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RT1#1

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magicseb wants to merge 10000 commits intomagicseb:masterfrom
libretro:master
Open

RT1#1
magicseb wants to merge 10000 commits intomagicseb:masterfrom
libretro:master

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@magicseb magicseb commented Nov 5, 2019

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github-actions and others added 29 commits November 30, 2025 00:19
ARM linux uses features_cpu.c from libretro-common, which in turn requires all of these dependencies. x86/_64 builds don't build features_cpu.c, but it doesn't hurt to build these anyway in that case.
this steals some of the improvements from the coreaudio3 driver to use
atomics and dispatch_semaphore instead of fifo_queue.
warmenhoven and others added 30 commits January 30, 2026 12:19
#18678)

Set explicit blend factors (src=ONE, dst=ONE_MINUS_SRC_ALPHA) on
the HDR pipeline blend attachment for correct alpha compositing.

Refactor vulkan_run_hdr_pipeline to check the return value of
vulkan_buffer_chain_alloc before writing vertices, replace the
VULKAN_WRITE_QUAD_VBO macro with explicit vertex definitions for
clarity, and move vkCmdBindVertexBuffers/vkCmdDraw inside the
allocation success block to avoid drawing with invalid buffers.
This was causing RGUI to flicker and Ozone menu to randomly crash. Unfortunately, this re-breaks mipmaps on this driver, but the instability is a bigger problem.
Replace the incorrect two-step conversion (709->2020 then 2020->P3)
in the WIDE gamut mode with a single direct kP3to2020 matrix that
correctly converts DCI-P3 colour primaries into Rec.2020.

Add the kP3to2020 colour rotation matrix to HLSL (hdr_sm5.hlsl.h),
GLSL (hdr_common.glsl), and the Vulkan fragment shader (hdr.frag).
Rebuild SPIR-V shader binaries.
…8680)

Fix indentation of the HDR pipeline initialization block inside
vulkan_init_pipelines to use consistent 3-space indentation matching
the surrounding code style.

Use vk->sdr_render_pass instead of vk->render_pass when restoring
pipeline state after the HDR tonemapping readback pipeline setup,
to correctly reference the SDR render pass.
* glui: Add Dracula Color Theme for MaterialUI

* Remove dup variant - Tahnks @sonninnos

* glui: Select a darker background for the title, toolbar
* Changes up to 2026-01-15

* Changes up to 2026-02-04
the new functionality. The biggest change is that save states
work for most (I say most because one can't seek through some
broken by design test files I have available.) files. I've
also added a seek that increments or decrements the position
in the file according to a strength which cycles through a
fixed set of seconds by again pressing the relevant button.
I also changed the audio and subtitle controls to allow more
handling by moving forwards or backwards through the available
streams within the given file. Finally, I made a null subtitle
state so that subtitles can be disabled by simply cycling
through the available streams.
…rt (#18692)

Add separate HDR pipeline states (pipe_blend_hdr, pipe_noblend_hdr,
pipe_font_hdr) for R10G10B10A2 render targets and select the correct
pipeline based on the current render target format, tracked via a new
current_rt_format field.

Fix resource state management: create render target textures in
RENDER_TARGET state instead of PIXEL_SHADER_RESOURCE, add mipmap
generation with zero-size level guards, move resource transitions
to correct positions in the frame loop, and add missing back buffer
transitions after HDR compositing.

Fix HDR compositing: always use R8G8B8A8_UNORM for the intermediate
back buffer regardless of shader preset format, set root signature
before descriptor table binds, populate source/output size in the
HDR UBO, and set the blend pipeline after menu texture upload.

Extend HDR back buffer compositing to handle overlays in addition
to the menu (D3D12_ST_FLAG_OVERLAYS_ENABLE).

Only request GPU descriptor handle for shader-visible descriptor
heaps to avoid D3D12 validation errors.
)

Change srcColorBlendFactor from VK_BLEND_FACTOR_ONE to
VK_BLEND_FACTOR_SRC_ALPHA for proper alpha blending of text
and UI elements in the HDR pipeline.
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