Commit Graph
103 Commits
Author SHA1 Message Date
Ettore Sartoriandnmzik 5ce9a52936 Fix the splash screen (#1378)
Fix swapchain acquire semaphore reuse

Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-12 13:40:59 +02:00
nmzik e51de54ee4 add hdr display support 2026-10-11 20:29:32 +02:00
nmzikandshadowbeat070 1029511bbc add depth to color copy
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
2026-10-11 09:31:31 +02:00
Kelvin Oliveiraandnmzik 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
nmzikandnetwarex 7415febd93 SDL title fix
Co-authored-by: netwarex <mail@pety.me>
2026-10-07 03:15:16 +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
nmzikandTheCruZ 843b577880 shader: resolve bounded GPU material keys through sampled image arrays
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
2026-10-04 18:39:34 +04:00
nmzikandÇağatay Güçlü 7992aecb7c shader: keep native rounding consistent in mixed-precision programs
Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com>
2026-10-04 18:39:34 +04:00
nmzik 0e8ded37b9 window: ignore nonpositive resize dimensions 2026-10-03 17:54:06 +02:00
feeced81d2 window: auto-hide the cursor over the game window (#958)
* window: auto-hide the cursor over the game window

Hide the cursor when the game window is created and whenever the mouse
has been idle for two seconds; any mouse motion, button or wheel event
shows it again. Games that draw their own cursor (e.g. Blue Prince) no
longer show the host pointer on top of it.

Only real mouse input counts as activity: synthetic touch/pen mouse
events and zero-delta motion (sent by some platforms on focus or cursor
visibility changes) are ignored. The event loop only waits with a
timeout while the cursor is visible, so it still blocks indefinitely
once the cursor is hidden. The cursor is restored on shutdown.

Uses SDL_HideCursor/SDL_ShowCursor, which SDL implements for X11,
Wayland, Cocoa and Win32 and which only affect the cursor over the
emulator window.

Closes #282

* window: make cursor auto-hide optional in CLI and launcher

Co-authored-by: Anatolii Kucheruk <anatolii.kucheruk01@gmail.com>

---------

Co-authored-by: nmzik <Nmzik@mail.ru>
Co-authored-by: Anatolii Kucheruk <anatolii.kucheruk01@gmail.com>
2026-10-03 18:15:15 +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
82a2f4ad42 controller: cycle DualSense speaker volume, vibration and trigger intensity in game (#946)
* controller: cycle DualSense speaker volume, vibration and trigger intensity in game

Three new input mapping controls cycle the PS5's controller settings in
game (default keys 1, 2 and 3): speaker volume (100% -> off -> 2% -> 12%
-> 42%), vibration intensity and trigger effect intensity (strong -> off
-> weak -> medium). Each starts at full and is not saved.

Changing vibration or trigger intensity re-sends the game's last rumble
and trigger effect, so the change is felt immediately.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Clean up controller settings test captures and formatting

---------

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-02 15:11:34 +04:00
af4edc2865 window: explain why each GPU was rejected in device selection (#910)
* window: explain why each GPU was rejected in device selection

"Could not find suitable device" gave no hint of what was missing; the
reasons only went to the log file, which users often cannot find (#489).

Device selection now records each rejection reason and the fatal error
lists every GPU with its reasons, for example:

  Could not find suitable device:
    AMD BC-250 (RADV GFX1013): fragmentShaderBarycentric is not supported

The missing-extension check also names each missing extension instead of
stopping at the first one without saying which. Device requirements and
selection are unchanged; the log keeps the same messages.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* window: simplify GPU rejection reporting and capability checks

* window: identify storage-image format failures accurately

---------

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
2026-09-30 00:08:19 +04:00
nmzik 6799ecbc5b shader: add native 64-bit LDS OR with shared typed storage views 2026-09-29 19:13:33 +04:00
nmzik 6d6666819a graphics: serialize pipeline cache through its renderer owner 2026-09-29 13:57:32 +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
nmzik 16b83a034c Shader: execute RDNA2 FP64 shadow arithmetic and log denorm limits
Shader: disable FP64 denorm preservation controls for now
2026-09-26 15:15:35 +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 c437de9721 Presenter: avoid lock 2026-09-23 22:50:51 +04:00
Fayaz Shaikhandnmzik 019929587c Allow resizing by default and recreate swapchain on resize (#763)
* Add `stretch to window` support

* Address comment

* Allow window resizing by default and recreate swapchain on resize

---------

Co-authored-by: nmzik <Nmzik@mail.ru>
2026-09-23 17:49:38 +04:00
nmzik f68c77d785 SDL3 update (#787)
* Update to SDL3

* Add XTest development dependency for SDL3

* Preserve native entry points with SDL3

* Document SDL3 XTest dependency
2026-09-23 17:22:15 +04:00
nmzik 81af130147 Avoid game list rescans on settings changes/Remove Space pause shortcut 2026-09-20 21:07:36 +04:00
Augusto Domingos 07c9978ac6 keep game icon paths native in windows 2026-09-19 14:45:24 +02:00
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
Komaryandnmzik ce629e0391 input: add gyroscope and motion sensor support (#634)
input: add controller motion sensor support

Co-authored-by: nmzik <Nmzik@mail.ru>
2026-09-17 12:28:12 +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
nmzik 7af28c267d Map Z/C to L2/R2 2026-09-15 15:20:53 +04:00
nmzik 25a44371e3 refactor(graphics) 2026-09-12 13:40:10 +04:00
nmzik 82c52c3fab window: round FPS in the title 2026-09-08 21:26:59 +04:00
nmzik 9d550fbffa graphics: fix last provoking vertex on PS5 2026-09-08 21:26:59 +04:00
nmzik 80a18e82b7 graphics: simplify image allocation 2026-09-08 21:26:58 +04:00
nmzik ac3156df3a graphics: fix Vulkan BC image compatibility checks` 2026-09-07 23:41:19 +02:00
nmzik e4c10de8b6 launcher: add GPU selection 2026-09-07 15:12:35 +04:00
nmzik 056dcee70c graphics: simplify buffer allocations 2026-09-07 15:00:52 +04:00
nmzik 2097ebb414 render: support overlapping fragment depth feedback 2026-09-07 11:15:47 +04:00
nmzik ad935311f0 Revert "render: add depth attachment feedback support" 2026-09-07 07:01:53 +04:00
nmzikandDeathWhispers f880c58ccc render: add depth attachment feedback support
Co-authored-by: DeathWhispers <56944463+Death-Whispers-U@users.noreply.github.com>
2026-09-07 04:25:10 +04:00
nmzikandfxpw 9d1fc8328f render: allow supported unrestricted float depth uploads
Co-authored-by: fxpw <fxpw@outlook.com>
2026-09-06 22:00:40 +04:00
nmzik 50e78d717d render: use guest polygon modes 2026-09-06 10:56:59 +04:00
nmzikandEttore Sartori f9f8e12c35 shader: add viewport-index exports and indexed raster state
Co-authored-by: Ettore Sartori <85788613+Ekt0re@users.noreply.github.com>
2026-09-06 10:16:38 +04:00
nmzik 997ad60c50 system: keep error dialogs open until dismissed 2026-09-06 08:34:58 +04:00
nmzik 1eb13dfa5e render: call Vulkan diagnostics and capability checks directly 2026-09-06 04:11:46 +04:00
nmzik a379304362 present: wait for image acquisition before transitioning 2026-09-05 12:40:54 +04:00
3213934d42 shader: run merged geometry stages as mesh shaders
Co-authored-by: Brandon Strong <brandostrong@gmail.com>
Co-authored-by: fxpw <fxpw@outlook.com>
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
2026-09-05 08:32:23 +04:00
nmzik 27f015ecd1 Revert "graphics: preserve unrestricted viewport depth ranges"
This reverts commit eccd6f6cac.
2026-09-04 05:22:17 +02:00
nmzik eccd6f6cac graphics: preserve unrestricted viewport depth ranges 2026-09-04 02:06:06 +02:00
Mehmet Cambaz c2189de88f controller: give the DualShock 4 the DualSense pad path and release p… (#453)
controller: give the DualShock 4 the DualSense pad path and release pads on exit
2026-09-04 00:10:57 +02:00
nmzik c78a5a9fdf graphics: unify atomic feature and width handling 2026-09-03 05:45:45 +02:00