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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 December 24, 2025 00:18
- Replace ref class with winrt::implements<>
- Convert Platform::String^ to winrt::hstring
- Update event handlers to C++/WinRT delegates
- Add PackageReference for auto NuGet restore
- Add specific Xbox model CPU detection via Gaming Device Info API

Signed-off-by: SternXD <stern@sidestore.io>
…ion to logs (#18571)

* webOS: enable wayland by default for GLES 3 binary, keep GLES 2 without wayland

* webOS: add webOS TV version to log and system information screen
Co-authored-by: PoloniumRain <poloniumrain@users.noreply.github.com>
MajorPainTheCactus and others added 30 commits February 14, 2026 14:00
- Add prefixes and sort by them
- Flag compression options as advanced
- Move GPU Screenshots from Video menu
#18734)

* WIP: Vulkan/D3D12 ribbon shader and mipmap fixes

Save point for in-progress gfx driver changes including
Vulkan ribbon shader updates and D3D12 fixes.

* Vulkan: Fix HDR render pass mismatch and pipeline barrier

Fix render pass / framebuffer format mismatch when rendering through
the SDR offscreen buffer in HDR mode. The filter chain's final pass
and the frame render pass were using vk->render_pass (A2B10G10R10)
while the offscreen buffer framebuffer was created with
vk->sdr_render_pass (B8G8R8A8), causing a Vulkan validation error.

Select the correct render pass at frame time based on
use_offscreen_buffer, and rebuild the filter chain's final pass
pipeline to use the SDR render pass both at shader preset load and
at swapchain recreation.

Also fix an incorrect srcStageMask in the image layout transition
after the HDR pipeline: SHADER_READ_BIT requires FRAGMENT_SHADER_BIT,
not COLOR_ATTACHMENT_OUTPUT_BIT.

* Vulkan/D3D12: Use BLEND_OP_MAX for alpha channel blending

Change the alpha blend operation from ADD to MAX in the blend-enabled
pipeline states for both Vulkan and D3D12. This ensures the render
target alpha channel is always 1.0 (since the background establishes
alpha=1.0 and max(src, 1.0) preserves it) while leaving RGB blending
with SRC_ALPHA / ONE_MINUS_SRC_ALPHA completely unchanged.
When HDR is enabled, the first frame after vulkan_init() causes
validation errors because the HDR offscreen buffer doesn't exist yet
(it's created in the end-of-frame resize handler). This means menu
drawing occurs inside the HDR render pass (A2B10G10R10) using
pipelines compiled for the SDR render pass (B8G8R8A8).

Create the offscreen buffers in vulkan_init() when HDR is already
enabled so they're ready for the first frame. The end-of-frame
resize handler will safely destroy and recreate them.
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