| Commit message (Collapse) | Author | Age | Files | Lines |
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- Present flips the image vertically: title 4 renders with a lower-left origin
(negative viewport scale), so its frames are stored bottom-up.
- Lowering: TEX/TEXS FP16 results (bit 79, packed half pairs) - the glyph
shaders unpack them with HADD2.F32; LDG.E with a register address;
SHF.R.U32 low word with a zero high word.
- Debug aids: EDEN_NX2_TRACE_PS / EDEN_NX2_WINDOW_TRACE_SKIP for the window
trace, EDEN_NX2_TEXTURE_DUMP, EDEN_NX2_TRACE_DST for copies; RT trace keyed
by shader pair. NX2_NOTES: blockers 53-57, next steps.
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From changes.patch: the TU104/GA10x MME interpreter (shared macro context for
the process's channels, also on the compute class), native compute with QMD
3.0 dependency scheduling, the Ampere-to-Maxwell shader lowering, native
vertex stream sizes, and the console's GOB swizzle for textures, DMA copies
and the host unswizzle shaders. Switch 2 channels turn all of it on at init.
The lowering is widened for title 4 (all 32 of its programs lower): general
TEX (any dimension/LOD/mask, operand split 1+1/2+1/2+2/4+n, any but consistent
descriptor buffer), cube/array, SULD channel masks, 128-bit STG, indexed IPA,
VOTE, SHFL with any immediate or predicate output, R2P/P2R byte select,
uniform ULOP3/ULEA/UBREV/UFLO.SH/UISETP signed/UMOV URZ, IMNMX cbuf, IADD3
and FFMA uniform operands, FMUL /4 /8 x8, and BSSY/BSYNC/BREAK/WARPSYNC as
no-ops. The capture stops at unmapped memory. EDEN_NX2_SHADER_DUMP dumps every
native program; tools in C:\dev\nx2work test the lowering offline.
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NVN2 gates command buffers with semaphores the CPU releases after writing
them. Eden read past unmet SEMAPHORED acquires, so it executed stale commands
and desynchronised. Channels now suspend on an unmet acquire and resume from
the same word once it is met (scheduler keeps the waiting channels, the GPU
thread polls them), as in changes.patch.
Also: methods split across GPFIFO entries around a called command buffer are
set aside and resumed; subchannel 2 defaults to inline-to-memory; unbound
subchannels and out-of-range compute/DMA methods are dropped instead of
crashing; 4-byte semaphore releases no longer write 16 bytes; Ampere
SEM_PAYLOAD_HI/SEM_EXECUTE no longer spin as Kepler acquires; unmapped GPU
reads log instead of asserting. Debug aids: EDEN_NX2_PB_CHECK (pushbuffer
changed after submit), EDEN_NX2_QUERY_TRACE, a one-time pushbuffer dump.
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continuation of #309 but applying to even more files than before :)
also makes them lowercase because `0xfafafa` is better as `0XFAFAFA`
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4170
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
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reworked a bit to remove references of parent objects and instead pass as arguments to methods to prevent useless reloads
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: maufeat <sahyno1996@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3908
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
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system is created (#3688)
- our logging code was bigger than spdlog itself, why???? just keep it simple
- fix issues when logging before logging system is even started
- removes the "initialized logging twice" issue
- removes uneeded indirection in file logging
- uses direct formatting instead of jumping hoopla-around the fmt::format() ressult
- code duplication and dead code removal as usual
I did explore dup2() but I think it's not worth the hassle
I did try `fwopen()` but it's better if things are just kept as-is.
there is a lot of noise because I removed a bunch of redundant files on logging and just put everything in one file
now normally this wouldn't be a good idea, however consider: the complexity of logging; it's less than 500 lines... does it really need a whole subsystem?!?!?! ITS JUST LOGGING
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3688
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
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(#3211)
This implements 1 byte and 2 bytes component sizes, required by Marvel: Cosmic Invasion.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3211
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
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Adding the shader read barrier keeps every render/compute/transfer write visible before the image is sampled, so it prevents the “read-before-writes-finish” hazards. Without it you can get random stale frames, flickering post process passes, partially updated HUD textures, and corrupted depth-to-color conversions especially in scenes that render into an offscreen image and immediately feed that image to a shader (reflections, bloom, dynamic resolution, depth visualizers, etc.). This fix makes those R2T chains deterministic again across all Vulkan drivers.
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2671
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Ribbit <ribbit@eden-emu.dev>
Co-committed-by: Ribbit <ribbit@eden-emu.dev>
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(#2650)
This fixes stutters and freezes when playing FMV content in some games.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2650
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2546
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
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Compilation and CMake fixes for both Windows on ARM and clang-cl, meaning Windows can now be built on both MSVC and clang on both amd64 and aarch64.
Compiling on clang is *dramatically* faster so this should be useful for CI.
Co-authored-by: crueter <crueter@eden-emu.dev>
Co-authored-by: crueter <crueter@crueter.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/348
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
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Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/185
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
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resize keeps previous data intact when the buffer grows
resize_destructive destroys the previous data when the buffer grows
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In a few cases we have some casts that can be trivially removed.
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Add break for default cases
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Visual Studio has an option to search all files in a solution, so I
did a search in there for "default:" looking for any missing break
statements.
I've left out default statements that return something, and that throw
something, even if via ThrowInvalidType. UNREACHABLE leads towards throw
R_THROW macro leads towards a return
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This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
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