nmzik
b7b335ac63
gpu: admit block-compressed textures in PS5 R64 tiling
2026-10-11 01:05:56 +02:00
nmzik
9a5dd9faff
agc: reserve driver backing before guest direct-memory allocation
2026-10-11 01:05:56 +02:00
Kelvin Oliveira and nmzik
1cfb9522a3
controller: use Back as the touchpad click on pads without a touchpad ( #1355 )
...
* controller: use Back as the touchpad click on pads without a touchpad
Gamepads without a touchpad (Switch, Xbox, 8BitDo, ...) cannot click it, so
games that require the touchpad can't be played with them. The keyboard
already emulates it (Backspace/Tab); gamepads had nothing.
For SDL_GAMEPAD_BUTTON_BACK on a pad that reports no touchpads, report
PAD_BUTTON_TOUCH_PAD plus a finger at the centre of the touchpad. Pads with a
real touchpad are unchanged.
Fixes #1298
* controller: establish touch before fallback click
---------
Co-authored-by: nmzik <Nmzik@mail.ru >
2026-10-10 19:20:34 +02:00
nmzik
f63d3befdc
Add startup splash screen
2026-10-10 19:07:06 +02:00
nmzik
307fdcf7ad
add self updater ( #1352 )
...
* add self updater
* remove updater tests after validation
2026-10-10 05:42:32 +02:00
Mac
679be25c37
shader: recognize remaining disabled debug branches
2026-10-10 04:31:55 +02:00
fxpw
fa56c5eae9
shader: add scalar zero-bit count and search operations
2026-10-10 04:31:55 +02:00
foufouadi
3b9e176b70
shader: support VOP1/VOP2 DPP8 fetch-inactive
2026-10-10 04:31:55 +02:00
Bartlomiej Wolynczyk
053f5fd3cc
shader: emit DPP row_share instead of an identity move
2026-10-10 04:31:55 +02:00
popcoder565 and Claude Opus 5.5
2f4d0f383e
shader: add SDWA support for V_MIN_I32 ( #1342 )
...
WWE 2K26 stops building a shader CFG with "unsupported family=VOP2
opcode=0x11 raw=[0x220404f9 0x00060605] reason=VOP2 SDWA modifier is not
supported for opcode".
V_MIN_I32 takes the same integer path as V_MAX_I32, so give it the same
full-destination SDWA profile. The test runs the game's encoding, which
takes the signed minimum with the zero-extended low byte of a register.
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-10 03:43:08 +02:00
TheCruZ
d247d3d60c
shader: complete signed 64-bit integer comparisons
2026-10-10 03:36:25 +02:00
nmzik
93452b24e3
renderer: cache dynamic graphics state
2026-10-10 03:28:02 +02:00
nmzik
5559cfcbb2
renderer: optimize tiling and reuse centralized image layouts
2026-10-10 03:27:13 +02:00
nmzik
1c301c9aab
Revert "shader: keep scalar payload and terminal conditions on the GPU"
2026-10-09 21:10:15 +02:00
nmzik and Hector Mödinger S.
59183dbfa8
shader: add missing F64 VOPC compares
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Co-authored-by: Hector Mödinger S. <hectormodinger@gmail.com >
2026-10-09 21:01:51 +02:00
nmzik
7da3c4ed21
launcher: add resizable game grid/improve controller setup
2026-10-09 19:03:35 +02:00
nmzik
3e9f88bf79
shader: isolate SWAPPC work from ordinary shader paths
2026-10-09 17:27:07 +02:00
nmzik
8c81386568
shader: share finite descriptor planning with GPU-selected inline samplers
2026-10-09 15:06:39 +00:00
nmzik
bb5edbd490
shader: expose graphics compute queue fields to GETREG
2026-10-09 15:06:39 +00:00
nmzik and Behzad
1818aae562
shader: link scalar leaf calls only for SWAPPC programs
...
Co-authored-by: Behzad <behzadkhan1736@gmail.com >
2026-10-09 15:06:39 +00:00
nmzik
165cd884ca
agc: initialize function table in tracked driver memory
2026-10-09 15:06:39 +00:00
nmzik
973809cde0
shader: retain bounded scalar material image selectors
2026-10-09 15:06:39 +00:00
nmzik
71c7261740
shader: share indirect texture dispatch with image loads
2026-10-09 15:06:39 +00:00
nmzik
5b68a26cce
shader: keep scalar payload and terminal conditions on the GPU
2026-10-09 15:06:39 +00:00
nmzik
3b1a94707a
shader: capture only memory-dependent resource predicates
2026-10-09 15:06:39 +00:00
nmzik
488c0acae9
shader: resolve writable descriptors selected by immutable branches
2026-10-09 15:06:39 +00:00
nmzik
4c8fc53a85
agc: support one-word NOP reservations and share packet sizing
2026-10-09 14:02:06 +02:00
nmzik
3ae5a9b70a
agc: implement branch target patching and packet size queries
2026-10-09 13:01:19 +02:00
nmzik
a31e2cd361
shader: BUFFER_LOAD_SHORT_D16_HI
2026-10-09 12:57:04 +02:00
nmzik
1bd282ec0a
shader: BUFFER_LOAD_SHORT_D16
2026-10-09 12:57:04 +02:00
nmzik
1fc520cd62
shader: FLAT_STORE_DWORD
2026-10-09 12:57:04 +02:00
nmzik
7b9997baea
shader: fold exact float class masks into native NaN predicates
2026-10-09 02:54:21 +02:00
nmzik
393257eaae
shader: classify float NaNs with one magnitude comparison
2026-10-09 02:54:21 +02:00
nmzik
13e3ca314c
shader: unpack buffer offsets from one load per packed word
2026-10-09 02:54:21 +02:00
nmzik
b4853a0e08
shader: preserve export vectors instead of rebuilding scalar components
2026-10-09 02:54:21 +02:00
nmzik
ee4dd90649
shader: emit native integer operations and remove signedness casts
2026-10-09 02:54:21 +02:00
nmzik
3df456675d
shader: own control flow on IR blocks with direct targets
2026-10-09 01:59:41 +02:00
nmzik
8abf99c56e
shader: emit bounded SPIR-V operands without temporary vectors
2026-10-09 01:58:39 +02:00
nmzik
7c6121cba5
shader: build CFG labels and targets from ordered storage
2026-10-09 01:55:50 +02:00
nmzik
46997dfc7a
shader: retain resource type IDs in SPIR-V emission state
2026-10-09 01:55:50 +02:00
nmzik
97fda7b10f
renderer: bind prepared buffer descriptors without copying
2026-10-09 01:49:18 +02:00
nmzik
dbe5353f3a
shader: eliminate retained SRT lookup aliases
2026-10-09 01:44:34 +02:00
nmzik
e1ac893a0c
shader: collect usage once and emit descriptor slots directly
2026-10-09 02:17:38 +04:00
nmzik
b35cdc39b7
shader: append deferred Phi operands directly to SPIR-V storage
2026-10-09 01:40:52 +04:00
nmzik
52dbc724f8
shader: store SPIR-V definitions directly in IR nodes
2026-10-09 01:40:41 +04:00
Mac
2f4b8a335d
shader: allow SDWA byte destinations for bitwise VOP2 ops
2026-10-08 22:12:05 +04:00
nmzik
b38b7454a6
Preserve vertex export locations for mixed pixel interpolation
2026-10-08 22:05:53 +04:00
nmzik
b65dc12208
Track pad port ownership and reject duplicate opens
2026-10-08 21:58:53 +04:00
Devran Cosmo Uenal
58978d154a
font: rasterize glyphs larger than 128 pixels ( #1214 )
...
Glyph images were rendered into a fixed 128x128 buffer and their width and
height were clamped to 128. Since glyphs are rasterized at the requested
scale (f96a14a0 ), large text such as title cards lost every row and column
past 128 pixels, so letters were drawn cut into bands.
The glyph buffers now grow to the glyph's bitmap box and width_byte is the
glyph's width. The VGA fallback font keeps its 128-pixel limit; scalable
glyphs are limited to 4096 pixels only to reject absurd scales.
2026-10-08 20:03:13 +04:00
NeySlim and nmzik
107d5f750a
libNet: finish NpCommerce dialogs at open ( #1166 )
...
* libNet: finish NpCommerce dialogs at open
* libNet: complete NpCommerce dialog cancellation
---------
Co-authored-by: nmzik <Nmzik@mail.ru >
2026-10-08 19:31:47 +04:00