Gpu runtime stalls (#410)

* [runtime] restore default GC mode

* [cpu] add string leaf stubs

* [ampr] allow concurrent reads

* [bink] keep guest decode path

* [kernel] streamline host memory access

* [shader] add scalar memory fallback

* [gpu] bound guest data pool

* [gpu] reduce queue stalls

* [video] stabilize guest resources

* revert lock file
This commit is contained in:
Berk
2026-07-19 00:31:50 +03:00
committed by GitHub
parent 336286e588
commit a030cb5a5d
15 changed files with 768 additions and 275 deletions
+3 -3
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@@ -14,9 +14,9 @@ available, presents its decoded BGRA frames at the normal guest-flip boundary.
This preserves the game's own timing and lets the host Vulkan presenter display
the movie without trying to execute the PS5-specific Bink GPU decode path.
Without an adapter, Bink movies are skipped by default: their open call returns
not-found so games that mark cinematics as optional progress to their next
state instead of waiting on an empty Bink GPU texture.
Without an adapter, Bink files remain visible to the guest and the game's
statically linked decoder runs normally. Set SHARPEMU_BINK_MODE=skip only when
explicitly testing a title whose cinematics are optional.
Set SHARPEMU_BINK_MODE=dummy to retain the open and show a built-in,
non-decoded placeholder frame. This requires no SDK, but is a visual diagnostic