- libxcb-util1-dev package does not exist in Ubuntu 24.04
- Keep libxcb-util0-dev which is the correct package name
- This should resolve the final package installation error
- Add ci-fixes to all only: rules in GitLab CI configuration
- Ensures CI jobs run on the ci-fixes branch for testing
- Allows safe testing of CI changes without affecting main branch
- Remove unavailable packages: libxcb-sync1-dev, libxcb-xkb1-dev
- Fix YAML indentation issues in before_script sections
- Remove duplicate libxcb-xinerama0-dev package
- Ensure CI pipeline can run successfully on Ubuntu 24.04
The pipeline should now be able to install dependencies and proceed with the build process.
Moved ZBCManager to `video_core/zbc_manager.cpp/h` for modularity. Added
`gl_zbc_clear.cpp/h` for efficient OpenGL color, depth, and stencil clears.
Updated `RasterizerOpenGL::Clear` to use ZBC with fallback. Added stencil
type validation. Fixed color mask and logging. Updated `CMakeLists.txt`.
Enhances performance and code organization.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
This commit properly implements the ISBERD (Internal Stage Buffer Entry Read)
instruction that was previously stubbed. The implementation supports all
modes and shift types:
- Patch mode: Reads tessellation patch attributes using ir.GetPatch()
- Prim mode: Reads primitive attributes for geometry shaders
- Attr mode: Reads generic vertex attributes
- Default mode: Maintains backward compatibility
The implementation also supports:
- U16 and B32 shift modes for different data formats
- SKEW and O flags for advanced buffer addressing
- Proper data type conversions and bit casting
This fixes rendering issues in UE4 titles that rely on internal stage
buffer operations in tessellation and geometry shaders. The previous
stubbed implementation caused compatibility problems with modern
rendering pipelines.
Credit: Hayate Yoshida (吉田 疾風) <hayate@citron-emu.org> for discovering
the root cause and providing insight on the proper implementation approach.
Fixes: Internal stage buffer read operations in tessellation shaders
Resolves: UE4 title rendering issues related to ISBERD instruction
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Remove cut-off percentage labels from graph area
- Isolate graph with proper background and border
- Reduce padding and spacing to match performance overlay
- Compress leak warnings to single line
- Adjust widget size to 250x180 for consistent proportions
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Clean dark-themed overlay with real-time VRAM usage display
- Memory breakdown (Buffers, Textures, Staging) with color coding
- Interactive graph with 2-minute history and leak detection
- VRAM mode indicator with special highlighting for Insane mode
- Draggable interface with persistent positioning
- Menu integration with keyboard shortcut support
- Safe Vulkan renderer integration with exception handling
Files: CMakeLists.txt, main.cpp, main.h, main.ui, uisettings.h, vram_overlay.cpp, vram_overlay.h
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Implement mouse wheel event handling in SDL2 backend (emu_window_sdl2)
- Add wheel event routing from GRenderWindow to input subsystem
- Add debugging logs to trace mouse wheel events through input chain
- Support mouse wheel input for mods like Ultracam when games are running (WIP)
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Implement CreateInterruptEvent SVC function to resolve panic
- Add proper resource management with KScopedResourceReservation
- Use regular KEvent as placeholder for interrupt events
- Add proper cleanup with SCOPE_EXIT
- Include debug logging for troubleshooting
- Implement GetLaunchRequiredVersionUpgrade in IApplicationFunctions service
- Fix "Unknown / unimplemented function" error for command 210
- Return event handle instead of boolean to match Nintendo Switch API
- Use state_changed_event as placeholder until dedicated event is implemented
- Add function declaration to header file
Tested with Hollow Knight: Silksong - successfully boots.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Implement adaptive timeout system that adjusts based on GPU performance
- Add auto-disable after 10 cycles of persistent timeouts
- Reduce workload (32x32 dispatch, 1MB buffer) for better compatibility
- Add performance monitoring and runtime control
- Fixes persistent timeout warnings by gracefully degrading when GPU is busy
Signed-off-by: Zephyron <zephyron@citron-emu.org>