Commit Graph

1339 Commits

Author SHA1 Message Date
nmzik 0ce84e59b6 gpu: limit buffer readback to requested dirty pages 2026-10-04 18:39:34 +04:00
nmzik efbaa17f71 shader: preserve raw EXEC and VCC bits in 64-bit scalar selects 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
nmzik dbf66b7f4f shader: support RDNA2 BVH64 ray intersections with shared traversal 2026-10-04 18:39:34 +04:00
nmzik 33e74cab2c test: verify native vector descriptor loads in structured loops 2026-10-04 18:39:34 +04:00
nmzik 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
nmzik 92ac54a493 shader: eliminate impossible relative writes with closed loop bounds
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
2026-10-04 18:39:34 +04:00
nmzik 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 cd9fc6ff2d shader: keep scalar data native and preserve raw addresses 2026-10-04 18:39:34 +04:00
nmzik c17fa5b936 shader: implement RDNA2 DS forward lane permute
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
2026-10-04 18:39:34 +04:00
nmzik 46900d8042 memory: replace live direct mappings without exposing an inaccessible gap 2026-10-04 18:39:34 +04:00
nmzik 1f6be3d570 shader: preserve descriptor key SSA across native-resolved image uses
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
2026-10-04 18:39:34 +04:00
nmzik b183cb1011 shader: share bounded material-key scans across scalar and vector loads 2026-10-04 18:39:34 +04:00
nmzik 919c058fee tests: preserve descriptor phi rejection coverage for writable buffers 2026-10-04 18:39:34 +04:00
nmzik 5f01308b20 shader: reuse aligned indirect buffer loads for scalar DWORD reads
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
Co-authored-by: tototomate123 <rushwars201966@gmail.com>
2026-10-04 18:39:34 +04:00
nmzik e0c90acee0 shader: preserve EXEC witnesses across reconverged descriptor loops 2026-10-04 18:39:34 +04:00
nmzik 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
nmzik 139b564c01 shader: fold constant bit reversal before flat stack classification
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
2026-10-04 18:39:34 +04:00
nmzik a55a28380d shader: decode GPU-selected formatted buffer loads with native bounds
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
2026-10-04 18:39:34 +04:00
nmzik 181123ea08 tests: exercise full graphics binding preparation before scratch checks 2026-10-04 18:39:34 +04:00
nmzik 0258bd61ea shader: preserve complete clear recognition with dispatch EXEC bounds
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
Co-authored-by: Mac <me@itsmemac.com>
2026-10-04 18:39:34 +04:00
nmzik b8946fef94 shader: translate RDNA2 signed 64-bit not-equal comparisons 2026-10-04 18:39:34 +04:00
nmzik a5eeab98de tests: recognize existing PS user-data address register handlers
Co-authored-by: Matthew Hurley <171001439+theantipopau@users.noreply.github.com>
2026-10-04 18:39:34 +04:00
nmzik 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 b4d32394b6 shader: keep GPU-derived scalar resource reads on the GPU
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
2026-10-04 18:39:34 +04:00
nmzik f18679e0cd shader: mask ALIGNBYTE offsets to the two-bit selector
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
2026-10-04 18:39:34 +04:00
nmzik 284d58d1d5 shader: implement RDNA2 double-precision fractional part 2026-10-04 18:39:34 +04:00
nmzik 068d7621db graphics: preserve stencil view layers through uploads and clears 2026-10-04 18:39:34 +04:00
nmzik d890bb190c shader: decode RDNA2 bit-reverse SDWA source selectors
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
2026-10-04 18:39:34 +04:00
nmzik ec3e48cdde shader: synchronize GPU-produced direct writable descriptors
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
2026-10-04 18:39:34 +04:00
nmzik e4aca7a60b shader: initialize EXEC from requested dispatch thread extents
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
Co-authored-by: Mac <me@itsmemac.com>
2026-10-04 18:39:34 +04:00
nmzik f58014ff0e shader: preserve wave-wide vector-store completion before publication 2026-10-04 18:39:34 +04:00
nmzik 42a315f0e4 graphics: trace direct dispatches at their recording tick 2026-10-04 18:39:34 +04:00
nmzik 429d0af62b shader: bind bounded GPU-selected buffer store destinations
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
2026-10-04 18:39:34 +04:00
Yossi Yadgar db17585277
docs: show per-platform build status in the README badges (#1021)
All three build badges pointed at the status of the whole build.yml
workflow, so a failure in one platform's job turned every badge red.
Point each badge at its own job through the check-runs badge with a
name filter, so each one reports only its platform.
2026-10-04 01:44:24 +04:00
nmzik 0e8ded37b9 window: ignore nonpositive resize dimensions 2026-10-03 17:54:06 +02:00
nmzik ab98fb1ff9 loader: preserve red-zone liveness across stack adjustments 2026-10-03 17:27:00 +02:00
nmzik e7f6327068 net: emulate Windows PEEK and WAITALL receives
Co-authored-by: Firas Ben Mbarek <firasbenmbarek@outlook.com>
Co-authored-by: rudy-07 <kanhaiffco2007@gmail.com>
Co-authored-by: Matthew Hurley <171001439+theantipopau@users.noreply.github.com>
Co-authored-by: usopp-sama <go4av05.pvtx@gmail.com>
Co-authored-by: wruwami <wruwami@users.noreply.github.com>
2026-10-03 17:14:41 +02:00
nmzik 19a9464b7d loader: add INSERTQ RDPID and CLWB fallbacks
Co-authored-by: nomolao2-cell <nomolao2@gmail.com>
2026-10-03 20:14:50 +04:00
Ewen trividic a4d26cf81a
loader: replace SSE4a EXTRQ with native trampolines on hosts without SSE4a (#839)
loader: add native EXTRQ patches with trap fallback

Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-03 19:40:51 +04:00
Ewen trividic b11aea803c
loader: native trampoline for VRSQRTPS under --amd-cpu (#893)
loader: add AMD CPU compatibility patches

Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-03 19:13:12 +04:00
Aryan Sharma 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
Pyxellator 820856b301
launcher: dualsense vibration/volume setting (#973)
* pad: send DualSense speaker and haptic audio over Bluetooth

* ci: fix Opus clang-cl build and macOS memory tracker test

* docs: remove Bluetooth notes from project README

* pad: keep Bluetooth audio work off emulation timing path

* pad: smooth DualSense speaker audio on USB and Bluetooth

* tests: find available macOS guest range for page manager

* pad: keep haptic waveform when Bluetooth queue overflows

* audio: reject zero output sample frequency

* Simplify DualSense audio routing and fix Bluetooth batching

* controller: add global DualSense volume and vibration controls

* Simplify global controller settings

---------

Co-authored-by: Codex <codex@openai.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-03 18:02:59 +04:00
nmzik 45f55413e0 Keep sign-in dialogs active until user dismissal through shared system presentation 2026-10-03 17:31:16 +04:00
nmzik c3330caba2 Report NP Web API memory pool statistics for active library contexts 2026-10-03 17:31:16 +04:00
nmzik 92c22d60ef Support periodic kernel timers through shared event queue deadlines 2026-10-03 17:31:15 +04:00
nmzik a0858abe35 Implement batch AIO completion polling and deletion with per-request results 2026-10-03 17:31:15 +04:00
nmzik 5766b241c3 Implement POSIX thread stack attribute import through kernel setter 2026-10-03 17:31:15 +04:00
nmzik 7f158c656e Share sampler descriptor snapshots across native variants 2026-10-03 17:31:15 +04:00