early-access version 2553
This commit is contained in:
parent
24d73467bc
commit
d28dfaacfe
7 changed files with 44 additions and 5 deletions
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yuzu emulator early access
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yuzu emulator early access
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=============
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=============
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This is the source code for early-access 2552.
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This is the source code for early-access 2553.
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## Legal Notice
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## Legal Notice
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@ -569,9 +569,9 @@ std::pair<s32, Errno> BSD::AcceptImpl(s32 fd, std::vector<u8>& write_buffer) {
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new_descriptor.socket = std::move(result.socket);
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new_descriptor.socket = std::move(result.socket);
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new_descriptor.is_connection_based = descriptor.is_connection_based;
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new_descriptor.is_connection_based = descriptor.is_connection_based;
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ASSERT(write_buffer.size() == sizeof(SockAddrIn));
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const SockAddrIn guest_addr_in = Translate(result.sockaddr_in);
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const SockAddrIn guest_addr_in = Translate(result.sockaddr_in);
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std::memcpy(write_buffer.data(), &guest_addr_in, sizeof(guest_addr_in));
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const size_t length = std::min(sizeof(guest_addr_in), write_buffer.size());
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std::memcpy(write_buffer.data(), &guest_addr_in, length);
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return {new_fd, Errno::SUCCESS};
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return {new_fd, Errno::SUCCESS};
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}
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}
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@ -12,6 +12,7 @@ set(SHADER_FILES
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block_linear_unswizzle_3d.comp
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block_linear_unswizzle_3d.comp
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convert_abgr8_to_d24s8.frag
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convert_abgr8_to_d24s8.frag
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convert_d24s8_to_abgr8.frag
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convert_d24s8_to_abgr8.frag
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convert_s8d24_to_abgr8.frag
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convert_depth_to_float.frag
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convert_depth_to_float.frag
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convert_float_to_depth.frag
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convert_float_to_depth.frag
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full_screen_triangle.vert
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full_screen_triangle.vert
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23
src/video_core/host_shaders/convert_s8d24_to_abgr8.frag
Executable file
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src/video_core/host_shaders/convert_s8d24_to_abgr8.frag
Executable file
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#version 450
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layout(binding = 0) uniform sampler2D depth_tex;
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layout(binding = 1) uniform isampler2D stencil_tex;
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layout(location = 0) out vec4 color;
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
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uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
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highp uint depth_val =
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uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
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lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
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highp uvec4 components =
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uvec4((uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu, stencil_val);
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color.rgba = vec4(components) / (exp2(8.0) - 1.0);
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}
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#include "video_core/host_shaders/convert_d24s8_to_abgr8_frag_spv.h"
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#include "video_core/host_shaders/convert_d24s8_to_abgr8_frag_spv.h"
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#include "video_core/host_shaders/convert_depth_to_float_frag_spv.h"
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#include "video_core/host_shaders/convert_depth_to_float_frag_spv.h"
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#include "video_core/host_shaders/convert_float_to_depth_frag_spv.h"
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#include "video_core/host_shaders/convert_float_to_depth_frag_spv.h"
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#include "video_core/host_shaders/convert_s8d24_to_abgr8_frag_spv.h"
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#include "video_core/host_shaders/full_screen_triangle_vert_spv.h"
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#include "video_core/host_shaders/full_screen_triangle_vert_spv.h"
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#include "video_core/host_shaders/vulkan_blit_color_float_frag_spv.h"
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#include "video_core/host_shaders/vulkan_blit_color_float_frag_spv.h"
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#include "video_core/host_shaders/vulkan_blit_depth_stencil_frag_spv.h"
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#include "video_core/host_shaders/vulkan_blit_depth_stencil_frag_spv.h"
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@ -370,6 +371,7 @@ BlitImageHelper::BlitImageHelper(const Device& device_, VKScheduler& scheduler_,
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convert_float_to_depth_frag(BuildShader(device, CONVERT_FLOAT_TO_DEPTH_FRAG_SPV)),
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convert_float_to_depth_frag(BuildShader(device, CONVERT_FLOAT_TO_DEPTH_FRAG_SPV)),
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convert_abgr8_to_d24s8_frag(BuildShader(device, CONVERT_ABGR8_TO_D24S8_FRAG_SPV)),
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convert_abgr8_to_d24s8_frag(BuildShader(device, CONVERT_ABGR8_TO_D24S8_FRAG_SPV)),
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convert_d24s8_to_abgr8_frag(BuildShader(device, CONVERT_D24S8_TO_ABGR8_FRAG_SPV)),
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convert_d24s8_to_abgr8_frag(BuildShader(device, CONVERT_D24S8_TO_ABGR8_FRAG_SPV)),
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convert_s8d24_to_abgr8_frag(BuildShader(device, CONVERT_S8D24_TO_ABGR8_FRAG_SPV)),
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linear_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_LINEAR>)),
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linear_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_LINEAR>)),
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nearest_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_NEAREST>)) {
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nearest_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_NEAREST>)) {
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if (device.IsExtShaderStencilExportSupported()) {
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if (device.IsExtShaderStencilExportSupported()) {
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@ -474,6 +476,13 @@ void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
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ConvertDepthStencil(*convert_d24s8_to_abgr8_pipeline, dst_framebuffer, src_image_view);
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ConvertDepthStencil(*convert_d24s8_to_abgr8_pipeline, dst_framebuffer, src_image_view);
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}
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}
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void BlitImageHelper::ConvertS8D24ToABGR8(const Framebuffer* dst_framebuffer,
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ImageView& src_image_view) {
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ConvertPipelineColorTargetEx(convert_s8d24_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
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convert_s8d24_to_abgr8_frag);
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ConvertDepthStencil(*convert_s8d24_to_abgr8_pipeline, dst_framebuffer, src_image_view);
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}
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void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
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void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
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const ImageView& src_image_view) {
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const ImageView& src_image_view) {
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const VkPipelineLayout layout = *one_texture_pipeline_layout;
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const VkPipelineLayout layout = *one_texture_pipeline_layout;
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void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
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void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
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void ConvertS8D24ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
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private:
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private:
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void Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
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void Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
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const ImageView& src_image_view);
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const ImageView& src_image_view);
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vk::ShaderModule convert_float_to_depth_frag;
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vk::ShaderModule convert_float_to_depth_frag;
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vk::ShaderModule convert_abgr8_to_d24s8_frag;
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vk::ShaderModule convert_abgr8_to_d24s8_frag;
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vk::ShaderModule convert_d24s8_to_abgr8_frag;
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vk::ShaderModule convert_d24s8_to_abgr8_frag;
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vk::ShaderModule convert_s8d24_to_abgr8_frag;
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vk::Sampler linear_sampler;
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vk::Sampler linear_sampler;
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vk::Sampler nearest_sampler;
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vk::Sampler nearest_sampler;
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vk::Pipeline convert_r16_to_d16_pipeline;
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vk::Pipeline convert_r16_to_d16_pipeline;
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vk::Pipeline convert_abgr8_to_d24s8_pipeline;
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vk::Pipeline convert_abgr8_to_d24s8_pipeline;
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vk::Pipeline convert_d24s8_to_abgr8_pipeline;
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vk::Pipeline convert_d24s8_to_abgr8_pipeline;
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vk::Pipeline convert_s8d24_to_abgr8_pipeline;
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};
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};
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} // namespace Vulkan
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} // namespace Vulkan
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@ -1067,10 +1067,12 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
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}
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}
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break;
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break;
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case PixelFormat::A8B8G8R8_UNORM:
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case PixelFormat::A8B8G8R8_UNORM:
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if (src_view.format == PixelFormat::S8_UINT_D24_UNORM ||
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if (src_view.format == PixelFormat::S8_UINT_D24_UNORM) {
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src_view.format == PixelFormat::D24_UNORM_S8_UINT) {
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return blit_image_helper.ConvertD24S8ToABGR8(dst, src_view);
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return blit_image_helper.ConvertD24S8ToABGR8(dst, src_view);
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}
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}
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if (src_view.format == PixelFormat::D24_UNORM_S8_UINT) {
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return blit_image_helper.ConvertS8D24ToABGR8(dst, src_view);
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}
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break;
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break;
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case PixelFormat::R32_FLOAT:
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case PixelFormat::R32_FLOAT:
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if (src_view.format == PixelFormat::D32_FLOAT) {
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if (src_view.format == PixelFormat::D32_FLOAT) {
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