Herman S.
a1710699cd
[UI] Fix use-after-free in NoProfileDialog when closing
2026-03-04 20:58:00 +09:00
Herman S.
4bd93883ac
[Build] Convert buildshaders to custom build rules
2026-03-04 20:57:42 +09:00
Herman S.
a09292c98f
[Build] Fix VS to send Debug build output to the same place as Ninja
2026-03-04 20:57:41 +09:00
Gliniak
2de05ef1c1
[3PP] Removed reference to premake modules
2026-03-04 11:57:55 +01:00
Herman S.
71c5702ee8
[Build] Convert build system to raw cmake and remove premake layer
2026-03-04 17:37:36 +09:00
Ylederman153
f1bfb9416d
[Build] Remove /all_resources_bound from FXC shader compilation flags ( #901 )
...
The /all_resources_bound flag alters the generated DXBC bytecode by changing dcl_globalFlags, register allocation and instruction scheduling. This causes rendering artifacts (blue lightning/flash glitches) at scaled draw resolutions. The other FXC flags (/O3, /Qstrip_*, /Gfp) are retained as they do not affect the executable shader bytecode.
2026-03-04 13:49:27 +09:00
Herman S.
4757ab0931
[APU] Fix ffmpeg upgrade related logspam
2026-03-04 13:05:37 +09:00
Herman S.
cd5df622a9
[3PP] Switch FFmpeg to latest release with port of xmaframes codec
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And pull out all the xenia specific build junk into
third_party/ffmpeg-xenia rather than keeping it checked in the
submodule
2026-03-04 13:05:31 +09:00
Herman S.
d6ed83f1ea
[Build] Ensure shaders are generated on devenv
2026-03-04 10:14:40 +09:00
Herman S.
3a54274076
[Docs] Add VulkanSDK dependency
2026-03-04 10:04:54 +09:00
Adrian
a7f1a3f18a
[XAM] Added profile and create content enumerator wrappers
2026-03-03 22:31:42 +01:00
Adrian
54be3c57a0
[XAM] Validate buffer_size limit in XamEnumerate
2026-03-03 22:31:42 +01:00
Adrian
8351eec1ec
[APP] Fixed potential conflicting ImGUI ID in profile menu
2026-03-03 21:19:54 +01:00
Herman S.
dbfe216754
[Vulkan] Implement extended range for f32 to f16 conversion in memexport
2026-03-03 17:16:37 +09:00
Ylederman153
02c6bc6e61
[D3D12] Implement extended range for f32 to f16 conversion in memexport ( #899 )
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Resolves TODO(Triang3l) by implementing a mathematical workaround to allow exponent 31 for extended float16 range up to +/-131008.0f as expected by the native Xbox 360 hardware, bypassing standard D3D12 f32tof16 boundaries which incorrectly clamp/inf values.
2026-03-03 17:16:05 +09:00
Herman S.
f2ac39cfd9
[Build] Generate shaders on build instead of having them checked in
2026-03-03 16:21:30 +09:00
Ylederman153
2eea146b1b
[GPU] Fix k_16_16 and k_16_16_16_16 EDRAM packing clamping ( #898 )
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Replaces the UNorm packing functions with custom Edram functions to preserve the native [-32.0, 32.0] float range and scale mathematically instead of using saturate(). Fixes displaced water meshes in games like Mercenaries 2.
2026-03-03 14:27:04 +09:00
Herman S.
48111e8fba
[D3D12] Fix device lost with resolution scaling in 3D-as-2D textures
2026-03-01 16:41:50 +09:00
Adrian
d4b295a578
[XAM] Fixed memcpy in XamProfileFindAccount
2026-02-28 22:45:32 +01:00
Adrian
b1aa0de766
[UI] Extend ImGUI glyph ranges
2026-02-27 21:23:51 +01:00
Herman S.
125b4c8c05
[GPU] Ensure force_special_view checks swizzle signs before using signed
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This was causing unnecessary logspam in Blue Dragon due to
incorrectly trying to request signed when the fetch constants are
unsigned
2026-02-26 14:36:08 +09:00
Herman S.
0c8d1b763f
[D3D12] Pre-create 3D-as-2D textures before draw setup
2026-02-26 14:22:46 +09:00
Herman S.
0e2967cdb0
[D3D12] Fix 3D-to-2D texture crash under Wine/VKD3D
2026-02-26 14:22:46 +09:00
Herman S.
e7941b0c7d
[GPU] 3d-to-2d textures default enable
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Replaced the modal cvar with bool gpu_3d_to_2d_texture with "mode 2" now enabled by
default and "mode 1" removed as unnecessary
2026-02-26 14:22:46 +09:00
Herman S.
90c48e1d21
[GPU] 3d-to-d2 texture implementation
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Adds vulkan version of mode 1 and 2 and fixes related crashes by keeping
the 2d texture views from the texture cache.
2026-02-26 14:22:46 +09:00
Herman S.
7c9b5af236
[D3D12] add cvar to control 3d-to-2d texture mode
2026-02-26 14:22:46 +09:00
Raffaele
fc5ab60a88
[D3D12] Fix 4D5307DF fur textures
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- Fixes issue https://github.com/xenia-canary/game-compatibility/issues/6
- Implements a load texture logic
2026-02-26 14:22:46 +09:00
Raffaele
26824edcfa
[D3D12] Fix 4D5307DF fur textures
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- Fixes issue https://github.com/xenia-canary/game-compatibility/issues/6
- Implements a copy texture logic
2026-02-26 14:22:46 +09:00
Herman S.
bc54720559
[XMA] Fix consume-only context resetting output buffer offsets
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And remove the now-unused HasTightOutputBuffer heuristic
2026-02-26 10:28:49 +09:00
Herman S.
aaf284a4b0
[Vulkan] Fix fullscreen corrupting HDR state on Windows
2026-02-25 12:31:18 +09:00
Herman S.
9c37af4621
[Vulkan] Add proper tracking to swap gamma correction render pass
2026-02-25 12:31:18 +09:00
Herman S.
223aa70171
[Vulkan] Add semaphor reuse workaround and cvar
2026-02-25 12:31:18 +09:00
Herman S.
6de637b794
[Vulkan] Smear scalar bools.
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Addresses some shader validation warnings
2026-02-25 12:31:18 +09:00
Herman S.
d505b6b53a
[Vulkan] Create per-swapchain-image present semaphores
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Fixes vulkan validation issues.
2026-02-25 12:31:18 +09:00
Herman S.
74ce1c812f
[Vulkan] Fix VUID-FragDepth-FragDepth-04216 validation issue
2026-02-25 12:31:18 +09:00
Herman S.
bf880fde0c
[Vulkan] Fix alignment related validation errors
2026-02-25 12:31:18 +09:00
Herman S.
77852914ff
[GPU] TextureCache lockless pre-check
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lockless accessors for base_outdated/mips_outdated and skip lock
acquisition when textures appear up to date
2026-02-25 12:31:18 +09:00
Herman S.
067641668f
[GPU] Fix min/max blend operations to properly apply factors
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Applies factors before the MIN/MAX operation - in FSI/ROV via runtime
blending, in FBO/RTV by pre-multiplying shader output when dstFactor is
ONE only, as we don't have access to dest to provide full support as we
do in the FSI/ROV paths.
2026-02-25 09:39:03 +09:00
Herman S.
966d8f0925
[Vulkan] fix FBO path reading from output variables for alpha test
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Makes FBO follow the same pattern as FSI by using function scoped
intermediate variables
2026-02-25 09:38:58 +09:00
Herman S.
2d7ca4fb39
[GPU] Remove log spam for empty region resolve issues.
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Affects Forza Horizon 1 and 2, does not seem to be related to any
actual rendering issues but makes it very difficult to debug real
problems.
2026-02-25 09:11:03 +09:00
Herman S.
1e23aaf4fc
Improve error handling in graphics memory init
2026-02-25 09:10:48 +09:00
Herman S.
337afcf318
[XMA] fix unsigned underflow when packet has no frames
2026-02-24 14:32:54 +09:00
Herman S.
80a78c509f
[XMA] Write back output_buffer_read_offset in StoreContextMerged
2026-02-24 14:32:54 +09:00
Herman S.
6265698eef
[XMA] Swap input buffer on unresolvable split headers
2026-02-24 14:32:54 +09:00
Herman S.
d68ff7243a
[XMA] Fix consume-only path write offset and drain check
2026-02-24 14:32:54 +09:00
Herman S.
6ee55aafb4
[XMA] Guard against subframe_decode_count being 0
2026-02-24 14:32:54 +09:00
Herman S.
013320c051
[XMA] Implement loop subframe precision
2026-02-24 14:32:54 +09:00
Herman S.
8586cc196d
[XMA] Add diagnostic logging to new decoder
2026-02-24 14:32:49 +09:00
Herman S.
51c5936566
[XMA] convert GetNextPacketReadOffset from recursion to iterative loop
2026-02-24 12:41:08 +09:00
Herman S.
470e62af22
[XMA] detect full packet skip sentinel and advance rather than overshoot
2026-02-24 12:41:02 +09:00