* Collapse AsSpan().Slice(..) calls into AsSpan(..)
Less code and a bit faster
* Collapse an Array.Clear(array, 0, array.Length) call to Array.Clear(array)
* Do not allow render targets not explicitly written by the fragment shader to be modified
* Shader cache version bump
* Remove blank lines
* Avoid redundant color mask updates
* HostShaderCacheEntry can be null
* Avoid more redundant glColorMask calls
* nit: Mask -> Masks
* Fix currentComponentMask
* More efficient way to update _currentComponentMasks
* infra: Migrate to .NET 6
* Rollback version naming change
* Workaround .NET 6 ZipArchive API issues
* ci: Switch to VS 2022 for AppVeyor
CI is now ready for .NET 6
* Suppress WebClient warning in DoUpdateWithMultipleThreads
* Attempt to workaround System.Drawing.Common changes on 6.0.0
* Change keyboard rendering from System.Drawing to ImageSharp
* Make the software keyboard renderer multithreaded
* Bump ImageSharp version to 1.0.4 to fix a bug in Image.Load
* Add fallback fonts to the keyboard renderer
* Fix warnings
* Address caian's comment
* Clean up linux workaround as it's uneeded now
* Update readme
Co-authored-by: Caian Benedicto <caianbene@gmail.com>
* Use a new approach for shader BRX targets
* Make shader cache actually work
* Improve the shader pattern matching a bit
* Extend LDC search to predecessor blocks, catches more cases
* Nit
* Only save the amount of constant buffer data actually used. Avoids crashes on partially mapped buffers
* Ignore Rd on predicate instructions, as they do not have a Rd register (catches more cases)
* Pass CbufSlot when getting info from the texture descriptor
Fixes some issues with bindless textures, when CbufSlot is not equal to the current TextureBufferIndex.
Specifically fixes a random chance of full screen colour flickering in Super Mario Party.
* Apply suggestions from code review
Oops
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
This adds the guest GPU accessor to hashes computation.
As this change all the hashes from the cache, I added some migration
logic.
This is required for #1755.
* shader cache: Fix possible race causing crashes on manifest at startup
This fix a misplace function call ending up causing possibly two write
on the cache.info at the same time.
* shader cache: Make RemoveManifestEntries async too to be sure all operations are perform before starting the game
* shader cache: Fix invalid virtual address clean up
This fix an issue causing the virtual address of texture descriptors to
not be cleaned up when caching and instead cleaning texture format and swizzle.
This should fix duplicate high duplication in the cache for certain
games and possible texture corruption issues.
**THIS WILL INVALIDATE ALL SHADER CACHE LEVELS CONSIDERING THE NATURE OF THE ISSUE**
* shader cache: Address gdk's comment
Here come Salieri, my implementation of a disk shader cache!
"I'm sure you know why I named it that."
"It doesn't really mean anything."
This implementation collects shaders at runtime and cache them to be later compiled when starting a game.