early-access version 3903

This commit is contained in:
pineappleEA 2023-09-29 06:07:30 +02:00
parent 54dfe35754
commit 199c932114
4 changed files with 6 additions and 6 deletions

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@ -1,7 +1,7 @@
yuzu emulator early access
=============
This is the source code for early-access 3902.
This is the source code for early-access 3903.
## Legal Notice

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@ -2094,9 +2094,6 @@ void IApplicationFunctions::PrepareForJit(HLERequestContext& ctx) {
void LoopProcess(Nvnflinger::Nvnflinger& nvnflinger, Core::System& system) {
auto message_queue = std::make_shared<AppletMessageQueue>(system);
// Needed on game boot
message_queue->PushMessage(AppletMessageQueue::AppletMessage::FocusStateChanged);
auto server_manager = std::make_unique<ServerManager>(system);
server_manager->RegisterNamedService(

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@ -609,6 +609,8 @@ void BlitImageHelper::ClearDepthStencil(const Framebuffer* dst_framebuffer, bool
const VkPipelineLayout layout = *clear_color_pipeline_layout;
scheduler.RequestRenderpass(dst_framebuffer);
scheduler.Record([pipeline, layout, clear_depth, dst_region](vk::CommandBuffer cmdbuf) {
constexpr std::array blend_constants{0.0f, 0.0f, 0.0f, 0.0f};
cmdbuf.SetBlendConstants(blend_constants.data());
cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
BindBlitState(cmdbuf, dst_region);
cmdbuf.PushConstants(layout, VK_SHADER_STAGE_FRAGMENT_BIT, clear_depth);
@ -865,7 +867,7 @@ VkPipeline BlitImageHelper::FindOrEmplaceClearStencilPipeline(
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.depthTestEnable = VK_FALSE,
.depthTestEnable = key.depth_clear,
.depthWriteEnable = key.depth_clear,
.depthCompareOp = VK_COMPARE_OP_ALWAYS,
.depthBoundsTestEnable = VK_FALSE,

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@ -422,7 +422,8 @@ void RasterizerVulkan::Clear(u32 layer_count) {
return;
}
if (use_stencil && regs.stencil_front_mask != 0xFF && regs.stencil_front_mask != 0) {
if (use_stencil && framebuffer->HasAspectStencilBit() && regs.stencil_front_mask != 0xFF &&
regs.stencil_front_mask != 0) {
Region2D dst_region = {
Offset2D{.x = clear_rect.rect.offset.x, .y = clear_rect.rect.offset.y},
Offset2D{.x = clear_rect.rect.offset.x + static_cast<s32>(clear_rect.rect.extent.width),