29:50 +01:00
Çağatay Güçlü
77458260f1
shader: reflect masked hull control-point addresses
2026-10-28 22:19:09 +01:00
nmzik
41de2fd64e
shader: support five VOP3 float conversion forms
2026-10-28 22:19:02 +01:00
Çağatay Güçlü
128c938514
shader: support quad tessellation domains and factor routing
2026-10-28 22:09:39 +01:00
Chai T
a8e3c29b2e
shader: implement V_ASHRREV_I64 (VOP3 0x301)
2026-10-28 21:51:28 +01:00
Devran Cosmo Uenal
c528324d27
audio: let the AJM Opus decoder write part of a packet ( #1914 )
...
ajm: buffer and resample Opus output
KytyPS5-2026-10-28-c528324
2026-10-28 21:31:16 +01:00
Mr. Big Britches and Claude Opus 5.5
c67352d5d6
ci: build and run the NGS2 sampler tests ( #1957 )
...
ngs2_sampler_tests is registered with ctest but no job built it or listed
it in the test filter, so the NGS2 unit tests never ran in CI. Each
platform now builds the target and includes ngs2_sampler in its ctest
filter.
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com >
KytyPS5-2026-10-28-c67352d
2026-10-28 19:58:06 +01:00