Commit Graph

7306 Commits

Author SHA1 Message Date
Herman S.
4832bb485f [Testing] Add some lvx* tests 2026-02-13 13:59:49 +09:00
Herman S.
32b0e2c323 [Testing] Add missing control instruction tests 2026-02-13 13:59:40 +09:00
Herman S.
72f81b56c7 [Testing] Add missing ALU instruction tests 2026-02-13 13:59:32 +09:00
Herman S.
4a954506c6 [Testing] Add vpkpx tests 2026-02-13 13:59:23 +09:00
Herman S.
c0d1723469 [Testing] Add vlogefp tests 2026-02-13 13:59:14 +09:00
Herman S.
b6af8ed545 [Testing] Add more tests for logic, conversion and fp instructions 2026-02-13 13:59:05 +09:00
Herman S.
910157f6e0 [Testing] add more arithmetic instruction tests 2026-02-13 13:58:56 +09:00
Herman S.
4c7d152fee [Testing] Add missing avg and min/max tests 2026-02-13 13:58:45 +09:00
Herman S.
3461f2578b [Testing] add missing saturate arithmetic tests 2026-02-13 13:58:36 +09:00
Herman S.
f455b0b3c8 [Testing] add missing integer and rotation tests 2026-02-13 13:58:22 +09:00
Herman S.
09a15fbedc [Testing] Get tests running (dirty hack for linux) 2026-02-13 13:32:39 +09:00
Gliniak
14c2814654 [CPU] Fixed bug in VECTOR_SHL_V128 implementation
- For EmitInt8 there was missing check for & 7 which was causing graphical glitches in movies

- There is probably similar bug in 16/32 version, but that's for another commit
2026-02-11 22:41:36 +01:00
Gliniak
8f5da619f9 [Kernel] Replaced Yield in XAudioGetVoiceCategoryVolumeChangeMask with NanoSleep
- Removed Yield in XamUserGetSigninState
2026-02-08 23:01:44 +01:00
Adrian
56cff3a09a [APP] Include title information in Win32 exception dialog 2026-02-08 17:52:21 +01:00
Adrian
ef65c6761b [XAM] Cleanup user settings header to reduce including issues 2026-02-07 22:29:29 +01:00
goldislead
1a9613705d Rework max anisotropy override to sampler creation (D3D12/Vulkan)
Revert ac6fd65 fetch additions and implement context-sensitive AF override.
2026-02-07 17:47:12 +01:00
Gliniak
4dd0842087 [Kernel] Fixed incorrect amount of propagated notifications on boot
- Created dedicated method: IsUIActive
2026-01-31 19:24:10 +01:00
Gliniak
7e1506ff23 [Kernel] XThread: Added mutex to set_name.
There is a small chance that game will spam requests for thread name change which will cause invalid free
2026-01-31 18:32:52 +01:00
The-Little-Wolf
78d700af41 [XAM/USER] - Add missing broadcast to XamUserWriteProfileSettings
-  Add missing broadcast to XamUserWriteProfileSettings
2026-01-30 19:06:47 +01:00
The-Little-Wolf
a8fe4666ad [XEX] - log outputs
- Finish XEX_HEADER_XBOX360_LOGO, XEX_HEADER_FILE_FORMAT_INFO, XEX_HEADER_DELTA_PATCH_DESCRIPTOR, XEX_HEADER_SYSTEM_FLAGS_32, XEX_HEADER_ENABLED_FOR_CALLCAP, and XEX_HEADER_GAME_RATINGS
- Add missing xex2_header_keys
- Add flag name outputs
- Removed magic number
- Added X_FILE_CHARACTERISTICS to X_FILE_FS_DEVICE_INFORMATION
2026-01-30 18:45:04 +01:00
The-Little-Wolf
38ccc71afa [XboxKrnl/Threading] - implement KeInitializeTimerEx
- Taken from Crispy's Nukernel build
2026-01-29 23:05:23 +01:00
Gliniak
603355ae5b [XAM] Fixed enumeration of achievements once again 2026-01-29 21:55:30 +01:00
Gliniak
2ba82072fc [Kernel] Added stub for: NtCancelIoFile 2026-01-29 20:41:01 +01:00
Stayd
ac6fd65385 [GPU] Add anisotropic filtering override 2026-01-28 08:28:53 +01:00
Gliniak
a74fe21f76 [CPU] Disable context promotion only for vertex type 2026-01-28 07:49:39 +01:00
Gliniak
67d80958c9 [XThread] Remove 10ms delay in thread start 2026-01-25 19:41:57 +01:00
Triang3l
c7f61342d7 [GPU/D3D12] Convert gamma-as-linear red to gamma in transfers to stencil
Co-authored-by: Herman S. <429230+has207@users.noreply.github.com>
2026-01-20 12:53:20 +03:00
Adrian
263e91b014 [XAM] Fixed XamUserCreateAchievementEnumerator starting index usage
Fixed Vancouver 2010 spamming XamUserCreateAchievementEnumerator
2026-01-20 08:30:25 +01:00
Triang3l
0a19234b4e [GPU/D3D12] Add forgotten gamma conversion format check 2026-01-19 21:08:15 +03:00
Triang3l
cec9ca0ef2 [GPU] 8-bit PWL gamma RT as linear 16-bit UNorm on the host
With render target HLE, directly store linear values as R16G16B16A16_UNORM
without gamma conversion, as this format provides more than enough bits
(need at least 11 per component due to the maximum scale being 2^3 in the
piecewise linear gamma curve) to represent linear values without precision
loss.

This makes blending work correctly in linear space, improving quality of
transparency, lighting passes, and fixing issues such as transparent parts
of impact and footstep decals in 4D5307E6 being bright instead.

The new behavior is enabled by default, as it hugely improves the accuracy
of emulation of this format, that is pretty commonplace in Xbox 360 games,
with likely just a small GPU memory and bandwidth usage increase, compared
to the alternatives that were previously available on the HLE RB path.

It's currently implemented only on Direct3D 12, as most of the current GPU
emulation code is planned to be phased out and redone, and no methods other
than 8-bit with pre-conversion were implemented on Vulkan previously.

To implement on Vulkan later, same conversion as in the Direct3D 12
implementation will need to be done in ownership transfer and resolve
shaders. Currently it's somewhat inconvenient to decouple the conversion
functions in `SpirvShaderTranslator` from an instance of the translator due
to vector constant usage. Later, simpler SPIR-V generation functions may be
added (`spv::Builder` usage in general is overly verbose).

The previously default method (8-bit storage with pre-conversion in shaders
and incorrect blending) can be re-enabled by setting the
"gamma_render_target_as_unorm16" configuration option to `false`. This may
be useful if the game, for instance, switches between 8_8_8_8_GAMMA and
8_8_8_8 formats for the same data frequently, as switching will result in
EDRAM range ownership transfer data copying now. Also, the old path is
preserved for Vulkan devices not supporting R16G16B16A16_UNORM with
blending.

The other workaround that was available previously, replacing the PWL
encoding with host hardware sRGB with linear-space blending in render
target management and in texture fetching, was also inherently inaccurate
in many ways (especially when games have their own PWL encoding math, like
4541080F that displayed incorrect colors on the loading screen), and
required tracking of the encoding needed for ranges in the memory.

The sRGB workaround therefore was deleted in this commit, greatly
simplifying the code in the parts of render target, texture and memory
management and shader generation that were involved in it.
2026-01-18 16:22:22 +03:00
Triang3l
f2fabfdf04 [GPU] Change "bpe" to "bpb" (bytes per block) in comments
Forgotten in the other "element" to "block" change.
2026-01-15 20:48:26 +03:00
Triang3l
88f95a8bd6 [GPU] Change "element" name back to "block" in texture addressing
The 32_32_32_FLOAT format seems to be vertex-only, so it looks like there
can't be storage elements smaller than a single texel.

So, use a more precise name that can't be confused with "picture element"
(pixel) or "texture element" (texel) that represents a single logical pixel
rather than a storage block of pixels.
2026-01-15 11:56:45 +03:00
Triang3l
c4e1242fa2 [D3D12] Include recent D3D12 headers from the Microsoft GitHub 2026-01-14 23:05:08 +03:00
Triang3l
9535e610b0 [GPU] Change texture address local X offsetting back to addition
More likely to be emitted as an immediate load/store offset in host
hardware shaders.
2026-01-14 00:15:08 +03:00
Triang3l
6db6192170 [GPU] Use XOR to flip X texel group in all load/resolve shaders
For visual consistency (missed in the commit that added LocalXAddressXor).
2026-01-13 23:37:01 +03:00
Triang3l
7db772bfeb [GPU] XeResolveLocalXAddressXor comment typo correction 2026-01-13 23:22:30 +03:00
Triang3l
0f23f05683 [GPU] Simplify local X offsetting with resolution scaling
Switch between even and odd 16-byte element sequences along X by simply
flipping a bit rather than going to a different resolution-scaled group of
pixels, by increasing the size of the group within the constraints imposed
by tiling.
2026-01-13 23:14:15 +03:00
Triang3l
76c531bff2 [GPU] Rename AddressTiled in TiledAddress in shaders
There will possibly be more `XenosTextureTiled*` functions in the future
where the word "Address" would make the names excessively long.
2026-01-13 21:20:26 +03:00
Triang3l
80a9af4277 [GPU] Add macro tile size constants to texture addressing headers 2026-01-13 21:18:25 +03:00
Gliniak
81656a9729 [XAM] Fixed issue with error code being returned for local session 2026-01-10 18:26:45 +01:00
Herman S.
4b6ac45650 [VFS/Posix] Fix Rename to properly handle guest paths
And ensure string_views aren't pointing at freed memory by saving
a reference to the result of path_to_utf8
2026-01-10 17:53:39 +01:00
Gliniak
dce4d38c0a [XAM] Fixed crash related to incorrect buffer size in UserPlaylist enum
- Replaced unk_ptr in XMP_CREATE_USER_PLAYLIST_ENUMERATOR
- Simplified logic in achievements StringBuffer
2026-01-09 09:06:14 +01:00
Adrian
4b73839bf1 [XAM] Added std::optional to SPA getters 2026-01-06 18:22:35 +01:00
Triang3l
ea8ae81bfd [GPU] Remove now-unused texture_conversion.cc/h 2026-01-06 17:59:20 +03:00
Triang3l
28b69c21be [GPU] Document tiled texture address bits
Will be useful for calculating memory extents more precisely in the future.
2026-01-06 17:47:19 +03:00
Gliniak
beb52110e3 [Memory] Use randomized values for scribble_heap instead of hardcoded one
This fixes Watchman - The End is Nigh which relay on UB on boot (OOR)

They're checking in hardcoded "game:" for '/' character.
If it doesn't exist then adds 0x7FFFFFFE to start address and start searching from that location downward
2026-01-05 20:50:12 +01:00
The-Little-Wolf
2e61df76f0 [XAM/USER] - Implement XamUserIsParentalControlled
- Implement XamUserIsParentalControlled which is used in 584807F7
- Move some structs into xam.h
2026-01-05 20:30:37 +01:00
NicknineTheEagle
ccd5c50c74 [XAM] Count empty path as exit request in XamLoaderGetLaunchData 2026-01-05 20:04:59 +01:00
Adrian
b723d6e7c2 [UI] Free image data from stbi_load 2026-01-05 19:25:18 +01:00
Gliniak
b8b33ecabf [VFS] XContent: Added support for SVOD normal layout with multiple files 2026-01-05 19:04:37 +01:00