* Pre-release | Unifies builds
* Missing code...
* +
create actions for any branch, and pre-release only for MAIN
* Cache windows
* Delete old pre-releases and tags
deletes old pre-releases and their tags to keep the repository clean
* Update build.yml
* I hate programming and will furiously smash my monitor if I ever see another oversight of this caliber ever again in my goddamn life
* Merge both protect functions together
* Use a singleton for instruction decoding
* Use singleton class
* Patch `EXTRQ`
* Fixup signal context functions
* Update CMakeLists.txt
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Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* video info: add frame graph
Toggle advanced info with CTRL+F10.
Also fixed imgui using gamepad for nav in wrong situations
* 60fps!
Implemented a timer that accumulates the time spent sleeping and sleeps for the remaining time.
Also measure entire PresentThread time instead of just the time spent in Flip.
* sceKernelGettimeofday: replace chrono by win32 api. Better performance
bb uses this function too much. Consuming almost 30% of cpu time
* Add ElfInfo to track current game info in a singleton
* SaveData compatibility with old firmwares
* sceKernelOpen: fix for write-only mode
* imgui: add font to render non-ascii characters
* save_data: fix Backup Job including old backup in the new backup
* Save backup: fix to avoid filling the queue
Also limiting 1 backup / 10sec
* Save backup: fix search not handling empty pattern
*backup time improv
* shader_recompiler: Use push constants for user data regs
* shader: Add some GR2 instructions
* shader: Add some instructions
* shader: Add instructions for knack
* touchups
* spirv: Better names
* buffer_cache: Ignore non gpu modified images
* clang format
* Add log
* more fixes
* Safety checks in all SFO readings
* SaveData: log backup error and continue & fix possible concurrent file editing
* SaveData: Fix issue with old firmwares
* video_core: texture: image subresources state tracking
* shader_recompiler: use one binding if the same image is read and written
* video_core: added rebinding of changed textures after overlap resolve
* don't use pointers; slight `FindTexture` refactoring
* video_core: buffer_cache: don't copy over the image size
* redundant barriers removed; fixes
* regression fixes
* texture_cache: 3d texture layers count fixup
* shader_recompiler: support for partially bound cubemaps
* added support for cubemap arrays
* don't bind unused color buffers
* fixed depth promotion to do not use stencil
* doors
* bonfire lit
* cubemap array index calculation
* final touches
* save_data: Fix save data list back button.
* common: Add more null checks in CString.
Co-authored-by: Vinicius Rangel <me@viniciusrangel.dev>
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Co-authored-by: Vinicius Rangel <me@viniciusrangel.dev>
* core: Rewrite PSF parser & add encoder
add .sfo hex pattern to /scripts
* core/fs: allow to mount path as read-only
* common: Add CString wrapper to handle native null-terminated strings
* SaveData: rewrite to implement full functionality
* mock value for SYSTEM_VER
* SavaData: backup features
* SavaData: SaveDataMemory features
* imgui Ref-counted textures
- has a background thread to decode textures
* imgui: rework gamepad navigation
* PSF: fixed psf not using enum class for PSFEntryFmt (was a standard old ugly enum)
- Add null check to CString when itself is used in a nullable field
* SaveDataDialog implementation
- Fix Mounting/Unmounting check of SaveInstance
* ci: Add ccache with ninja generator for Windows builds
- Credits to @Artalus
* ci: Don't include d3d and dxc compiler DLLs
* ci: Simplify cache steps names and key names
- Windows builds will no longer cause issues when merging
* CI trigger