* Initial work
* Bug fixing
deadlocks and broken unmaps
* Fix more bugs
broken memory pools
* More bug fixing
Still plenty more to fix though
* Even more bug fixing
Finally got Final Fantasy XV back to running, haven't found anymore bugs yet.
* More bugfixing
* Update memory.cpp
* Rewrite start
* Fix for oversized unmaps
* Oops
* Update address_space.cpp
* Clang
* Mac fix?
* Track VMA physical areas based on start in VMA
Allows me to simplify some logic, and should (finally) allow merging VMAs in memory code.
* Merge VMAs, fix some bugs
Finally possible thanks to address space + phys tracking changes
* Clang
* Oops
* Oops2
* Oops3
* Bugfixing
* SDK check for coalescing
Just to rule out any issues from games that wouldn't see coalescing in the first place.
* More ReleaseDirectMemory fixes
I really suck at logic some days
* Merge physical areas within VMAs
In games that perform a lot of similar mappings, you can wind up with 1000+ phys areas in one vma.
This should reduce some of the overhead that might cause.
* Hopefully fix Mac compile
Why must their uint64_t be different?
* Mac pt.2
Oops
* Swap write access mode for read write
Opening with access mode w will erase the opened file. We do not want this.
* Create mode
Opening with write access was previously the only way to create a file through open, so add a separate FileAccessMode that uses the write access mode to create files.
* Update file_system.cpp
Remove a hack added to posix_rename to bypass the file clearing behaviors of FileAccessMode::Write
* Check access mode in read functions
Write-only files cause the EBADF return on the various read functions. Now that we're opening files differently, properly handling this is necessary.
* Separate appends into proper modes
Fixes a potential regression from one of my prior PRs, and ensures the Write | Append flag combo also behaves properly in read-related functions.
* Move IsWriteOnly check after device/socket reads
file->f is only valid for files, so checking this before checking for sockets/devices will cause access violations.
* Fix issues
Now that Write is identical to ReadWrite, internal uses of Write need to be swapped to my new Create mode
* Fix remaining uses of FileAccessMode write to create files
Missed these before.
* Fix rebase
* Add stubbed get_authinfo (#3722)
* mostly stubbed get_authinfo
* Return value observed on console if get_authinfo was called for the current thread, esrch otherwise
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Co-authored-by: kalaposfos13 <153381648+kalaposfos13@users.noreply.github.com>
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* Refactor direct memory areas
At this point, swapping the multiple booleans for an enum is cleaner, and makes it easier to track the state of a direct memory area.
I've also sped up the logic for mapping direct memory by checking for out-of-bounds physical addresses before looping, and made the logic more solid using my dma type logic.
* Fix PoolCommit assert
Windows devices will throw an access violation if we don't check for iterator reaching end.
* This works, but it's missing some hotkeys and the GUI isn't hooked up to anything now
* More hotkeys
* Remove debug log
* clang
* accidentally used the wrong value here
* gui changes for new backend (#10)
* gui changes for new backend
* fix lmeta
* don't erase non-hotkey lines
* do not erase hotkey configs in kbm or controller guis
* Fix repeated inputs
* Documentation
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Co-authored-by: rainmakerv2 <30595646+rainmakerv3@users.noreply.github.com>
* Qt: Add FSR settings to settings GUI
* Move FSR settings from Imgui.ini to main config
* move passing fsr settings to presenter constuctor
* cleanup: use struct instead of function call
* cleanup: make variable names consistent with others
* Update fsr settings real-time in qt, save button in Imgui
* Linux build fix, missing running game check
* syntax fix
* Change gamerunning checks to if (presenter)
* video_core: Rework detiling
* video_core: Support tiling and macrotile detiling
* clang format
* image_info: Cleanups
* resource: Revert some changes
* texture_cache: Fix small error
* image_info: Set depth flag on depth promote
* buffer_cache: Remove level check
* tile_manager: Handle case of staging buffer causing flush
* image_info: Add 2D thick array mode
* image_info: Add slices to mip size
* tile_manager: Set bank swizzle
* buffer_cache: Support image copies from DmaData
* vk_rasterizer: Accelerate trivial render target copies with compute
Before tiling PR compute image copies were done with the following sequence
vkCmdCopyImageToBuffer (in SynchronizeBufferFromImage) -> vkCmdDispatch (copy) -> vkCmdCopyBufferToImage (in RefreshImage)
With the tiling PR it added extra tiling/detiling steps
vkCmdCopyImageToBuffer -> vkCmdDispatch (tiling) -> vkCmdDispatch (copy) -> vkCmdDispatch (detiling) -> vkCmdCopyBufferToImage
This is quite a bit of overhead for a simple image copy. This commit tries to detect trivial image copies i.e cs shaders that copy the full source image to all of the destination.
So now all this sequence is just a vkCmdCopyImage. How much it triggers depends on the guest
* texture_cache: Fix build
* image: Copy all subresources with buffer too
* Adding names to gui buttoms and adjusting spacing.
* moving refresh button to last slot.
* Changing the implementation to tooltips for hover over them - qstring to detect background color.
* Fixing some themes with inverted tooltip base
* Suggestions / Fixes - Pause and FullScreen Buttons
* Update REUSE.toml
* cleaning up
* Icons stuff
* clang
* Buttons toggle - Cleaning code - Fixing Icons
* cleaning boolean
* Toggle pause and play icons and label to "Resume" when paused.
* Simplifying the toggles.
* New icons and final Push to review
* Reuse
* Icon rename, adding f9 press for pause game when no gui is on without needed of debug menu
* clang + reuse
* clang dosent work on this part
* again Clang
* Last fix for review. Light theme white resume icon fix.
* Proper fix for Resume icon
* New Rebase
* Fixed Orientation with docking issues and cleaning boxlayout code
* Adding spacer to separate actions, sizeslider on top of search bar. And adding margins
* Fixed Background not showing on OLED Theme
* Fixing check marks
* Adding all Daniel Suggestions and fixed F9 not working with debug menu open.
* Clang
* reverting all OLED theme changes
* Final suggestions
* rewrite splash
removed Splash class
rewrite using imgui texture manager
fix crashes & old validation error
* handle games with abnormal aspect ratios
* host_shaders: support for includes
* video_core: add a simpler vulkan asserts
* video_core: refactored post processing pipeline to another file
* renderer_vulkan: add define param to compile shader utility
* video_core: fsr implementation
* devtools: show resolution & fsr state
* presenter: render the game inside a ImGui window
* presenter: render the previous frame to keep the render rendering
* swapchain: fix swapchain image view format not being converted to unorm
* devtools: fix frame graph timing
* devtools: fix popen in non-windows environment
* devtools: fix frame crash assertion when hidden
* devtools: add search to shader list
* devtools: add copy name to shader list
* devtools: frame dump: search by shader name