* 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>
* 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.
* Use a better viewport flipping approach
* New approach to detect depth mode
* nit: Sort method on the OpenGL backend
* Adjust spacing on comment
* Unswap near and far parameters based on ScaleZ
* Logger class changes only
Now compile-time checking is possible with the help of Nullable Value
types.
* Misc formatting
* Manual optimizations
PrintGuestLog
PrintGuestStackTrace
Surfaceflinger DequeueBuffer
* Reduce SendVibrationXX log level to Debug
* Add Notice log level
This level is always enabled and used to print system info, etc...
Also, rewrite LogColor to switch expression as colors are static
* Unify unhandled exception event handlers
* Print enabled LogLevels during init
* Re-add App Exit disposes in proper order
nit: switch case spacing
* Revert PrintGuestStackTrace to Info logs due to #1407
PrintGuestStackTrace is now called in some critical error handlers
so revert to old behavior as KThread isn't part of Guest.
* Batch replace Logger statements
* Viewport swizzle support on NV and clip origin
* Initialize default viewport swizzle state, emulate viewport swizzle on shaders when not supported
* Address PR feedback