- PR-6627 VkBufferCache: Fix Quad Index array with 0 vertices
Simple fix, this fixes Koei Tecmo games on High Accuracy.
스위치에 코에이 테크모 게임이 뭐가 있더라..
코에이 게임들 Vulkan 구동시 그래픽 개선을 테스트해봐야겠습니다
- PR-6597 DMAEngine: Introduce Accelerate DMA.
This PR introduces DMA accelerations, this means doing a DMA Engine operation on the host GPU instead of the Guest GPU. Currently, the workflow is to Read memory and flush from host if needed, do a LLE DMA operation and then do Write that invalidates Host Caches. This is a very expensive operation on certain scenario.
This PR introduces DMA accelerations for Buffer Copies only. In the future more accelerations will be added for the BlockLinear-Pitch and back copies.
This PR fixes Shin Megami Tensei III Nocturne and Xenoblade 2 explosion effect
- PR-6598 MacroHLE: Add MultidrawIndirect HLE Macro.
Currently MultidrawIndirect Macro is bugged in the MacroJit. This PR does not aim to have a high level construct of MultidrawIndirect on the host but to replicate the original macro in C++ and be more useful for debugging purposes.
This shouldn't be merged until macro jit is fixed. As this macro HLE will hide the bug. @ogniK5377 I'de love if you could have a look.
This fixes most rendering issues in Monster Hunter Rise. There are still some medium rendering issues.
바로 직접 테스트 해봤습니다
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