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53 Commits
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bb4ee5f0fb |
@@ -25,7 +25,7 @@ LIBBACKTRACE=ad106d5fdd5d960bd33fae1c48a351af567fd075
|
||||
LIBJPEGTURBO=3.1.2
|
||||
LIBPNG=1.6.53
|
||||
LIBWEBP=1.6.0
|
||||
NVENC=11.1.5.3
|
||||
NVENC=13.0.19.0
|
||||
SDL=SDL3-3.4.0
|
||||
QT=6.10.1
|
||||
QTAPNG=1.3.0
|
||||
@@ -57,7 +57,7 @@ e4ab7009bf0629fd11982d4c2aa83964cf244cffba7347ecd39019a9e38c4564 libwebp-$LIBWE
|
||||
082cbf5f429e0d80820f68dc2b507a94d4cc1b4e70817b119bbb8ec6a69584b8 $SDL.tar.gz
|
||||
452a1a290bd0cf18737fad0057dc17b7fdf10a73eda2d6d4f31ba04fda25ef2c libpng-$LIBPNG-apng.patch.gz
|
||||
537512904744b35e232912055ccf8ec66d768639ff3abe5788d90d792ec5f48b lz4-$LZ4.tar.gz
|
||||
2974b91062197e0527dffa3aadd8fe3bfa6681ae45f5ff9181bc0ca6479abd59 nv-codec-headers-$NVENC.tar.gz
|
||||
13da39edb3a40ed9713ae390ca89faa2f1202c9dda869ef306a8d4383e242bee nv-codec-headers-$NVENC.tar.gz
|
||||
c465aa56757e7746ac707f582b6e2d51546569a4a2488c1172fb543aa5fdfc2c vulkan-sdk-$VULKAN.tar.gz
|
||||
eb33e51f49a15e023950cd7825ca74a4a2b43db8354825ac24fc1b7ee09e6fa3 zstd-$ZSTD.tar.gz
|
||||
5a6226f7e23db51fdc3223121eba53f3f5447cf0cc4d6cb82a3a2df7a65d265d qtbase-everywhere-src-$QT.tar.xz
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
<url type="donation">https://github.com/sponsors/PCSX2</url>
|
||||
<url type="faq">https://pcsx2.net/docs/</url>
|
||||
<url type="help">https://pcsx2.net/discord</url>
|
||||
<url type="contribute">https://github.com/PCSX2/pcsx2/blob/master/.github/CONTRIBUTING.md</url>
|
||||
<url type="contribute">https://pcsx2.net/docs/category/contributing</url>
|
||||
<url type="translate">https://crowdin.com/project/pcsx2-emulator</url>
|
||||
<url type="contact">https://mastodon.social/@PCSX2</url>
|
||||
<screenshots>
|
||||
|
||||
@@ -65,6 +65,8 @@ set SHADERC_GLSLANG=7a47e2531cb334982b2a2dd8513dca0a3de4373d
|
||||
set SHADERC_SPIRVHEADERS=b824a462d4256d720bebb40e78b9eb8f78bbb305
|
||||
set SHADERC_SPIRVTOOLS=971a7b6e8d7740035bbff089bbbf9f42951ecfd5
|
||||
|
||||
set AGILITYSDK=1.618.5
|
||||
|
||||
call :downloadfile "freetype-%FREETYPE%.tar.gz" https://sourceforge.net/projects/freetype/files/freetype2/%FREETYPE%/freetype-%FREETYPE%.tar.gz/download 174d9e53402e1bf9ec7277e22ec199ba3e55a6be2c0740cb18c0ee9850fc8c34 || goto error
|
||||
call :downloadfile "harfbuzz-%HARFBUZZ%.zip" https://github.com/harfbuzz/harfbuzz/archive/refs/tags/%HARFBUZZ%.zip 31490c781bacd2ce56862555b11c51c964977c39f14f51b817dfaecf0be089fe || goto error
|
||||
call :downloadfile "lpng%LIBPNG%.zip" https://download.sourceforge.net/libpng/lpng1653.zip 140566abc64bb2320cb35f1d154d1cb3eb7174a12234d33bfdffb446bdc0a1d2 || goto error
|
||||
@@ -84,6 +86,7 @@ call :downloadfile "zstd-%ZSTD%.zip" "https://github.com/facebook/zstd/archive/r
|
||||
call :downloadfile "KDDockWidgets-%KDDOCKWIDGETS%.zip" "https://github.com/KDAB/KDDockWidgets/archive/v%KDDOCKWIDGETS%.zip" 47ddb48197872055f0adf8e90a7235f8a3b795ca1ee3a28ac2c504c673ae3806 || goto error
|
||||
call :downloadfile "plutovg-%PLUTOVG%.zip" "https://github.com/sammycage/plutovg/archive/v%PLUTOVG%.zip" 4fe4e48f28aa80171b2166d45c0976ab0f21eecedb52cd4c3ef73b5afb48fac9 || goto error
|
||||
call :downloadfile "plutosvg-%PLUTOSVG%.zip" "https://github.com/sammycage/plutosvg/archive/v%PLUTOSVG%.zip" 82dee2c57ad712bdd6d6d81d3e76249d89caa4b5a4214353660fd5adff12201a || goto error
|
||||
call :downloadfile: "agility-sdk-%AGILITYSDK%.nupkg" "https://www.nuget.org/api/v2/package/Microsoft.Direct3D.D3D12/%AGILITYSDK%" 0027fc24f947c48dbded13ada7d280be221eb651644e23a8a476f0f1f0a079dd || goto error
|
||||
|
||||
call :downloadfile "shaderc-%SHADERC%.zip" "https://github.com/google/shaderc/archive/refs/tags/v%SHADERC%.zip" fab72d1a38eacea52710d18edb95dfd75db894ad869675d07a1eb26827da9b15 || goto error
|
||||
call :downloadfile "shaderc-glslang-%SHADERC_GLSLANG%.zip" "https://github.com/KhronosGroup/glslang/archive/%SHADERC_GLSLANG%.zip" 4a118247386ffba9160113f146f2189ba5abe3995db357114d7112ede6bd3cd1 || goto error
|
||||
@@ -305,6 +308,20 @@ cmake --build build --parallel || goto error
|
||||
ninja -C build install || goto error
|
||||
cd .. || goto error
|
||||
|
||||
echo Unpacking Agility SDK
|
||||
rmdir /S /Q "agility-sdk-%AGILITYSDK%"
|
||||
%SEVENZIP% x -o"agility-sdk-%AGILITYSDK%" "agility-sdk-%AGILITYSDK%.nupkg" || goto error
|
||||
cd "agility-sdk-%AGILITYSDK%" || goto error
|
||||
if not exist "%INSTALLDIR%\bin\D3D12" (
|
||||
mkdir "%INSTALLDIR%\bin\D3D12" || goto error
|
||||
)
|
||||
rem the pdbs aren't in the list of distributable files, so only copy the dlls.
|
||||
copy "build\native\bin\arm64\D3D12Core.dll" "%INSTALLDIR%\bin\D3D12\D3D12Core.dll" || goto error
|
||||
if %DEBUG%==1 (
|
||||
copy "build\native\bin\arm64\d3d12SDKLayers.dll" "%INSTALLDIR%\bin\D3D12\d3d12SDKLayers.dll" || goto error
|
||||
)
|
||||
cd .. || goto error
|
||||
|
||||
echo Building shaderc...
|
||||
rmdir /S /Q "shaderc-%SHADERC%"
|
||||
%SEVENZIP% x "shaderc-%SHADERC%.zip" || goto error
|
||||
|
||||
@@ -63,6 +63,8 @@ set SHADERC_GLSLANG=7a47e2531cb334982b2a2dd8513dca0a3de4373d
|
||||
set SHADERC_SPIRVHEADERS=b824a462d4256d720bebb40e78b9eb8f78bbb305
|
||||
set SHADERC_SPIRVTOOLS=971a7b6e8d7740035bbff089bbbf9f42951ecfd5
|
||||
|
||||
set AGILITYSDK=1.618.5
|
||||
|
||||
call :downloadfile "freetype-%FREETYPE%.tar.gz" https://sourceforge.net/projects/freetype/files/freetype2/%FREETYPE%/freetype-%FREETYPE%.tar.gz/download 174d9e53402e1bf9ec7277e22ec199ba3e55a6be2c0740cb18c0ee9850fc8c34 || goto error
|
||||
call :downloadfile "harfbuzz-%HARFBUZZ%.zip" https://github.com/harfbuzz/harfbuzz/archive/refs/tags/%HARFBUZZ%.zip 31490c781bacd2ce56862555b11c51c964977c39f14f51b817dfaecf0be089fe || goto error
|
||||
call :downloadfile "lpng%LIBPNG%.zip" https://download.sourceforge.net/libpng/lpng1653.zip 140566abc64bb2320cb35f1d154d1cb3eb7174a12234d33bfdffb446bdc0a1d2 || goto error
|
||||
@@ -82,6 +84,7 @@ call :downloadfile "zstd-%ZSTD%.zip" "https://github.com/facebook/zstd/archive/r
|
||||
call :downloadfile "KDDockWidgets-%KDDOCKWIDGETS%.zip" "https://github.com/KDAB/KDDockWidgets/archive/v%KDDOCKWIDGETS%.zip" 47ddb48197872055f0adf8e90a7235f8a3b795ca1ee3a28ac2c504c673ae3806 || goto error
|
||||
call :downloadfile "plutovg-%PLUTOVG%.zip" "https://github.com/sammycage/plutovg/archive/v%PLUTOVG%.zip" 4fe4e48f28aa80171b2166d45c0976ab0f21eecedb52cd4c3ef73b5afb48fac9 || goto error
|
||||
call :downloadfile "plutosvg-%PLUTOSVG%.zip" "https://github.com/sammycage/plutosvg/archive/v%PLUTOSVG%.zip" 82dee2c57ad712bdd6d6d81d3e76249d89caa4b5a4214353660fd5adff12201a || goto error
|
||||
call :downloadfile: "agility-sdk-%AGILITYSDK%.nupkg" "https://www.nuget.org/api/v2/package/Microsoft.Direct3D.D3D12/%AGILITYSDK%" 0027fc24f947c48dbded13ada7d280be221eb651644e23a8a476f0f1f0a079dd || goto error
|
||||
|
||||
call :downloadfile "shaderc-%SHADERC%.zip" "https://github.com/google/shaderc/archive/refs/tags/v%SHADERC%.zip" fab72d1a38eacea52710d18edb95dfd75db894ad869675d07a1eb26827da9b15 || goto error
|
||||
call :downloadfile "shaderc-glslang-%SHADERC_GLSLANG%.zip" "https://github.com/KhronosGroup/glslang/archive/%SHADERC_GLSLANG%.zip" 4a118247386ffba9160113f146f2189ba5abe3995db357114d7112ede6bd3cd1 || goto error
|
||||
@@ -302,6 +305,20 @@ cmake --build build --parallel || goto error
|
||||
ninja -C build install || goto error
|
||||
cd .. || goto error
|
||||
|
||||
echo Unpacking Agility SDK
|
||||
rmdir /S /Q "agility-sdk-%AGILITYSDK%"
|
||||
%SEVENZIP% x -o"agility-sdk-%AGILITYSDK%" "agility-sdk-%AGILITYSDK%.nupkg" || goto error
|
||||
cd "agility-sdk-%AGILITYSDK%" || goto error
|
||||
if not exist "%INSTALLDIR%\bin\D3D12" (
|
||||
mkdir "%INSTALLDIR%\bin\D3D12" || goto error
|
||||
)
|
||||
rem the pdbs aren't in the list of distributable files, so only copy the dlls.
|
||||
copy "build\native\bin\x64\D3D12Core.dll" "%INSTALLDIR%\bin\D3D12\D3D12Core.dll" || goto error
|
||||
if %DEBUG%==1 (
|
||||
copy "build\native\bin\x64\d3d12SDKLayers.dll" "%INSTALLDIR%\bin\D3D12\d3d12SDKLayers.dll" || goto error
|
||||
)
|
||||
cd .. || goto error
|
||||
|
||||
echo Building shaderc...
|
||||
rmdir /S /Q "shaderc-%SHADERC%"
|
||||
%SEVENZIP% x "shaderc-%SHADERC%.zip" || goto error
|
||||
|
||||
4
3rdparty/rcheevos/CHANGELOG.md
vendored
4
3rdparty/rcheevos/CHANGELOG.md
vendored
@@ -1,3 +1,7 @@
|
||||
# v12.2.1
|
||||
* fix parsing of leaderboards with comparisons in legacy-formatted values
|
||||
* fix validation warning on long AddSource chains
|
||||
|
||||
# v12.2.0
|
||||
* add rc_client_create_subset_list
|
||||
* add rc_client_begin_fetch_game_titles
|
||||
|
||||
2
3rdparty/rcheevos/src/rc_version.h
vendored
2
3rdparty/rcheevos/src/rc_version.h
vendored
@@ -9,7 +9,7 @@ RC_BEGIN_C_DECLS
|
||||
|
||||
#define RCHEEVOS_VERSION_MAJOR 12
|
||||
#define RCHEEVOS_VERSION_MINOR 2
|
||||
#define RCHEEVOS_VERSION_PATCH 0
|
||||
#define RCHEEVOS_VERSION_PATCH 1
|
||||
|
||||
#define RCHEEVOS_MAKE_VERSION(major, minor, patch) (major * 1000000 + minor * 1000 + patch)
|
||||
#define RCHEEVOS_VERSION RCHEEVOS_MAKE_VERSION(RCHEEVOS_VERSION_MAJOR, RCHEEVOS_VERSION_MINOR, RCHEEVOS_VERSION_PATCH)
|
||||
|
||||
2
3rdparty/rcheevos/src/rcheevos/rc_validate.c
vendored
2
3rdparty/rcheevos/src/rcheevos/rc_validate.c
vendored
@@ -510,6 +510,7 @@ static void rc_combine_ranges(uint32_t* min_val, uint32_t* max_val, uint8_t oper
|
||||
break;
|
||||
|
||||
case RC_OPERATOR_ADD:
|
||||
case RC_OPERATOR_ADD_ACCUMULATOR:
|
||||
if (*min_val > *max_val) { /* underflow occurred */
|
||||
*max_val += oper_max_val;
|
||||
}
|
||||
@@ -522,6 +523,7 @@ static void rc_combine_ranges(uint32_t* min_val, uint32_t* max_val, uint8_t oper
|
||||
break;
|
||||
|
||||
case RC_OPERATOR_SUB:
|
||||
case RC_OPERATOR_SUB_ACCUMULATOR:
|
||||
*min_val -= oper_max_val;
|
||||
*max_val -= oper_min_val;
|
||||
break;
|
||||
|
||||
8
3rdparty/rcheevos/src/rcheevos/value.c
vendored
8
3rdparty/rcheevos/src/rcheevos/value.c
vendored
@@ -180,9 +180,11 @@ static void rc_parse_legacy_value(rc_value_t* self, const char** memaddr, rc_par
|
||||
return;
|
||||
}
|
||||
|
||||
if (!rc_operator_is_modifying(cond->oper)) {
|
||||
parse->offset = RC_INVALID_OPERATOR;
|
||||
return;
|
||||
if (cond->type == RC_CONDITION_MEASURED && !rc_operator_is_modifying(cond->oper)) {
|
||||
/* ignore non-modifying operator on measured clause. if it were parsed as an AddSource
|
||||
* or SubSource, that would have already happened in rc_parse_condition_internal, and
|
||||
* legacy formatted values are essentially a series of AddSources. */
|
||||
cond->oper = RC_OPERATOR_NONE;
|
||||
}
|
||||
|
||||
rc_condition_update_parse_state(cond, parse);
|
||||
|
||||
@@ -2075,6 +2075,8 @@ SCAJ-20128:
|
||||
SCAJ-20129:
|
||||
name: "Ponkotsu Roman Daikatsugeki Bumpy Trot"
|
||||
region: "NTSC-Unk"
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
@@ -4764,6 +4766,9 @@ SCES-50034:
|
||||
name: "MotoGP"
|
||||
region: "PAL-M5"
|
||||
compat: 5
|
||||
gsHWFixes:
|
||||
gpuTargetCLUT: 2 # Fixes some (haze?) shuffle colors.
|
||||
textureInsideRT: 1 # Fixes rendering artifacts on racers.
|
||||
SCES-50105:
|
||||
name: "Sky Odyssey"
|
||||
region: "PAL-M5"
|
||||
@@ -7611,6 +7616,8 @@ SCKA-20058:
|
||||
name: "액션 로망 범피 트롯"
|
||||
name-en: "Action Romance Bumpy Trot"
|
||||
region: "NTSC-K"
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
@@ -25575,6 +25582,8 @@ SLES-54137:
|
||||
SLES-54138:
|
||||
name: "Steambot Chronicles"
|
||||
region: "PAL-E"
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
@@ -26225,6 +26234,8 @@ SLES-54333:
|
||||
SLES-54335:
|
||||
name: "Steambot Chronicles"
|
||||
region: "PAL-F"
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
@@ -35850,6 +35861,8 @@ SLPM-60255:
|
||||
name-sort: "ぽんこつろまんだいかつげきばんぴーとろっと [たいけんばん]"
|
||||
name-en: "Ponkotsu Roeman Daikatsugeki Bumpy Trot [Trial]"
|
||||
region: "NTSC-J"
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
@@ -35921,6 +35934,8 @@ SLPM-60266:
|
||||
name-sort: "ぽんこつろまんだいかつげきばんぴーとろっと [たいけんばん]"
|
||||
name-en: "Ponkotsu Roeman Daikatsugeki Bumpy Trot [Trial]"
|
||||
region: "NTSC-J"
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
@@ -54743,6 +54758,9 @@ SLPS-20040:
|
||||
name-sort: "もとGP"
|
||||
name-en: "MotoGP"
|
||||
region: "NTSC-J"
|
||||
gsHWFixes:
|
||||
gpuTargetCLUT: 2 # Fixes some (haze?) shuffle colors.
|
||||
textureInsideRT: 1 # Fixes rendering artifacts on racers.
|
||||
SLPS-20041:
|
||||
name: "麻雀悟空 大聖"
|
||||
name-sort: "まーじゃんごくう たいせい"
|
||||
@@ -59818,6 +59836,8 @@ SLPS-25457:
|
||||
name-sort: "ぽんこつろまんだいかつげきばんぴーとろっと"
|
||||
name-en: "Ponkotsu Roeman Daikatsugeki Bumpy Trot"
|
||||
region: "NTSC-J"
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
@@ -60491,7 +60511,6 @@ SLPS-25574:
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
nativeScaling: 1 # Helps align effects.
|
||||
textureInsideRT: 1 # Fixes channel shuffles.
|
||||
preloadFrameData: 1 # Fixes menu graphics.
|
||||
autoFlush: 1 # Fixes motion blur.
|
||||
minimumBlendingLevel: 2 # Improves post effects.
|
||||
SLPS-25575:
|
||||
@@ -61216,7 +61235,6 @@ SLPS-25682:
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
nativeScaling: 1 # Helps align effects.
|
||||
textureInsideRT: 1 # Fixes channel shuffles.
|
||||
preloadFrameData: 1 # Fixes menu graphics.
|
||||
autoFlush: 1 # Fixes motion blur.
|
||||
minimumBlendingLevel: 2 # Improves post effects.
|
||||
SLPS-25683:
|
||||
@@ -61224,6 +61242,8 @@ SLPS-25683:
|
||||
name-sort: "ぽんこつろまんだいかつげきばんぴーとろっと [Irem COLLECTION]"
|
||||
name-en: "Ponkotsu Roman Daikatsugeki Bumpy Trot [Irem Collection]"
|
||||
region: "NTSC-J"
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
@@ -61846,7 +61866,6 @@ SLPS-25787:
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
nativeScaling: 1 # Helps align effects.
|
||||
textureInsideRT: 1 # Fixes channel shuffles.
|
||||
preloadFrameData: 1 # Fixes menu graphics.
|
||||
autoFlush: 1 # Fixes motion blur.
|
||||
minimumBlendingLevel: 2 # Improves post effects.
|
||||
SLPS-25788:
|
||||
@@ -62258,7 +62277,6 @@ SLPS-25852:
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
nativeScaling: 1 # Helps align effects.
|
||||
textureInsideRT: 1 # Fixes channel shuffles.
|
||||
preloadFrameData: 1 # Fixes menu graphics.
|
||||
autoFlush: 1 # Fixes motion blur.
|
||||
minimumBlendingLevel: 2 # Improves post effects.
|
||||
SLPS-25853:
|
||||
@@ -64233,6 +64251,9 @@ SLUS-20058:
|
||||
name: "MotoGP"
|
||||
region: "NTSC-U"
|
||||
compat: 5
|
||||
gsHWFixes:
|
||||
gpuTargetCLUT: 2 # Fixes some (haze?) shuffle colors.
|
||||
textureInsideRT: 1 # Fixes rendering artifacts on racers.
|
||||
SLUS-20062:
|
||||
name: "Grand Theft Auto III"
|
||||
region: "NTSC-U"
|
||||
@@ -71355,6 +71376,8 @@ SLUS-21344:
|
||||
name: "Steambot Chronicles"
|
||||
region: "NTSC-U"
|
||||
compat: 5
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
@@ -74896,6 +74919,8 @@ SLUS-28059:
|
||||
SLUS-28061:
|
||||
name: "Steambot Chronicles [Trade Demo]"
|
||||
region: "NTSC-U"
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
@@ -75674,6 +75699,8 @@ SLUS-29185:
|
||||
SLUS-29188:
|
||||
name: "Steambot Chronicles [Regular Demo]"
|
||||
region: "NTSC-U"
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
|
||||
@@ -236,6 +236,7 @@
|
||||
03000000ac0500005b05000000000000,GameSir G3w,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000ac0500002d02000000000000,GameSir G4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000ac0500004d04000000000000,GameSir G4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000373500002210000000000000,GameSir G7 Pro,a:b0,b:b1,x:b3,y:b4,back:b10,start:b11,leftstick:b13,rightstick:b14,leftshoulder:b6,rightshoulder:b7,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,lefty:a2,rightx:a3,righty:a4,lefttrigger:b8,righttrigger:b9,platform:Window,
|
||||
03000000ac0500001a06000000000000,GameSir T3 2.02,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000373500009410000000000000,GameSir Tegenaria Lite,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
030000004c0e00001035000000000000,Gamester,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows,
|
||||
@@ -245,8 +246,8 @@
|
||||
03000000b62500000100000000000000,Gametel GT004 01,a:b3,b:b0,dpdown:b10,dpleft:b9,dpright:b8,dpup:b11,leftshoulder:b4,rightshoulder:b5,start:b7,x:b1,y:b2,platform:Windows,
|
||||
030000008f0e00001411000000000000,Gamo2 Divaller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000120c0000a857000000000000,Gator Claw,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000c21100000791000000000000,Be1 GC101 Controller 1.03,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000c9110000f055000000000000,Be1 GC100XF Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000c21100000791000000000000,Nacon GC101 1.03,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000c9110000f055000000000000,Nacon GC100XF,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
030000008305000009a0000000000000,Genius,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
030000008305000031b0000000000000,Genius Maxfire Blaze 3,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000451300000010000000000000,Genius Maxfire Grandias 12,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
@@ -463,7 +464,7 @@
|
||||
03000000250900006688000000000000,MP-8866 Super Dual Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
|
||||
03000000091200004488000000000000,MUSIA PlayStation 2 Input Display,a:b0,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b6,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b7,righttrigger:b11,rightx:a2,righty:a3,start:b5,x:b1,y:b3,platform:Windows,
|
||||
03000000f70600000100000000000000,N64 Adaptoid,+rightx:b2,+righty:b1,-rightx:b4,-righty:b5,a:b0,b:b3,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,start:b8,platform:Windows,
|
||||
030000006b140000010c000000000000,Nacon GC 400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
030000006b140000010c000000000000,Nacon GC400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
030000006b1400001106000000000000,Nacon Revolution 3 PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows,
|
||||
0300000085320000170d000000000000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows,
|
||||
0300000085320000190d000000000000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows,
|
||||
@@ -1305,7 +1306,6 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000632500007a05000001020000,Cosmic Byte Ares Wired Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000260900008888000000010000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000a306000022f6000011010000,Cyborg V3 Rumble,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000005e0400008e02000002010000,Data Frog S80,a:b1,b:b0,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux,
|
||||
03000000791d00000103000010010000,Dual Box Wii Classic Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
030000006f0e00003001000001010000,EA Sports PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000c11100000191000011010000,EasySMX,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
@@ -1512,9 +1512,10 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000005e0400008e02000010020000,MSI GC20 V2,a:b0,b:b1,back:b6,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000f70600000100000000010000,N64 Adaptoid,+rightx:b2,+righty:b1,-rightx:b4,-righty:b5,a:b0,b:b3,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,start:b8,platform:Linux,
|
||||
030000006b1400000906000014010000,Nacon Asymmetric Wireless PS4 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006b140000010c000010010000,Nacon GC 400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000853200000706000012010000,Nacon GC-100,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
05000000853200000503000000010000,Nacon MG-X Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
030000006b140000010c000010010000,Nacon GC400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
0300000085320000030c000011010000,Nacon GC100,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000853200000706000012010000,Nacon GC100,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
05000000853200000503000000010000,Nacon MGX Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
0300000085320000170d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux,
|
||||
0300000085320000190d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux,
|
||||
030000000d0f00000900000010010000,Natec Genesis P44,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
@@ -1799,18 +1800,20 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
05000000434f4d4d414e440000000000,VX Gaming Command Series,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
0000000058626f782033363020576900,Xbox 360 Controller,a:b0,b:b1,back:b14,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,guide:b7,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400001907000000010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000010010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000014010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400009102000007010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000a102000000010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000a102000007010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000a102000030060000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006f0e00001503000000020000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000000010000,Xbox 360 EasySMX,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000000010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000010010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000002010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000014010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000047010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000072050000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000a102000014010000,Xbox 360 Receiver,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
0000000058626f782047616d65706100,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400000202000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400008e02000072050000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006f0e00001304000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000ffff0000ffff000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400000a0b000005040000,Xbox One Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux,
|
||||
|
||||
@@ -112,7 +112,7 @@ struct VS_OUTPUT
|
||||
|
||||
struct PS_INPUT
|
||||
{
|
||||
float4 p : SV_Position;
|
||||
noperspective centroid float4 p : SV_Position;
|
||||
float4 t : TEXCOORD0;
|
||||
float4 ti : TEXCOORD2;
|
||||
#if VS_IIP != 0 || GS_IIP != 0 || PS_IIP != 0
|
||||
@@ -140,7 +140,7 @@ struct PS_OUTPUT
|
||||
#endif
|
||||
#endif
|
||||
#if PS_ZCLAMP || PS_ZFLOOR
|
||||
float depth : SV_Depth;
|
||||
float depth : SV_DepthLessEqual;
|
||||
#endif
|
||||
};
|
||||
|
||||
@@ -168,6 +168,7 @@ cbuffer cb1
|
||||
float4 LODParams;
|
||||
float4 STRange;
|
||||
int4 ChannelShuffle;
|
||||
float2 ChannelShuffleOffset;
|
||||
float2 TC_OffsetHack;
|
||||
float2 STScale;
|
||||
float4x4 DitherMatrix;
|
||||
@@ -740,7 +741,7 @@ float4 fog(float4 c, float f)
|
||||
{
|
||||
if(PS_FOG)
|
||||
{
|
||||
c.rgb = trunc(lerp(FogColor, c.rgb, f));
|
||||
c.rgb = trunc(lerp(FogColor, c.rgb, (f * 255.0f) / 256.0f));
|
||||
}
|
||||
|
||||
return c;
|
||||
@@ -757,17 +758,17 @@ float4 ps_color(PS_INPUT input)
|
||||
#endif
|
||||
|
||||
#if PS_CHANNEL_FETCH == 1
|
||||
float4 T = fetch_red(int2(input.p.xy));
|
||||
float4 T = fetch_red(int2(input.p.xy + ChannelShuffleOffset));
|
||||
#elif PS_CHANNEL_FETCH == 2
|
||||
float4 T = fetch_green(int2(input.p.xy));
|
||||
float4 T = fetch_green(int2(input.p.xy + ChannelShuffleOffset));
|
||||
#elif PS_CHANNEL_FETCH == 3
|
||||
float4 T = fetch_blue(int2(input.p.xy));
|
||||
float4 T = fetch_blue(int2(input.p.xy + ChannelShuffleOffset));
|
||||
#elif PS_CHANNEL_FETCH == 4
|
||||
float4 T = fetch_alpha(int2(input.p.xy));
|
||||
float4 T = fetch_alpha(int2(input.p.xy + ChannelShuffleOffset));
|
||||
#elif PS_CHANNEL_FETCH == 5
|
||||
float4 T = fetch_rgb(int2(input.p.xy));
|
||||
float4 T = fetch_rgb(int2(input.p.xy + ChannelShuffleOffset));
|
||||
#elif PS_CHANNEL_FETCH == 6
|
||||
float4 T = fetch_gXbY(int2(input.p.xy));
|
||||
float4 T = fetch_gXbY(int2(input.p.xy + ChannelShuffleOffset));
|
||||
#elif PS_DEPTH_FMT > 0
|
||||
float4 T = sample_depth(st_int, input.p.xy);
|
||||
#else
|
||||
|
||||
@@ -49,6 +49,7 @@ layout(std140, binding = 0) uniform cb21
|
||||
vec4 STRange;
|
||||
|
||||
ivec4 ChannelShuffle;
|
||||
vec2 ChannelShuffleOffset;
|
||||
|
||||
vec2 TC_OffsetHack;
|
||||
vec2 STScale;
|
||||
@@ -112,6 +113,10 @@ layout(binding = 3) uniform sampler2D img_prim_min;
|
||||
//layout(pixel_center_integer) in vec4 gl_FragCoord;
|
||||
#endif
|
||||
|
||||
#if (PS_ZFLOOR || PS_ZCLAMP) && HAS_CONSERVATIVE_DEPTH
|
||||
layout(depth_less) out float gl_FragDepth;
|
||||
#endif
|
||||
|
||||
vec4 sample_from_rt()
|
||||
{
|
||||
#if !NEEDS_RT
|
||||
@@ -315,7 +320,7 @@ int fetch_raw_depth()
|
||||
#if PS_TEX_IS_FB == 1
|
||||
return int(sample_from_rt().r * multiplier);
|
||||
#else
|
||||
return int(texelFetch(TextureSampler, ivec2(gl_FragCoord.xy), 0).r * multiplier);
|
||||
return int(texelFetch(TextureSampler, ivec2(gl_FragCoord.xy + ChannelShuffleOffset), 0).r * multiplier);
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -324,7 +329,7 @@ vec4 fetch_raw_color()
|
||||
#if PS_TEX_IS_FB == 1
|
||||
return sample_from_rt();
|
||||
#else
|
||||
return texelFetch(TextureSampler, ivec2(gl_FragCoord.xy), 0);
|
||||
return texelFetch(TextureSampler, ivec2(gl_FragCoord.xy + ChannelShuffleOffset), 0);
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -646,7 +651,7 @@ bool atst(vec4 C)
|
||||
void fog(inout vec4 C, float f)
|
||||
{
|
||||
#if PS_FOG != 0
|
||||
C.rgb = trunc(mix(FogColor, C.rgb, f));
|
||||
C.rgb = trunc(mix(FogColor, C.rgb, (f * 255.0f) / 256.0f));
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
@@ -316,6 +316,7 @@ layout(std140, set = 0, binding = 1) uniform cb1
|
||||
vec4 LODParams;
|
||||
vec4 STRange;
|
||||
ivec4 ChannelShuffle;
|
||||
vec2 ChannelShuffleOffset;
|
||||
vec2 TC_OffsetHack;
|
||||
vec2 STScale;
|
||||
mat4 DitherMatrix;
|
||||
@@ -360,6 +361,10 @@ layout(set = 1, binding = 1) uniform texture2D Palette;
|
||||
layout(set = 1, binding = 3) uniform texture2D PrimMinTexture;
|
||||
#endif
|
||||
|
||||
#if PS_ZFLOOR || PS_ZCLAMP
|
||||
layout(depth_less) out float gl_FragDepth;
|
||||
#endif
|
||||
|
||||
#if NEEDS_TEX
|
||||
|
||||
vec4 sample_c(vec2 uv)
|
||||
@@ -907,7 +912,7 @@ bool atst(vec4 C)
|
||||
vec4 fog(vec4 c, float f)
|
||||
{
|
||||
#if PS_FOG
|
||||
c.rgb = trunc(mix(FogColor, c.rgb, f));
|
||||
c.rgb = trunc(mix(FogColor, c.rgb, (f * 255.0f) / 256.0f));
|
||||
#endif
|
||||
|
||||
return c;
|
||||
@@ -926,17 +931,17 @@ vec4 ps_color()
|
||||
#if !NEEDS_TEX
|
||||
vec4 T = vec4(0.0f);
|
||||
#elif PS_CHANNEL_FETCH == 1
|
||||
vec4 T = fetch_red(ivec2(gl_FragCoord.xy));
|
||||
vec4 T = fetch_red(ivec2(gl_FragCoord.xy + ChannelShuffleOffset));
|
||||
#elif PS_CHANNEL_FETCH == 2
|
||||
vec4 T = fetch_green(ivec2(gl_FragCoord.xy));
|
||||
vec4 T = fetch_green(ivec2(gl_FragCoord.xy + ChannelShuffleOffset));
|
||||
#elif PS_CHANNEL_FETCH == 3
|
||||
vec4 T = fetch_blue(ivec2(gl_FragCoord.xy));
|
||||
vec4 T = fetch_blue(ivec2(gl_FragCoord.xy + ChannelShuffleOffset));
|
||||
#elif PS_CHANNEL_FETCH == 4
|
||||
vec4 T = fetch_alpha(ivec2(gl_FragCoord.xy));
|
||||
vec4 T = fetch_alpha(ivec2(gl_FragCoord.xy + ChannelShuffleOffset));
|
||||
#elif PS_CHANNEL_FETCH == 5
|
||||
vec4 T = fetch_rgb(ivec2(gl_FragCoord.xy));
|
||||
vec4 T = fetch_rgb(ivec2(gl_FragCoord.xy + ChannelShuffleOffset));
|
||||
#elif PS_CHANNEL_FETCH == 6
|
||||
vec4 T = fetch_gXbY(ivec2(gl_FragCoord.xy));
|
||||
vec4 T = fetch_gXbY(ivec2(gl_FragCoord.xy + ChannelShuffleOffset));
|
||||
#elif PS_DEPTH_FMT > 0
|
||||
vec4 T = sample_depth(st_int, ivec2(gl_FragCoord.xy));
|
||||
#else
|
||||
|
||||
@@ -110,8 +110,10 @@ disable_compiler_warnings_for_target(speex)
|
||||
if(ENABLE_QT_UI)
|
||||
find_package(Qt6 6.10.0 COMPONENTS CoreTools Core GuiTools Gui WidgetsTools Widgets LinguistTools REQUIRED)
|
||||
|
||||
if (Qt6_VERSION VERSION_GREATER_EQUAL 6.10.0)
|
||||
find_package(Qt6 COMPONENTS CorePrivate GuiPrivate WidgetsPrivate REQUIRED)
|
||||
if(NOT WIN32 AND NOT APPLE)
|
||||
if (Qt6_VERSION VERSION_GREATER_EQUAL 6.10.0)
|
||||
find_package(Qt6 COMPONENTS CorePrivate GuiPrivate WidgetsPrivate REQUIRED)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# The docking system for the debugger.
|
||||
|
||||
@@ -28,6 +28,10 @@
|
||||
<DepsDLLs Include="$(DepsBinDir)plutovg.dll" />
|
||||
<DepsDLLs Include="$(DepsBinDir)plutosvg.dll" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<AgilityDLLs Condition="Exists('$(DepsBinDir)D3D12\D3D12Core.dll')" Include="$(DepsBinDir)D3D12\D3D12Core.dll" />
|
||||
<AgilityDLLs Condition="Exists('$(DepsBinDir)D3D12\d3d12SDKLayers.dll')" Include="$(DepsBinDir)D3D12\d3d12SDKLayers.dll" />
|
||||
</ItemGroup>
|
||||
<Target Name="DepsListPDBs"
|
||||
AfterTargets="Build">
|
||||
<ItemGroup>
|
||||
@@ -56,4 +60,15 @@
|
||||
SkipUnchangedFiles="true"
|
||||
/>
|
||||
</Target>
|
||||
<Target Name="DepsCopyAgilityDLLs"
|
||||
AfterTargets="Build"
|
||||
Inputs="@(AgilityDLLs)"
|
||||
Outputs="@(AgilityDLLs -> '$(OutDir)D3D12\%(RecursiveDir)%(Filename)%(Extension)')">
|
||||
<Message Text="Copying Agility SDK DLLs" Importance="High" />
|
||||
<Copy
|
||||
SourceFiles="@(AgilityDLLs)"
|
||||
DestinationFolder="$(OutDir)D3D12"
|
||||
SkipUnchangedFiles="true"
|
||||
/>
|
||||
</Target>
|
||||
</Project>
|
||||
|
||||
@@ -289,11 +289,14 @@ target_link_libraries(pcsx2-qt PRIVATE
|
||||
PCSX2
|
||||
Qt6::Core
|
||||
Qt6::Gui
|
||||
Qt6::GuiPrivate
|
||||
Qt6::Widgets
|
||||
KDAB::kddockwidgets
|
||||
)
|
||||
|
||||
if(NOT WIN32 AND NOT APPLE)
|
||||
target_link_libraries(pcsx2-qt PRIVATE Qt6::GuiPrivate)
|
||||
endif()
|
||||
|
||||
# Our Qt builds may have exceptions on, so force them off.
|
||||
target_compile_definitions(pcsx2-qt PRIVATE QT_NO_EXCEPTIONS)
|
||||
|
||||
|
||||
@@ -123,6 +123,11 @@ void BreakpointDialog::accept()
|
||||
bp->cond.expression = expr;
|
||||
bp->cond.expressionString = m_ui.txtCondition->text().toStdString();
|
||||
}
|
||||
else
|
||||
{
|
||||
bp->hasCond = false;
|
||||
bp->cond = {};
|
||||
}
|
||||
}
|
||||
if (auto* mc = std::get_if<MemCheck>(&m_bp_mc))
|
||||
{
|
||||
@@ -159,6 +164,11 @@ void BreakpointDialog::accept()
|
||||
mc->cond.expression = expr;
|
||||
mc->cond.expressionString = m_ui.txtCondition->text().toStdString();
|
||||
}
|
||||
else
|
||||
{
|
||||
mc->hasCond = false;
|
||||
mc->cond = {};
|
||||
}
|
||||
|
||||
int condition = 0;
|
||||
if (m_ui.chkRead->isChecked())
|
||||
|
||||
@@ -26,8 +26,6 @@
|
||||
|
||||
#if defined(_WIN32)
|
||||
#include "common/RedtapeWindows.h"
|
||||
#elif !defined(APPLE)
|
||||
#include <qpa/qplatformnativeinterface.h>
|
||||
#endif
|
||||
|
||||
DisplaySurface::DisplaySurface()
|
||||
@@ -477,6 +475,13 @@ bool DisplaySurface::eventFilter(QObject* object, QEvent* event)
|
||||
}
|
||||
return false;
|
||||
|
||||
case QEvent::FocusIn:
|
||||
// macOS: When we (the display window) get focus from another window with a toolbar we update to the MainWindow toolbar.
|
||||
// This is because we are a different native window from our MainWindow. So, whenever we get focus, focus our MainWindow.
|
||||
// That way macOS will show the MainWindow toolbar when you click from the debugger / log window to the game.
|
||||
if (auto* w = qobject_cast<QWidget*>(object))
|
||||
w->window()->activateWindow();
|
||||
return false;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -135,7 +135,7 @@
|
||||
<item>
|
||||
<widget class="QGroupBox" name="groupBox_2">
|
||||
<property name="title">
|
||||
<string>Options and Patches</string>
|
||||
<string>Fast Boot Options</string>
|
||||
</property>
|
||||
<layout class="QVBoxLayout" name="verticalLayout">
|
||||
<item>
|
||||
|
||||
@@ -40,7 +40,6 @@ MemoryCardSettingsWidget::MemoryCardSettingsWidget(SettingsWindow* settings_dial
|
||||
|
||||
SettingWidgetBinder::BindWidgetToFolderSetting(sif, m_ui.directory, m_ui.browse, m_ui.open, m_ui.reset, "Folders",
|
||||
"MemoryCards", Path::Combine(EmuFolders::DataRoot, "memcards"));
|
||||
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.automaticManagement, "EmuCore", "McdFolderAutoManage", true);
|
||||
|
||||
setupAdditionalUi();
|
||||
|
||||
@@ -58,11 +57,6 @@ MemoryCardSettingsWidget::MemoryCardSettingsWidget(SettingsWindow* settings_dial
|
||||
connect(m_ui.deleteCard, &QPushButton::clicked, this, &MemoryCardSettingsWidget::deleteCard);
|
||||
|
||||
refresh();
|
||||
|
||||
dialog()->registerWidgetHelp(m_ui.automaticManagement, tr("Automatically manage saves based on running game"),
|
||||
tr("Checked"),
|
||||
tr("(Folder type only / Card size: Auto) Loads only the relevant booted game saves, ignoring others. Avoids "
|
||||
"running out of space for saves."));
|
||||
}
|
||||
|
||||
MemoryCardSettingsWidget::~MemoryCardSettingsWidget() = default;
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include <QtWidgets/QTreeWidget>
|
||||
#include <QtWidgets/QToolButton>
|
||||
#include <QtWidgets/QListWidget>
|
||||
#include <QtWidgets/QCheckBox>
|
||||
|
||||
#include <array>
|
||||
#include <optional>
|
||||
|
||||
@@ -175,22 +175,6 @@
|
||||
</layout>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QGroupBox" name="settingsGroupBox">
|
||||
<property name="title">
|
||||
<string>Settings</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_3">
|
||||
<item row="0" column="0">
|
||||
<widget class="QCheckBox" name="automaticManagement">
|
||||
<property name="text">
|
||||
<string>Automatically manage saves based on running game</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
</layout>
|
||||
</widget>
|
||||
</item>
|
||||
</layout>
|
||||
</widget>
|
||||
<customwidgets>
|
||||
@@ -211,7 +195,6 @@
|
||||
<tabstop>renameCard</tabstop>
|
||||
<tabstop>convertCard</tabstop>
|
||||
<tabstop>deleteCard</tabstop>
|
||||
<tabstop>automaticManagement</tabstop>
|
||||
</tabstops>
|
||||
<resources/>
|
||||
<connections/>
|
||||
|
||||
@@ -140,27 +140,34 @@ void ShortcutCreationDialog::CreateShortcut(const std::string name, const std::s
|
||||
return;
|
||||
}
|
||||
|
||||
// Locate home directory
|
||||
// Get path to Desktop or per-user Start Menu\Programs directory
|
||||
// https://superuser.com/questions/1489874/how-can-i-get-the-real-path-of-desktop-in-windows-explorer/1789849#1789849
|
||||
// https://learn.microsoft.com/en-us/windows/win32/api/shlobj_core/nf-shlobj_core-shgetknownfolderpath
|
||||
// https://learn.microsoft.com/en-us/windows/win32/shell/knownfolderid
|
||||
std::string link_file;
|
||||
if (const char* home = std::getenv("USERPROFILE"))
|
||||
if (PWSTR directory; SUCCEEDED(SHGetKnownFolderPath(is_desktop ? FOLDERID_Desktop : FOLDERID_Programs, 0, NULL, &directory)))
|
||||
{
|
||||
std::string directory_utf8 = StringUtil::WideStringToUTF8String(directory);
|
||||
CoTaskMemFree(directory);
|
||||
|
||||
if (is_desktop)
|
||||
link_file = Path::ToNativePath(fmt::format("{}/Desktop/{}.lnk", home, clean_name));
|
||||
link_file = Path::ToNativePath(fmt::format("{}/{}.lnk", directory_utf8, clean_name));
|
||||
else
|
||||
{
|
||||
const std::string start_menu_dir = Path::ToNativePath(fmt::format("{}/AppData/Roaming/Microsoft/Windows/Start Menu/Programs/PCSX2", home));
|
||||
if (!FileSystem::EnsureDirectoryExists(start_menu_dir.c_str(), false))
|
||||
const std::string pcsx2_start_menu_dir = Path::ToNativePath(fmt::format("{}/PCSX2", directory_utf8));
|
||||
if (!FileSystem::EnsureDirectoryExists(pcsx2_start_menu_dir.c_str(), false))
|
||||
{
|
||||
QMessageBox::critical(this, tr("Failed to create shortcut"), tr("Could not create start menu directory."), QMessageBox::StandardButton::Ok, QMessageBox::StandardButton::Ok);
|
||||
return;
|
||||
}
|
||||
|
||||
link_file = Path::ToNativePath(fmt::format("{}/{}.lnk", start_menu_dir, clean_name));
|
||||
link_file = Path::ToNativePath(fmt::format("{}/{}.lnk", pcsx2_start_menu_dir, clean_name));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
QMessageBox::critical(this, tr("Failed to create shortcut"), tr("Home path is empty."), QMessageBox::StandardButton::Ok, QMessageBox::StandardButton::Ok);
|
||||
CoTaskMemFree(directory);
|
||||
QMessageBox::critical(this, tr("Failed to create shortcut"), is_desktop ? tr("'Desktop' directory not found") : tr("User's 'Start Menu\\Programs' directory not found"), QMessageBox::StandardButton::Ok, QMessageBox::StandardButton::Ok);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -295,6 +295,9 @@
|
||||
<property name="text">
|
||||
<string>Desktop</string>
|
||||
</property>
|
||||
<property name="checked">
|
||||
<bool>true</bool>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
</layout>
|
||||
|
||||
@@ -2223,7 +2223,7 @@ Leaderboard Position: {1} of {2}</source>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/BIOSSettingsWidget.ui" line="138"/>
|
||||
<source>Options and Patches</source>
|
||||
<source>Fast Boot Options</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
@@ -2339,18 +2339,18 @@ Leaderboard Position: {1} of {2}</source>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Debugger/Breakpoints/BreakpointDialog.cpp" line="103"/>
|
||||
<location filename="../Debugger/Breakpoints/BreakpointDialog.cpp" line="132"/>
|
||||
<location filename="../Debugger/Breakpoints/BreakpointDialog.cpp" line="137"/>
|
||||
<source>Invalid Address</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Debugger/Breakpoints/BreakpointDialog.cpp" line="119"/>
|
||||
<location filename="../Debugger/Breakpoints/BreakpointDialog.cpp" line="155"/>
|
||||
<location filename="../Debugger/Breakpoints/BreakpointDialog.cpp" line="160"/>
|
||||
<source>Invalid Condition</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Debugger/Breakpoints/BreakpointDialog.cpp" line="139"/>
|
||||
<location filename="../Debugger/Breakpoints/BreakpointDialog.cpp" line="144"/>
|
||||
<source>Invalid Size</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
@@ -6804,11 +6804,6 @@ The URL was: %1</source>
|
||||
<source>BIOS Selection</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/ImGui/FullscreenUI.cpp" line="9512"/>
|
||||
<source>Options and Patches</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/ImGui/FullscreenUI.cpp" line="9513"/>
|
||||
<source>Skips the intro screen, and bypasses region checks.</source>
|
||||
@@ -9942,6 +9937,11 @@ Do you want to shutdown anyway and IRREVERSIBLY CORRUPT YOUR MEMORY CARD?</sourc
|
||||
<source>Shows the number of dumped and loaded texture replacements on the OSD.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/ImGui/FullscreenUI.cpp" line="9512"/>
|
||||
<source>Fast Boot Options</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/ImGui/FullscreenUI.cpp" line="9604"/>
|
||||
<source>Bilinear Dirty Upscale</source>
|
||||
@@ -11888,12 +11888,12 @@ This action cannot be undone.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp" line="2772"/>
|
||||
<location filename="../../pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp" line="2713"/>
|
||||
<source>Stencil buffers and texture barriers are both unavailable, this will break some graphical effects.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp" line="5114"/>
|
||||
<location filename="../../pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp" line="5052"/>
|
||||
<source>Spin GPU During Readbacks is enabled, but calibrated timestamps are unavailable. This might be really slow.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
@@ -11995,7 +11995,7 @@ Please see our official documentation for more information.</source>
|
||||
<context>
|
||||
<name>GSDeviceVK</name>
|
||||
<message>
|
||||
<location filename="../../pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp" line="2137"/>
|
||||
<location filename="../../pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp" line="2078"/>
|
||||
<source>Your GPU does not support the required Vulkan features.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
@@ -19742,12 +19742,12 @@ Savestates should not be used in place of in-game saves.</source>
|
||||
<context>
|
||||
<name>MemoryCardListWidget</name>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="456"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="450"/>
|
||||
<source>Yes</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="456"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="450"/>
|
||||
<source>No</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
@@ -19781,7 +19781,7 @@ Savestates should not be used in place of in-game saves.</source>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.ui" line="90"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="113"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="107"/>
|
||||
<source>Reset</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
@@ -19812,170 +19812,149 @@ Savestates should not be used in place of in-game saves.</source>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.ui" line="148"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="305"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="299"/>
|
||||
<source>Create</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.ui" line="155"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="299"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="293"/>
|
||||
<source>Rename</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.ui" line="162"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="300"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="294"/>
|
||||
<source>Convert</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.ui" line="169"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="301"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="295"/>
|
||||
<source>Delete</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.ui" line="181"/>
|
||||
<source>Settings</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.ui" line="187"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="62"/>
|
||||
<source>Automatically manage saves based on running game</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="63"/>
|
||||
<source>Checked</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="64"/>
|
||||
<source>(Folder type only / Card size: Auto) Loads only the relevant booted game saves, ignoring others. Avoids running out of space for saves.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="93"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="87"/>
|
||||
<source>Swap Memory Cards</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="113"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="107"/>
|
||||
<source>Eject Memory Card</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="152"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="275"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="340"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="146"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="269"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="334"/>
|
||||
<source>Error</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="212"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="222"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="206"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="216"/>
|
||||
<source>Delete Memory Card</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="237"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="244"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="251"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="258"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="231"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="238"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="245"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="252"/>
|
||||
<source>Rename Memory Card</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="237"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="231"/>
|
||||
<source>New Card Name</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="244"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="238"/>
|
||||
<source>New name is invalid, it must end with .ps2</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="252"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="246"/>
|
||||
<source>New name is invalid, a card with this name already exists.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="105"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="99"/>
|
||||
<source>Slot %1</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="152"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="146"/>
|
||||
<source>This Memory Card cannot be recognized or is not a valid file type.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="213"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="207"/>
|
||||
<source>Are you sure you wish to delete the Memory Card '%1'?
|
||||
|
||||
This action cannot be reversed, and you will lose any saves on the card.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="223"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="217"/>
|
||||
<source>Failed to delete the Memory Card. The log may have more information.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="259"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="253"/>
|
||||
<source>Failed to rename Memory Card. The log may contain more information.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="275"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="269"/>
|
||||
<source>Cannot convert an unformatted memory card.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="294"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="288"/>
|
||||
<source>Use for Slot %1</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="340"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="334"/>
|
||||
<source>Both slots must have a card selected to swap.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="356"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="350"/>
|
||||
<source>PS2 (8MB)</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="359"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="353"/>
|
||||
<source>PS2 (16MB)</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="362"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="356"/>
|
||||
<source>PS2 (32MB)</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="365"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="359"/>
|
||||
<source>PS2 (64MB)</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="368"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="362"/>
|
||||
<source>PS1 (128KB)</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="372"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="381"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="366"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="375"/>
|
||||
<source>Unknown</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="377"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="371"/>
|
||||
<source>PS2 (Folder)</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
@@ -19983,12 +19962,12 @@ This action cannot be reversed, and you will lose any saves on the card.</source
|
||||
<context>
|
||||
<name>MemoryCardSlotWidget</name>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="513"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="507"/>
|
||||
<source>%1 [%2]</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="519"/>
|
||||
<location filename="../Settings/MemoryCardSettingsWidget.cpp" line="513"/>
|
||||
<source>%1 [Missing]</source>
|
||||
<extracomment>Ignore Crowdin's warning for [Missing], the text should be translated.</extracomment>
|
||||
<translation type="unfinished"></translation>
|
||||
@@ -22483,115 +22462,120 @@ Scanning recursively takes more time, but will identify files in subdirectories.
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="139"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="154"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="163"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="160"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="170"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="181"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="203"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="214"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="290"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="301"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="309"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="337"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="370"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="409"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="177"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="188"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="210"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="221"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="297"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="308"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="316"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="344"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="377"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="416"/>
|
||||
<source>Failed to create shortcut</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="139"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="301"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="308"/>
|
||||
<source>Filename contains illegal character.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="154"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="160"/>
|
||||
<source>Could not create start menu directory.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="163"/>
|
||||
<source>Home path is empty.</source>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="170"/>
|
||||
<source>'Desktop' directory not found</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="170"/>
|
||||
<source>User's 'Start Menu\Programs' directory not found</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="177"/>
|
||||
<source>A shortcut with the same name already exists.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="181"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="370"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="188"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="377"/>
|
||||
<source>File path contains invalid character(s).</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="203"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="210"/>
|
||||
<source>CoInitialize failed (%1)</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="223"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="230"/>
|
||||
<source>CoCreateInstance failed</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="232"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="239"/>
|
||||
<source>SetPath failed (%1)</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="241"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="248"/>
|
||||
<source>SetWorkingDirectory failed (%1)</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="252"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="259"/>
|
||||
<source>SetArguments failed (%1)</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="263"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="270"/>
|
||||
<source>SetIconLocation failed (%1)</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="271"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="278"/>
|
||||
<source>QueryInterface failed (%1)</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="280"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="287"/>
|
||||
<source>Failed to save the shortcut (%1)</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="290"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="297"/>
|
||||
<source>Cannot create a shortcut without a title.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="309"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="316"/>
|
||||
<source>Executable path is empty.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="337"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="344"/>
|
||||
<source>Path to the Home directory is empty.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="399"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="406"/>
|
||||
<source>Desktop Shortcut Files (*.desktop)</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="401"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="408"/>
|
||||
<source>Select Shortcut Save Destination</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="409"/>
|
||||
<location filename="../ShortcutCreationDialog.cpp" line="416"/>
|
||||
<source>Failed to create .desktop file</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
@@ -25524,42 +25508,42 @@ Error was: {}</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3171"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3169"/>
|
||||
<source>Fast CDVD is enabled, this may break games.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3175"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3173"/>
|
||||
<source>Cycle rate/skip is not at default, this may crash or make games run too slow.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3185"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3183"/>
|
||||
<source>Upscale multiplier is below native, this will break rendering.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3225"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3223"/>
|
||||
<source>Mipmapping is disabled. This may break rendering in some games.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3230"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3228"/>
|
||||
<source>Debug device is enabled. This will massively reduce performance.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3260"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3258"/>
|
||||
<source>Texture filtering is not set to Bilinear (PS2). This will break rendering in some games.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3723"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3721"/>
|
||||
<source>No Game Running</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3190"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3188"/>
|
||||
<source>Trilinear filtering is not set to automatic. This may break rendering in some games.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
@@ -25643,142 +25627,142 @@ PCSX2 will be able to run once you've placed your BIOS image inside the fol
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3118"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3116"/>
|
||||
<source>Cheats have been disabled due to RetroAchievements Hardcore Mode.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3195"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3193"/>
|
||||
<source>Blending Accuracy is below Basic, this may break effects in some games.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3200"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3198"/>
|
||||
<source>Hardware Download Mode is not set to Accurate, this may break rendering in some games.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3235"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3233"/>
|
||||
<source>Dithering is set to Force 32 bit. This will break rendering in some games.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3240"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3238"/>
|
||||
<source>Dithering is disabled. This will cause color banding in some games.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3245"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3243"/>
|
||||
<source>Integer scaling is enabled. This may shrink the image.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3254"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3252"/>
|
||||
<source>Graphics API is not set to Automatic. This may cause performance problems and graphical issues.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3266"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3264"/>
|
||||
<source>EE FPU Round Mode is not set to default, this may break some games.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3272"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3270"/>
|
||||
<source>EE FPU Clamp Mode is not set to default, this may break some games.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3277"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3275"/>
|
||||
<source>VU0 Round Mode is not set to default, this may break some games.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3282"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3280"/>
|
||||
<source>VU1 Round Mode is not set to default, this may break some games.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3289"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3287"/>
|
||||
<source>VU Clamp Mode is not set to default, this may break some games.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3294"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3292"/>
|
||||
<source>128MB RAM is enabled. Compatibility with some games may be affected.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3299"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3297"/>
|
||||
<source>Game Fixes are not enabled. Compatibility with some games may be affected.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3304"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3302"/>
|
||||
<source>Compatibility Patches are not enabled. Compatibility with some games may be affected.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3308"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3306"/>
|
||||
<source>Frame rate for NTSC is not default. This may break some games.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3310"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3308"/>
|
||||
<source>Frame rate for PAL is not default. This may break some games.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3329"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3327"/>
|
||||
<source>EE Recompiler is not enabled, this will significantly reduce performance.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3334"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3332"/>
|
||||
<source>VU0 Recompiler is not enabled, this will significantly reduce performance.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3339"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3337"/>
|
||||
<source>VU1 Recompiler is not enabled, this will significantly reduce performance.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3344"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3342"/>
|
||||
<source>IOP Recompiler is not enabled, this will significantly reduce performance.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3349"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3347"/>
|
||||
<source>EE Cache is enabled, this will significantly reduce performance.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3354"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3352"/>
|
||||
<source>EE Wait Loop Detection is not enabled, this may reduce performance.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3359"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3357"/>
|
||||
<source>INTC Spin Detection is not enabled, this may reduce performance.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3362"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3360"/>
|
||||
<source>Fastmem is not enabled, this will reduce performance.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3366"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3364"/>
|
||||
<source>Instant VU1 is disabled, this may reduce performance.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3371"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3369"/>
|
||||
<source>mVU Flag Hack is not enabled, this may reduce performance.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3205"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3203"/>
|
||||
<source>GPU Palette Conversion is enabled, this may reduce performance.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
@@ -25788,17 +25772,17 @@ PCSX2 will be able to run once you've placed your BIOS image inside the fol
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3210"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3208"/>
|
||||
<source>Texture Preloading is not Full, this may reduce performance.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3215"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3213"/>
|
||||
<source>Estimate texture region is enabled, this may reduce performance.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3220"/>
|
||||
<location filename="../../pcsx2/VMManager.cpp" line="3218"/>
|
||||
<source>Texture dumping is enabled, this will continually dump textures to disk.</source>
|
||||
<translation type="unfinished"></translation>
|
||||
</message>
|
||||
|
||||
@@ -1308,6 +1308,12 @@ function(setup_main_executable target)
|
||||
install(FILES "${DEPS_BINDIR}/${SYMBOL_TO_COPY}" DESTINATION "${CMAKE_SOURCE_DIR}/bin" OPTIONAL)
|
||||
endforeach()
|
||||
|
||||
set(AGILITY_DIR "${CMAKE_SOURCE_DIR}/deps/bin/D3D12")
|
||||
set(AGILITY_DEPS_TO_COPY D3D12Core.dll d3d12SDKLayers.dll)
|
||||
foreach(AGILITY_DEP_TO_COPY ${AGILITY_DEPS_TO_COPY})
|
||||
install(FILES "${DEPS_BINDIR}/D3D12/${AGILITY_DEP_TO_COPY}" DESTINATION "${CMAKE_SOURCE_DIR}/bin/D3D12" OPTIONAL)
|
||||
endforeach()
|
||||
|
||||
get_target_property(WINDEPLOYQT_EXE Qt6::windeployqt IMPORTED_LOCATION)
|
||||
install(CODE "execute_process(COMMAND \"${WINDEPLOYQT_EXE}\" \"${CMAKE_SOURCE_DIR}/bin/$<TARGET_FILE_NAME:${target}>\" --plugindir \"${CMAKE_SOURCE_DIR}/bin/QtPlugins\" --pdb --no-compiler-runtime --no-system-d3d-compiler --no-system-dxc-compiler --no-translations COMMAND_ERROR_IS_FATAL ANY)")
|
||||
install(CODE "file(WRITE \"${CMAKE_SOURCE_DIR}/bin/qt.conf\" \"[Paths]\\nPlugins = ./QtPlugins\")")
|
||||
|
||||
@@ -1326,7 +1326,6 @@ struct Pcsx2Config
|
||||
UseSavestateSelector : 1,
|
||||
InhibitScreensaver : 1,
|
||||
BackupSavestate : 1,
|
||||
McdFolderAutoManage : 1,
|
||||
ManuallySetRealTimeClock : 1, // passes user-set real-time clock information to cdvd at startup
|
||||
UseSystemLocaleFormat : 1, // presents OS time format instead of yyyy-MM-dd HH:mm:ss for manual RTC
|
||||
|
||||
|
||||
@@ -1202,7 +1202,7 @@ void GSState::ApplyTEX0(GIFRegTEX0& TEX0)
|
||||
// Urban Chaos writes to the memory backing the CLUT in the middle of a shuffle, and
|
||||
// it's unclear whether the CLUT would actually get reloaded in that case.
|
||||
if (TEX0.CBP != m_mem.m_clut.GetCLUTCBP())
|
||||
m_channel_shuffle_abort = true;
|
||||
m_channel_shuffle_finish = true;
|
||||
}
|
||||
|
||||
TEX0.CPSM &= 0xa; // 1010b
|
||||
@@ -3755,7 +3755,7 @@ GSState::PRIM_OVERLAP GSState::GetPrimitiveOverlapDrawlistImpl(bool save_drawlis
|
||||
}
|
||||
|
||||
PRIM_OVERLAP overlap = PRIM_OVERLAP_NO;
|
||||
bool check_quads = primclass == GS_TRIANGLE_CLASS;
|
||||
bool check_quads = (primclass == GS_TRIANGLE_CLASS);
|
||||
|
||||
u32 i = 0;
|
||||
u32 skip = 0; // Number of indices to skip if we have the bbox from the previous iteration.
|
||||
@@ -3766,11 +3766,85 @@ GSState::PRIM_OVERLAP GSState::GetPrimitiveOverlapDrawlistImpl(bool save_drawlis
|
||||
{
|
||||
u32 j = i + skip;
|
||||
|
||||
skip = 0;
|
||||
|
||||
GSVector4i bbox(INT_MAX, INT_MAX, -INT_MAX, -INT_MAX);
|
||||
|
||||
while (j < count)
|
||||
{
|
||||
if (check_quads && j + 3 < count)
|
||||
bool got_bbox = false;
|
||||
|
||||
// Assuming that indices 0-5 represent two triangles:
|
||||
// Triangle strips: indices 1, 2 are identical to indices 3, 4. Indices 0, 5 are different.
|
||||
// Triangles fans: indices 0, 2 are identical to indices 3, 4. Indices 1, 5 are different.
|
||||
// Warning: this depends on how the vertices are arranged in the vertex kick.
|
||||
// if that changes this detection will break.
|
||||
constexpr std::array<std::array<std::array<int, 3>, 2>, 2> tri_order({
|
||||
// Triangle strip expected indices.
|
||||
std::array{ std::array<int, 3>{ 1, 2, 0 }, std::array<int, 3>{ 3, 4, 5 } },
|
||||
|
||||
// Triangle fan expected indices.
|
||||
std::array{ std::array<int, 3>{ 0, 2, 1 }, std::array<int, 3>{ 3, 4, 5 } },
|
||||
});
|
||||
|
||||
const auto CheckTriangleQuads = [&]<int type>() {
|
||||
constexpr std::array<int, 3> tri0 = tri_order[type][0];
|
||||
constexpr std::array<int, 3> tri1 = tri_order[type][1];
|
||||
|
||||
if (!got_bbox && primclass == GS_TRIANGLE_CLASS && j + 3 < count &&
|
||||
index[j + tri0[0]] == index[j + tri1[0]] &&
|
||||
index[j + tri0[1]] == index[j + tri1[1]])
|
||||
{
|
||||
// Get the initial triangle bbox.
|
||||
bbox = GSVector4i(v[index[j + 0]].m[1]).upl16().xyxy();
|
||||
bbox = bbox.runion(GSVector4i(v[index[j + 1]].m[1]).upl16().xyxy());
|
||||
bbox = bbox.runion(GSVector4i(v[index[j + 2]].m[1]).upl16().xyxy());
|
||||
|
||||
while (true)
|
||||
{
|
||||
// There is a shared edge between this and next triangle.
|
||||
// Check if the unshared point is on opposite sides of the shared edge.
|
||||
const GSVector4i shared0 = GSVector4i(v[index[j + skip + tri0[0]]].m[1]).upl16();
|
||||
const GSVector4i shared1 = GSVector4i(v[index[j + skip + tri0[1]]].m[1]).upl16() - shared0;
|
||||
const GSVector4i unshared0 = GSVector4i(v[index[j + skip + tri0[2]]].m[1]).upl16() - shared0;
|
||||
const GSVector4i unshared1 = GSVector4i(v[index[j + skip + tri1[2]]].m[1]).upl16() - shared0;
|
||||
|
||||
// Cross product signs comparison.
|
||||
if ((unshared0.x * shared1.y - unshared0.y * shared1.x >= 0) ==
|
||||
(unshared1.x * shared1.y - unshared1.y * shared1.x >= 0))
|
||||
{
|
||||
break; // Triangles are on same side of the shared edge so there's overlap.
|
||||
}
|
||||
|
||||
// Corners are on opposite sides so we can assume a non-axis-aligned quad.
|
||||
// Take union with the single unshared point.
|
||||
bbox = bbox.runion(GSVector4i(v[index[j + skip + tri1[2]]].m[1]).upl16().xyxy());
|
||||
|
||||
skip += 3;
|
||||
|
||||
got_bbox = true;
|
||||
|
||||
if (!(j + skip + 3 < count &&
|
||||
index[j + skip + tri0[0]] == index[j + skip + tri1[0]] &&
|
||||
index[j + skip + tri0[1]] == index[j + skip + tri1[1]]))
|
||||
{
|
||||
// Cannot continue the strip/fan. Consume the last triangle and exit.
|
||||
skip += 3;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// First check: see if the triangles are part of triangle strip/fan.
|
||||
if (primclass == GS_TRIANGLE_CLASS)
|
||||
{
|
||||
CheckTriangleQuads.template operator()<0>(); // Check triangle strips.
|
||||
CheckTriangleQuads.template operator()<1>(); // Check triangle fans.
|
||||
}
|
||||
|
||||
// Second check: see if triangles form an axis-aligned quad.
|
||||
if (!got_bbox && primclass == GS_TRIANGLE_CLASS && check_quads && j + 3 < count)
|
||||
{
|
||||
const u16* RESTRICT idx0 = &index[j + 0];
|
||||
const u16* RESTRICT idx1 = &index[j + 3];
|
||||
@@ -3780,31 +3854,30 @@ GSState::PRIM_OVERLAP GSState::GetPrimitiveOverlapDrawlistImpl(bool save_drawlis
|
||||
if (AreTrianglesQuad<0, 0>(v, idx0, idx1, &tri0, &tri1))
|
||||
{
|
||||
// tri.b is right angle corner
|
||||
GSVector4i corner0 = GSVector4i(v[idx0[tri0.b]].m[1]).upl16().xyxy();
|
||||
GSVector4i corner1 = GSVector4i(v[idx1[tri1.b]].m[1]).upl16().xyxy();
|
||||
bbox = corner0.runion(corner1);
|
||||
bbox = GSVector4i(v[idx0[tri0.b]].m[1]).upl16().xyxy();
|
||||
bbox = bbox.runion(GSVector4i(v[idx1[tri1.b]].m[1]).upl16().xyxy());
|
||||
|
||||
skip = 6;
|
||||
|
||||
got_bbox = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
bbox = GSVector4i(v[index[j + 0]].m[1]).upl16().xyxy();
|
||||
bbox = bbox.runion(GSVector4i(v[index[j + 1]].m[1]).upl16().xyxy());
|
||||
bbox = bbox.runion(GSVector4i(v[index[j + 2]].m[1]).upl16().xyxy());
|
||||
|
||||
skip = 3;
|
||||
|
||||
// If we fail a quad check assume the rest are not quads.
|
||||
// If we fail a quad check assume the rest are not quads since the check is relatively expensive.
|
||||
check_quads = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
// Default case: just take the bbox of the prim vertices.
|
||||
if (!got_bbox)
|
||||
{
|
||||
bbox = GSVector4i(v[GetIndex(j)].m[1]).upl16().xyxy();
|
||||
for (int k = 1; k < n; k++) // Unroll
|
||||
bbox = bbox.runion(GSVector4i(v[GetIndex(j + k)].m[1]).upl16().xyxy());
|
||||
|
||||
skip = n;
|
||||
|
||||
got_bbox = true;
|
||||
}
|
||||
|
||||
// Avoid degenerate bbox.
|
||||
@@ -5496,6 +5569,11 @@ bool GSState::IsOpaque()
|
||||
return true;
|
||||
|
||||
const GSDrawingContext* context = m_context;
|
||||
const u32 fmsk = GSLocalMemory::m_psm[context->FRAME.PSM].fmsk;
|
||||
|
||||
// If we aren't drawing color, it's equivilant to opaque.
|
||||
if ((context->FRAME.FBMSK & fmsk) == (fmsk & 0x00FFFFFF))
|
||||
return true;
|
||||
|
||||
int amin = 0;
|
||||
int amax = 0xff;
|
||||
|
||||
@@ -258,7 +258,7 @@ public:
|
||||
bool m_using_temp_z = false;
|
||||
bool m_temp_z_full_copy = false;
|
||||
bool m_in_target_draw = false;
|
||||
bool m_channel_shuffle_abort = false;
|
||||
bool m_channel_shuffle_finish = false;
|
||||
|
||||
u32 m_target_offset = 0;
|
||||
u8 m_scanmask_used = 0;
|
||||
|
||||
@@ -244,7 +244,7 @@ const char* GSDevice::RenderAPIToString(RenderAPI api)
|
||||
|
||||
bool GSDevice::GetRequestedExclusiveFullscreenMode(u32* width, u32* height, float* refresh_rate)
|
||||
{
|
||||
const std::string mode = Host::GetBaseStringSettingValue("EmuCore/GS", "FullscreenMode", "");
|
||||
const std::string mode = Host::GetStringSettingValue("EmuCore/GS", "FullscreenMode", "");
|
||||
if (!mode.empty())
|
||||
{
|
||||
const std::string_view mode_view = mode;
|
||||
@@ -899,14 +899,13 @@ void GSDevice::ShadeBoost()
|
||||
if (ResizeRenderTarget(&m_target_tmp, m_current->GetWidth(), m_current->GetHeight(), false, false))
|
||||
{
|
||||
// predivide to avoid the divide (multiply) in the shader
|
||||
const float params[4] = {
|
||||
const GSVector4 params(
|
||||
static_cast<float>(GSConfig.ShadeBoost_Brightness) * (1.0f / 50.0f),
|
||||
static_cast<float>(GSConfig.ShadeBoost_Contrast) * (1.0f / 50.0f),
|
||||
static_cast<float>(GSConfig.ShadeBoost_Saturation) * (1.0f / 50.0f),
|
||||
static_cast<float>(GSConfig.ShadeBoost_Gamma) * (1.0f / 50.0f),
|
||||
};
|
||||
static_cast<float>(GSConfig.ShadeBoost_Gamma) * (1.0f / 50.0f));
|
||||
|
||||
DoShadeBoost(m_current, m_target_tmp, params);
|
||||
DoShadeBoost(m_current, m_target_tmp, params.v);
|
||||
|
||||
m_current = m_target_tmp;
|
||||
}
|
||||
|
||||
@@ -622,6 +622,7 @@ struct alignas(16) GSHWDrawConfig
|
||||
GSVector4 LODParams;
|
||||
GSVector4 STRange;
|
||||
GSVector4i ChannelShuffle;
|
||||
GSVector2 ChannelShuffleOffset;
|
||||
GSVector2 TCOffsetHack;
|
||||
GSVector2 STScale;
|
||||
|
||||
|
||||
@@ -426,7 +426,8 @@ GSRendererType D3D::GetPreferredRenderer()
|
||||
if (!feature_level.has_value())
|
||||
return GSRendererType::DX11;
|
||||
else if (feature_level == D3D_FEATURE_LEVEL_12_0)
|
||||
return check_vulkan_supported() ? GSRendererType::VK : GSRendererType::OGL;
|
||||
//return check_vulkan_supported() ? GSRendererType::VK : GSRendererType::OGL;
|
||||
return GSRendererType::DX12;
|
||||
else if (feature_level == D3D_FEATURE_LEVEL_11_0)
|
||||
return GSRendererType::OGL;
|
||||
else
|
||||
@@ -439,7 +440,8 @@ GSRendererType D3D::GetPreferredRenderer()
|
||||
if (!feature_level.has_value())
|
||||
return GSRendererType::DX11;
|
||||
else if (feature_level == D3D_FEATURE_LEVEL_12_0)
|
||||
return check_vulkan_supported() ? GSRendererType::VK : GSRendererType::DX12;
|
||||
//return check_vulkan_supported() ? GSRendererType::VK : GSRendererType::DX12;
|
||||
return GSRendererType::DX12;
|
||||
else if (feature_level == D3D_FEATURE_LEVEL_11_1)
|
||||
return GSRendererType::DX12;
|
||||
else
|
||||
|
||||
@@ -1397,7 +1397,7 @@ void GSDevice11::PresentRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
|
||||
const float right = dRect.z * 2 / ds.x - 1.0f;
|
||||
const float bottom = 1.0f - dRect.w * 2 / ds.y;
|
||||
|
||||
GSVertexPT1 vertices[] =
|
||||
const GSVertexPT1 vertices[] =
|
||||
{
|
||||
{GSVector4(left, top, 0.5f, 1.0f), GSVector2(sRect.x, sRect.y)},
|
||||
{GSVector4(right, top, 0.5f, 1.0f), GSVector2(sRect.z, sRect.y)},
|
||||
@@ -1427,13 +1427,14 @@ void GSDevice11::PresentRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
|
||||
void GSDevice11::UpdateCLUTTexture(GSTexture* sTex, float sScale, u32 offsetX, u32 offsetY, GSTexture* dTex, u32 dOffset, u32 dSize)
|
||||
{
|
||||
// match merge cb
|
||||
struct Uniforms
|
||||
struct alignas(16) Uniforms
|
||||
{
|
||||
float scale;
|
||||
float pad1[3];
|
||||
u32 offsetX, offsetY, dOffset;
|
||||
u32 pad2;
|
||||
};
|
||||
const Uniforms cb = {sScale, {}, offsetX, offsetY, dOffset};
|
||||
const Uniforms cb = {sScale, {}, offsetX, offsetY, dOffset, 0};
|
||||
m_ctx->UpdateSubresource(m_merge.cb.get(), 0, nullptr, &cb, 0, 0);
|
||||
|
||||
const GSVector4 dRect(0, 0, dSize, 1);
|
||||
@@ -1444,14 +1445,15 @@ void GSDevice11::UpdateCLUTTexture(GSTexture* sTex, float sScale, u32 offsetX, u
|
||||
void GSDevice11::ConvertToIndexedTexture(GSTexture* sTex, float sScale, u32 offsetX, u32 offsetY, u32 SBW, u32 SPSM, GSTexture* dTex, u32 DBW, u32 DPSM)
|
||||
{
|
||||
// match merge cb
|
||||
struct Uniforms
|
||||
struct alignas(16) Uniforms
|
||||
{
|
||||
float scale;
|
||||
float pad1[3];
|
||||
u32 SBW, DBW, SPSM;
|
||||
u32 pad2;
|
||||
};
|
||||
|
||||
const Uniforms cb = {sScale, {}, SBW, DBW, SPSM};
|
||||
const Uniforms cb = {sScale, {}, SBW, DBW, SPSM, 0};
|
||||
m_ctx->UpdateSubresource(m_merge.cb.get(), 0, nullptr, &cb, 0, 0);
|
||||
|
||||
const GSVector4 dRect(0, 0, dTex->GetWidth(), dTex->GetHeight());
|
||||
@@ -1461,7 +1463,7 @@ void GSDevice11::ConvertToIndexedTexture(GSTexture* sTex, float sScale, u32 offs
|
||||
|
||||
void GSDevice11::FilteredDownsampleTexture(GSTexture* sTex, GSTexture* dTex, u32 downsample_factor, const GSVector2i& clamp_min, const GSVector4& dRect)
|
||||
{
|
||||
struct Uniforms
|
||||
struct alignas(16) Uniforms
|
||||
{
|
||||
float weight;
|
||||
float step_multiplier;
|
||||
@@ -2063,13 +2065,13 @@ void GSDevice11::RenderImGui()
|
||||
|
||||
UpdateImGuiTextures();
|
||||
|
||||
const float L = 0.0f;
|
||||
constexpr float L = 0.0f;
|
||||
const float R = static_cast<float>(m_window_info.surface_width);
|
||||
const float T = 0.0f;
|
||||
constexpr float T = 0.0f;
|
||||
const float B = static_cast<float>(m_window_info.surface_height);
|
||||
|
||||
// clang-format off
|
||||
const float ortho_projection[4][4] =
|
||||
const GSVector4 ortho_projection[4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
|
||||
@@ -22,8 +22,8 @@ D3D12StreamBuffer::~D3D12StreamBuffer()
|
||||
|
||||
bool D3D12StreamBuffer::Create(u32 size)
|
||||
{
|
||||
const D3D12_RESOURCE_DESC resource_desc = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, size, 1, 1, 1, DXGI_FORMAT_UNKNOWN,
|
||||
{1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE};
|
||||
const GSDevice12::D3D12_RESOURCE_DESCU resource_desc = {{D3D12_RESOURCE_DIMENSION_BUFFER, 0, size, 1, 1, 1, DXGI_FORMAT_UNKNOWN,
|
||||
{1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE}};
|
||||
|
||||
D3D12MA::ALLOCATION_DESC allocationDesc = {};
|
||||
allocationDesc.Flags = D3D12MA::ALLOCATION_FLAG_COMMITTED;
|
||||
@@ -31,8 +31,13 @@ bool D3D12StreamBuffer::Create(u32 size)
|
||||
|
||||
wil::com_ptr_nothrow<ID3D12Resource> buffer;
|
||||
wil::com_ptr_nothrow<D3D12MA::Allocation> allocation;
|
||||
HRESULT hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource(&allocationDesc, &resource_desc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
|
||||
HRESULT hr;
|
||||
if (GSDevice12::GetInstance()->UseEnhancedBarriers())
|
||||
hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource3(&allocationDesc, &resource_desc.desc1,
|
||||
D3D12_BARRIER_LAYOUT_UNDEFINED, nullptr, 0, nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
|
||||
else
|
||||
hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource(&allocationDesc, &resource_desc.desc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
|
||||
pxAssertMsg(SUCCEEDED(hr), "Allocate buffer");
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
|
||||
@@ -19,6 +19,8 @@
|
||||
#include "common/ScopedGuard.h"
|
||||
#include "common/SmallString.h"
|
||||
#include "common/StringUtil.h"
|
||||
#include "common/FileSystem.h"
|
||||
#include "common/Path.h"
|
||||
|
||||
#include "D3D12MemAlloc.h"
|
||||
#include "imgui.h"
|
||||
@@ -158,6 +160,96 @@ u32 GSDevice12::GetAdapterVendorID() const
|
||||
return desc.VendorId;
|
||||
}
|
||||
|
||||
uint SDKVersion(const std::string& path)
|
||||
{
|
||||
// The Agility SDK version is embeded as the minor file version.
|
||||
// This is only true for the redist files, not the OS files.
|
||||
// Alternativly, D3D12Core also exports its D3D12SDKVersion.
|
||||
std::wstring wpath = FileSystem::GetWin32Path(path);
|
||||
|
||||
const DWORD size = GetFileVersionInfoSizeW(wpath.c_str(), nullptr);
|
||||
if (size == 0)
|
||||
return 0;
|
||||
|
||||
BOOL ret;
|
||||
|
||||
std::vector<char> info_data(size);
|
||||
ret = GetFileVersionInfoW(wpath.c_str(), 0, size, info_data.data());
|
||||
if (!ret)
|
||||
return 0;
|
||||
|
||||
uint len;
|
||||
VS_FIXEDFILEINFO* file_ver;
|
||||
ret = VerQueryValueW(info_data.data(), L"\\", reinterpret_cast<void**>(&file_ver), &len);
|
||||
if (!ret)
|
||||
return 0;
|
||||
|
||||
return file_ver->dwFileVersionMS & 0xFFFF;
|
||||
}
|
||||
|
||||
void GSDevice12::LoadAgilitySDK()
|
||||
{
|
||||
static bool agility_loaded = false;
|
||||
if (agility_loaded)
|
||||
return;
|
||||
|
||||
// On older versions of Windows 10 (example 2019 LTSC) D3D12GetInterface may fail because it doesn't exist,
|
||||
// in such case we can check if D3D12GetInterface exists first.
|
||||
const HMODULE d3d12 = GetModuleHandleW(L"d3d12.dll");
|
||||
if (!d3d12)
|
||||
return;
|
||||
|
||||
using PFN_D3D12GetInterface = HRESULT(WINAPI*)(REFCLSID rclsid, REFIID riid, void** ppv);
|
||||
auto pD3D12GetInterface = reinterpret_cast<PFN_D3D12GetInterface>(GetProcAddress(d3d12, "D3D12GetInterface"));
|
||||
if (!pD3D12GetInterface)
|
||||
{
|
||||
Console.Error("D3D12: Agility SDK configuration is not available");
|
||||
return;
|
||||
}
|
||||
|
||||
// See https://microsoft.github.io/DirectX-Specs/d3d/IndependentDevices.html
|
||||
ComPtr<ID3D12SDKConfiguration1> sdk_configuration;
|
||||
HRESULT hr;
|
||||
hr = pD3D12GetInterface(CLSID_D3D12SDKConfiguration, IID_PPV_ARGS(sdk_configuration.put()));
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("D3D12: Agility SDK configuration is not available");
|
||||
return;
|
||||
}
|
||||
|
||||
std::string sdk_path = Path::Combine(Path::GetDirectory(FileSystem::GetProgramPath()), "\\D3D12\\");
|
||||
std::string core_path = Path::Combine(sdk_path, "D3D12Core.dll");
|
||||
if (!FileSystem::FileExists(core_path.c_str()))
|
||||
return;
|
||||
|
||||
const uint agility_version = SDKVersion(core_path);
|
||||
if (agility_version == 0)
|
||||
return;
|
||||
|
||||
ComPtr<ID3D12DeviceFactory> device_factory;
|
||||
// CreateDeviceFactory seems to use a utf8 string for the path.
|
||||
// If the system has a newer SDK, then the system SDK seems to be returned instead.
|
||||
hr = sdk_configuration->CreateDeviceFactory(agility_version,
|
||||
StringUtil::WideStringToUTF8String(FileSystem::GetWin32Path(sdk_path)).c_str(), IID_PPV_ARGS(device_factory.put()));
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.ErrorFmt("D3D12: Unable to load provided Agility SDK {:08X}", hr);
|
||||
return;
|
||||
}
|
||||
|
||||
// Windows 10 (and older drivers on 11) will apply to the global state in ID3D12DeviceFactory::CreateDevice().
|
||||
// To get consistant behaviour across all systems, always apply the global state.
|
||||
// This also allows us to use the normal D3D12*() methods with the loaded agility SDK.
|
||||
hr = device_factory->ApplyToGlobalState();
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.ErrorFmt("D3D12: Unable to apply provided Agility SDK {:08X}", hr);
|
||||
return;
|
||||
}
|
||||
|
||||
agility_loaded = true;
|
||||
}
|
||||
|
||||
bool GSDevice12::CreateDevice(u32& vendor_id)
|
||||
{
|
||||
bool enable_debug_layer = GSConfig.UseDebugDevice;
|
||||
@@ -171,6 +263,9 @@ bool GSDevice12::CreateDevice(u32& vendor_id)
|
||||
|
||||
HRESULT hr;
|
||||
|
||||
// Load the Agility SDK
|
||||
LoadAgilitySDK();
|
||||
|
||||
// Enabling the debug layer will fail if the Graphics Tools feature is not installed.
|
||||
if (enable_debug_layer)
|
||||
{
|
||||
@@ -191,6 +286,7 @@ bool GSDevice12::CreateDevice(u32& vendor_id)
|
||||
// Intel Haswell doesn't actually support DX12 even tho the device is created which results in a crash,
|
||||
// to get around this check if device can be created using feature level 12 (skylake+).
|
||||
const bool isIntel = (vendor_id == 0x163C || vendor_id == 0x8086 || vendor_id == 0x8087);
|
||||
|
||||
// Create the actual device.
|
||||
hr = D3D12CreateDevice(m_adapter.get(), isIntel ? D3D_FEATURE_LEVEL_12_0 : D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device));
|
||||
if (FAILED(hr))
|
||||
@@ -206,6 +302,14 @@ bool GSDevice12::CreateDevice(u32& vendor_id)
|
||||
Console.Error("D3D12: Failed to get lookup adapter by device LUID");
|
||||
}
|
||||
|
||||
ComPtr<ID3D12DeviceConfiguration> config = m_device.try_query<ID3D12DeviceConfiguration>();
|
||||
int sdkVersion = 0;
|
||||
if (config)
|
||||
{
|
||||
sdkVersion = config->GetDesc().SDKVersion;
|
||||
Console.WriteLnFmt("D3D12: Agility version: {}", sdkVersion);
|
||||
}
|
||||
|
||||
if (enable_debug_layer)
|
||||
{
|
||||
ComPtr<ID3D12InfoQueue> info_queue = m_device.try_query<ID3D12InfoQueue>();
|
||||
@@ -218,14 +322,18 @@ bool GSDevice12::CreateDevice(u32& vendor_id)
|
||||
}
|
||||
|
||||
D3D12_INFO_QUEUE_FILTER filter = {};
|
||||
std::array<D3D12_MESSAGE_ID, 5> id_list{
|
||||
std::array<D3D12_MESSAGE_ID, 6> id_list{
|
||||
D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
|
||||
D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
|
||||
D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RENDERTARGETVIEW_NOT_SET,
|
||||
D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH,
|
||||
D3D12_MESSAGE_ID_DRAW_EMPTY_SCISSOR_RECTANGLE,
|
||||
// The current OS version of D3D12 (616) has a validation bug
|
||||
// This is fixed with Agility 1.618.4.
|
||||
// For now, disable this warning untill the OS updates.
|
||||
D3D12_MESSAGE_ID_INCOMPATIBLE_BARRIER_LAYOUT,
|
||||
};
|
||||
filter.DenyList.NumIDs = static_cast<UINT>(id_list.size());
|
||||
filter.DenyList.NumIDs = static_cast<UINT>(sdkVersion < 618 ? id_list.size() : id_list.size() - 1);
|
||||
filter.DenyList.pIDList = id_list.data();
|
||||
info_queue->PushStorageFilter(&filter);
|
||||
}
|
||||
@@ -318,8 +426,17 @@ bool GSDevice12::CreateCommandLists()
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
|
||||
hr = m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, res.command_allocators[i].get(),
|
||||
nullptr, IID_PPV_ARGS(res.command_lists[i].put()));
|
||||
if (m_enhanced_barriers)
|
||||
{
|
||||
hr = m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, res.command_allocators[i].get(),
|
||||
nullptr, IID_PPV_ARGS(res.command_lists[i].list7.put()));
|
||||
res.command_lists[i].list4 = res.command_lists[i].list7;
|
||||
}
|
||||
else
|
||||
{
|
||||
hr = m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, res.command_allocators[i].get(),
|
||||
nullptr, IID_PPV_ARGS(res.command_lists[i].list4.put()));
|
||||
}
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("D3D12: Failed to create command list: %08X", hr);
|
||||
@@ -327,7 +444,7 @@ bool GSDevice12::CreateCommandLists()
|
||||
}
|
||||
|
||||
// Close the command lists, since the first thing we do is reset them.
|
||||
hr = res.command_lists[i]->Close();
|
||||
hr = res.command_lists[i].list4->Close();
|
||||
pxAssertRel(SUCCEEDED(hr), "Closing new command list failed");
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
@@ -365,7 +482,7 @@ void GSDevice12::MoveToNextCommandList()
|
||||
|
||||
// Begin command list.
|
||||
res.command_allocators[1]->Reset();
|
||||
res.command_lists[1]->Reset(res.command_allocators[1].get(), nullptr);
|
||||
res.command_lists[1].list4->Reset(res.command_allocators[1].get(), nullptr);
|
||||
res.descriptor_allocator.Reset();
|
||||
if (res.sampler_allocator.ShouldReset())
|
||||
res.sampler_allocator.Reset();
|
||||
@@ -397,18 +514,18 @@ void GSDevice12::MoveToNextCommandList()
|
||||
res.has_timestamp_query = m_gpu_timing_enabled;
|
||||
if (m_gpu_timing_enabled)
|
||||
{
|
||||
res.command_lists[1]->EndQuery(m_timestamp_query_heap.get(), D3D12_QUERY_TYPE_TIMESTAMP,
|
||||
res.command_lists[1].list4->EndQuery(m_timestamp_query_heap.get(), D3D12_QUERY_TYPE_TIMESTAMP,
|
||||
m_current_command_list * NUM_TIMESTAMP_QUERIES_PER_CMDLIST);
|
||||
}
|
||||
|
||||
ID3D12DescriptorHeap* heaps[2] = {
|
||||
res.descriptor_allocator.GetDescriptorHeap(), res.sampler_allocator.GetDescriptorHeap()};
|
||||
res.command_lists[1]->SetDescriptorHeaps(std::size(heaps), heaps);
|
||||
res.command_lists[1].list4->SetDescriptorHeaps(std::size(heaps), heaps);
|
||||
|
||||
m_allocator->SetCurrentFrameIndex(static_cast<UINT>(m_current_fence_value));
|
||||
}
|
||||
|
||||
ID3D12GraphicsCommandList4* GSDevice12::GetInitCommandList()
|
||||
const D3D12CommandList& GSDevice12::GetInitCommandList()
|
||||
{
|
||||
CommandListResources& res = m_command_lists[m_current_command_list];
|
||||
if (!res.init_command_list_used)
|
||||
@@ -416,12 +533,12 @@ ID3D12GraphicsCommandList4* GSDevice12::GetInitCommandList()
|
||||
[[maybe_unused]] HRESULT hr = res.command_allocators[0]->Reset();
|
||||
pxAssertMsg(SUCCEEDED(hr), "Reset init command allocator failed");
|
||||
|
||||
res.command_lists[0]->Reset(res.command_allocators[0].get(), nullptr);
|
||||
res.command_lists[0].list4->Reset(res.command_allocators[0].get(), nullptr);
|
||||
pxAssertMsg(SUCCEEDED(hr), "Reset init command list failed");
|
||||
res.init_command_list_used = true;
|
||||
}
|
||||
|
||||
return res.command_lists[0].get();
|
||||
return res.command_lists[0];
|
||||
}
|
||||
|
||||
bool GSDevice12::ExecuteCommandList(WaitType wait_for_completion)
|
||||
@@ -432,16 +549,16 @@ bool GSDevice12::ExecuteCommandList(WaitType wait_for_completion)
|
||||
if (res.has_timestamp_query)
|
||||
{
|
||||
// write the timestamp back at the end of the cmdlist
|
||||
res.command_lists[1]->EndQuery(m_timestamp_query_heap.get(), D3D12_QUERY_TYPE_TIMESTAMP,
|
||||
res.command_lists[1].list4->EndQuery(m_timestamp_query_heap.get(), D3D12_QUERY_TYPE_TIMESTAMP,
|
||||
(m_current_command_list * NUM_TIMESTAMP_QUERIES_PER_CMDLIST) + 1);
|
||||
res.command_lists[1]->ResolveQueryData(m_timestamp_query_heap.get(), D3D12_QUERY_TYPE_TIMESTAMP,
|
||||
res.command_lists[1].list4->ResolveQueryData(m_timestamp_query_heap.get(), D3D12_QUERY_TYPE_TIMESTAMP,
|
||||
m_current_command_list * NUM_TIMESTAMP_QUERIES_PER_CMDLIST, NUM_TIMESTAMP_QUERIES_PER_CMDLIST,
|
||||
m_timestamp_query_buffer.get(), m_current_command_list * (sizeof(u64) * NUM_TIMESTAMP_QUERIES_PER_CMDLIST));
|
||||
}
|
||||
|
||||
if (res.init_command_list_used)
|
||||
{
|
||||
hr = res.command_lists[0]->Close();
|
||||
hr = res.command_lists[0].list4->Close();
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("D3D12: Closing init command list failed with HRESULT %08X", hr);
|
||||
@@ -450,7 +567,7 @@ bool GSDevice12::ExecuteCommandList(WaitType wait_for_completion)
|
||||
}
|
||||
|
||||
// Close and queue command list.
|
||||
hr = res.command_lists[1]->Close();
|
||||
hr = res.command_lists[1].list4->Close();
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("D3D12: Closing main command list failed with HRESULT %08X", hr);
|
||||
@@ -459,12 +576,12 @@ bool GSDevice12::ExecuteCommandList(WaitType wait_for_completion)
|
||||
|
||||
if (res.init_command_list_used)
|
||||
{
|
||||
const std::array<ID3D12CommandList*, 2> execute_lists{res.command_lists[0].get(), res.command_lists[1].get()};
|
||||
const std::array<ID3D12CommandList*, 2> execute_lists{res.command_lists[0].list4.get(), res.command_lists[1].list4.get()};
|
||||
m_command_queue->ExecuteCommandLists(static_cast<UINT>(execute_lists.size()), execute_lists.data());
|
||||
}
|
||||
else
|
||||
{
|
||||
const std::array<ID3D12CommandList*, 1> execute_lists{res.command_lists[1].get()};
|
||||
const std::array<ID3D12CommandList*, 1> execute_lists{res.command_lists[1].list4.get()};
|
||||
m_command_queue->ExecuteCommandLists(static_cast<UINT>(execute_lists.size()), execute_lists.data());
|
||||
}
|
||||
|
||||
@@ -598,10 +715,14 @@ bool GSDevice12::CreateTimestampQuery()
|
||||
}
|
||||
|
||||
const D3D12MA::ALLOCATION_DESC allocation_desc = {D3D12MA::ALLOCATION_FLAG_NONE, D3D12_HEAP_TYPE_READBACK};
|
||||
const D3D12_RESOURCE_DESC resource_desc = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, BUFFER_SIZE, 1, 1, 1,
|
||||
DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE};
|
||||
hr = m_allocator->CreateResource(&allocation_desc, &resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
|
||||
m_timestamp_query_allocation.put(), IID_PPV_ARGS(m_timestamp_query_buffer.put()));
|
||||
const D3D12_RESOURCE_DESCU resource_desc = {{D3D12_RESOURCE_DIMENSION_BUFFER, 0, BUFFER_SIZE, 1, 1, 1,
|
||||
DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE}};
|
||||
if (m_enhanced_barriers)
|
||||
hr = m_allocator->CreateResource3(&allocation_desc, &resource_desc.desc1, D3D12_BARRIER_LAYOUT_UNDEFINED, nullptr,
|
||||
0, nullptr, m_timestamp_query_allocation.put(), IID_PPV_ARGS(m_timestamp_query_buffer.put()));
|
||||
else
|
||||
hr = m_allocator->CreateResource(&allocation_desc, &resource_desc.desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
|
||||
m_timestamp_query_allocation.put(), IID_PPV_ARGS(m_timestamp_query_buffer.put()));
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("D3D12: CreateResource() for timestamp failed with %08X", hr);
|
||||
@@ -638,15 +759,20 @@ bool GSDevice12::AllocatePreinitializedGPUBuffer(u32 size, ID3D12Resource** gpu_
|
||||
{
|
||||
// Try to place the fixed index buffer in GPU local memory.
|
||||
// Use the staging buffer to copy into it.
|
||||
const D3D12_RESOURCE_DESC rd = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, size, 1, 1, 1, DXGI_FORMAT_UNKNOWN, {1, 0},
|
||||
D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE};
|
||||
const D3D12_RESOURCE_DESCU rd = {{D3D12_RESOURCE_DIMENSION_BUFFER, 0, size, 1, 1, 1, DXGI_FORMAT_UNKNOWN, {1, 0},
|
||||
D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE}};
|
||||
|
||||
const D3D12MA::ALLOCATION_DESC cpu_ad = {D3D12MA::ALLOCATION_FLAG_NONE, D3D12_HEAP_TYPE_UPLOAD};
|
||||
|
||||
ComPtr<ID3D12Resource> cpu_buffer;
|
||||
ComPtr<D3D12MA::Allocation> cpu_allocation;
|
||||
HRESULT hr = m_allocator->CreateResource(
|
||||
&cpu_ad, &rd, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, cpu_allocation.put(), IID_PPV_ARGS(cpu_buffer.put()));
|
||||
HRESULT hr;
|
||||
if (m_enhanced_barriers)
|
||||
hr = m_allocator->CreateResource3(
|
||||
&cpu_ad, &rd.desc1, D3D12_BARRIER_LAYOUT_UNDEFINED, nullptr, 0, nullptr, cpu_allocation.put(), IID_PPV_ARGS(cpu_buffer.put()));
|
||||
else
|
||||
hr = m_allocator->CreateResource(
|
||||
&cpu_ad, &rd.desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, cpu_allocation.put(), IID_PPV_ARGS(cpu_buffer.put()));
|
||||
pxAssertMsg(SUCCEEDED(hr), "Allocate CPU buffer");
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
@@ -662,21 +788,34 @@ bool GSDevice12::AllocatePreinitializedGPUBuffer(u32 size, ID3D12Resource** gpu_
|
||||
cpu_buffer->Unmap(0, &write_range);
|
||||
|
||||
const D3D12MA::ALLOCATION_DESC gpu_ad = {D3D12MA::ALLOCATION_FLAG_COMMITTED, D3D12_HEAP_TYPE_DEFAULT};
|
||||
|
||||
hr = m_allocator->CreateResource(
|
||||
&gpu_ad, &rd, D3D12_RESOURCE_STATE_COMMON, nullptr, gpu_allocation, IID_PPV_ARGS(gpu_buffer));
|
||||
if (m_enhanced_barriers)
|
||||
hr = m_allocator->CreateResource3(
|
||||
&gpu_ad, &rd.desc1, D3D12_BARRIER_LAYOUT_UNDEFINED, nullptr, 0, nullptr, gpu_allocation, IID_PPV_ARGS(gpu_buffer));
|
||||
else
|
||||
hr = m_allocator->CreateResource(
|
||||
&gpu_ad, &rd.desc, D3D12_RESOURCE_STATE_COMMON, nullptr, gpu_allocation, IID_PPV_ARGS(gpu_buffer));
|
||||
pxAssertMsg(SUCCEEDED(hr), "Allocate GPU buffer");
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
|
||||
GetInitCommandList()->CopyBufferRegion(*gpu_buffer, 0, cpu_buffer.get(), 0, size);
|
||||
GetInitCommandList().list4->CopyBufferRegion(*gpu_buffer, 0, cpu_buffer.get(), 0, size);
|
||||
|
||||
D3D12_RESOURCE_BARRIER rb = {D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE};
|
||||
rb.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
rb.Transition.pResource = *gpu_buffer;
|
||||
rb.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; // COMMON -> COPY_DEST at first use.
|
||||
rb.Transition.StateAfter = D3D12_RESOURCE_STATE_INDEX_BUFFER;
|
||||
GetInitCommandList()->ResourceBarrier(1, &rb);
|
||||
if (m_enhanced_barriers)
|
||||
{
|
||||
const D3D12_BUFFER_BARRIER barrier = {D3D12_BARRIER_SYNC_COPY, D3D12_BARRIER_SYNC_INDEX_INPUT,
|
||||
D3D12_BARRIER_ACCESS_COPY_DEST, D3D12_BARRIER_ACCESS_INDEX_BUFFER, *gpu_buffer, 0, size};
|
||||
const D3D12_BARRIER_GROUP group = {.Type = D3D12_BARRIER_TYPE_BUFFER, .NumBarriers = 1, .pBufferBarriers = &barrier};
|
||||
GetInitCommandList().list7->Barrier(1, &group);
|
||||
}
|
||||
else
|
||||
{
|
||||
D3D12_RESOURCE_BARRIER rb = {D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE};
|
||||
rb.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
rb.Transition.pResource = *gpu_buffer;
|
||||
rb.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; // COMMON -> COPY_DEST at first use.
|
||||
rb.Transition.StateAfter = D3D12_RESOURCE_STATE_INDEX_BUFFER;
|
||||
GetInitCommandList().list4->ResourceBarrier(1, &rb);
|
||||
}
|
||||
|
||||
DeferResourceDestruction(cpu_allocation.get(), cpu_buffer.get());
|
||||
return true;
|
||||
@@ -768,7 +907,7 @@ void GSDevice12::Destroy()
|
||||
{
|
||||
GSDevice::Destroy();
|
||||
|
||||
if (GetCommandList())
|
||||
if (GetCommandList().list4)
|
||||
{
|
||||
EndRenderPass();
|
||||
ExecuteCommandList(true);
|
||||
@@ -799,6 +938,7 @@ void GSDevice12::SetVSyncMode(GSVSyncMode mode, bool allow_present_throttle)
|
||||
|
||||
if (GetSwapChainBufferCount() != old_buffer_count)
|
||||
{
|
||||
ExecuteCommandList(true);
|
||||
DestroySwapChain();
|
||||
if (!CreateSwapChain())
|
||||
pxFailRel("Failed to recreate swap chain after vsync change.");
|
||||
@@ -919,11 +1059,11 @@ bool GSDevice12::CreateSwapChain()
|
||||
// Render a frame as soon as possible to clear out whatever was previously being displayed.
|
||||
EndRenderPass();
|
||||
GSTexture12* swap_chain_buf = m_swap_chain_buffers[m_current_swap_chain_buffer].get();
|
||||
ID3D12GraphicsCommandList4* cmdlist = GetCommandList();
|
||||
const D3D12CommandList& cmdlist = GetCommandList();
|
||||
m_current_swap_chain_buffer = ((m_current_swap_chain_buffer + 1) % static_cast<u32>(m_swap_chain_buffers.size()));
|
||||
swap_chain_buf->TransitionToState(cmdlist, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
cmdlist->ClearRenderTargetView(swap_chain_buf->GetWriteDescriptor(), s_present_clear_color.data(), 0, nullptr);
|
||||
swap_chain_buf->TransitionToState(cmdlist, D3D12_RESOURCE_STATE_PRESENT);
|
||||
swap_chain_buf->TransitionToState(cmdlist, GSTexture12::ResourceState::RenderTarget);
|
||||
cmdlist.list4->ClearRenderTargetView(swap_chain_buf->GetWriteDescriptor(), s_present_clear_color.data(), 0, nullptr);
|
||||
swap_chain_buf->TransitionToState(cmdlist, GSTexture12::ResourceState::Present);
|
||||
ExecuteCommandList(false);
|
||||
m_swap_chain->Present(0, m_using_allow_tearing ? DXGI_PRESENT_ALLOW_TEARING : 0);
|
||||
return true;
|
||||
@@ -950,7 +1090,7 @@ bool GSDevice12::CreateSwapChainRTV()
|
||||
std::unique_ptr<GSTexture12> tex = GSTexture12::Adopt(std::move(backbuffer), GSTexture::Type::RenderTarget,
|
||||
GSTexture::Format::Color, swap_chain_desc.BufferDesc.Width, swap_chain_desc.BufferDesc.Height, 1,
|
||||
swap_chain_desc.BufferDesc.Format, DXGI_FORMAT_UNKNOWN, swap_chain_desc.BufferDesc.Format,
|
||||
DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_RESOURCE_STATE_COMMON);
|
||||
DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, GSTexture12::ResourceState::Present);
|
||||
if (!tex)
|
||||
{
|
||||
m_swap_chain_buffers.clear();
|
||||
@@ -1122,18 +1262,18 @@ GSDevice::PresentResult GSDevice12::BeginPresent(bool frame_skip)
|
||||
|
||||
GSTexture12* swap_chain_buf = m_swap_chain_buffers[m_current_swap_chain_buffer].get();
|
||||
|
||||
ID3D12GraphicsCommandList* cmdlist = GetCommandList();
|
||||
swap_chain_buf->TransitionToState(cmdlist, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
cmdlist->ClearRenderTargetView(swap_chain_buf->GetWriteDescriptor(), s_present_clear_color.data(), 0, nullptr);
|
||||
cmdlist->OMSetRenderTargets(1, &swap_chain_buf->GetWriteDescriptor().cpu_handle, FALSE, nullptr);
|
||||
const D3D12CommandList& cmdlist = GetCommandList();
|
||||
swap_chain_buf->TransitionToState(cmdlist, GSTexture12::ResourceState::RenderTarget);
|
||||
cmdlist.list4->ClearRenderTargetView(swap_chain_buf->GetWriteDescriptor(), s_present_clear_color.data(), 0, nullptr);
|
||||
cmdlist.list4->OMSetRenderTargets(1, &swap_chain_buf->GetWriteDescriptor().cpu_handle, FALSE, nullptr);
|
||||
g_perfmon.Put(GSPerfMon::RenderPasses, 1);
|
||||
|
||||
const D3D12_VIEWPORT vp{0.0f, 0.0f, static_cast<float>(m_window_info.surface_width),
|
||||
static_cast<float>(m_window_info.surface_height), 0.0f, 1.0f};
|
||||
const D3D12_RECT scissor{
|
||||
0, 0, static_cast<LONG>(m_window_info.surface_width), static_cast<LONG>(m_window_info.surface_height)};
|
||||
cmdlist->RSSetViewports(1, &vp);
|
||||
cmdlist->RSSetScissorRects(1, &scissor);
|
||||
cmdlist.list4->RSSetViewports(1, &vp);
|
||||
cmdlist.list4->RSSetScissorRects(1, &scissor);
|
||||
return PresentResult::OK;
|
||||
}
|
||||
|
||||
@@ -1144,7 +1284,7 @@ void GSDevice12::EndPresent()
|
||||
GSTexture12* swap_chain_buf = m_swap_chain_buffers[m_current_swap_chain_buffer].get();
|
||||
m_current_swap_chain_buffer = ((m_current_swap_chain_buffer + 1) % static_cast<u32>(m_swap_chain_buffers.size()));
|
||||
|
||||
swap_chain_buf->TransitionToState(GetCommandList(), D3D12_RESOURCE_STATE_PRESENT);
|
||||
swap_chain_buf->TransitionToState(GSTexture12::ResourceState::Present);
|
||||
if (!ExecuteCommandList(WaitType::None))
|
||||
{
|
||||
m_device_lost = true;
|
||||
@@ -1187,7 +1327,7 @@ void GSDevice12::PushDebugGroup(const char* fmt, ...)
|
||||
const UINT color = Palette(
|
||||
++s_debug_scope_depth, {0.5f, 0.5f, 0.5f}, {0.5f, 0.5f, 0.5f}, {1.0f, 1.0f, 0.5f}, {0.8f, 0.90f, 0.30f});
|
||||
|
||||
PIXBeginEvent(GetCommandList(), color, "%s", buf.c_str());
|
||||
PIXBeginEvent(GetCommandList().list4.get(), color, "%s", buf.c_str());
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -1199,7 +1339,7 @@ void GSDevice12::PopDebugGroup()
|
||||
|
||||
s_debug_scope_depth = (s_debug_scope_depth == 0) ? 0 : (s_debug_scope_depth - 1u);
|
||||
|
||||
PIXEndEvent(GetCommandList());
|
||||
PIXEndEvent(GetCommandList().list4.get());
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -1230,7 +1370,7 @@ void GSDevice12::InsertDebugMessage(DebugMessageCategory category, const char* f
|
||||
static_cast<BYTE>(fcolor[1] * 255.0f),
|
||||
static_cast<BYTE>(fcolor[2] * 255.0f));
|
||||
|
||||
PIXSetMarker(GetCommandList(), color, "%s", buf.c_str());
|
||||
PIXSetMarker(GetCommandList().list4.get(), color, "%s", buf.c_str());
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -1263,30 +1403,43 @@ bool GSDevice12::CheckFeatures(const u32& vendor_id)
|
||||
Console.WriteLnFmt("D3D12: Programmable Sample Position: {}", m_programmable_sample_positions ? "Supported" : "Not Supported");
|
||||
|
||||
BOOL allow_tearing_supported = false;
|
||||
const HRESULT hr = m_dxgi_factory->CheckFeatureSupport(
|
||||
HRESULT hr = m_dxgi_factory->CheckFeatureSupport(
|
||||
DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing_supported, sizeof(allow_tearing_supported));
|
||||
m_allow_tearing_supported = (SUCCEEDED(hr) && allow_tearing_supported == TRUE);
|
||||
|
||||
D3D12_FEATURE_DATA_D3D12_OPTIONS12 device_options12 = {};
|
||||
hr = m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &device_options12, sizeof(device_options12));
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
Console.WriteLnFmt("D3D12: Enhanced Barriers: {}", device_options12.EnhancedBarriersSupported ? "Supported" : "Not Supported");
|
||||
m_enhanced_barriers = device_options12.EnhancedBarriersSupported;
|
||||
}
|
||||
else
|
||||
{
|
||||
Console.WriteLnFmt("D3D12: Failed to check for Enhanced Barriers: 0x{:08x}", static_cast<unsigned long>(hr));
|
||||
m_enhanced_barriers = false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void GSDevice12::DrawPrimitive()
|
||||
{
|
||||
g_perfmon.Put(GSPerfMon::DrawCalls, 1);
|
||||
GetCommandList()->DrawInstanced(m_vertex.count, 1, m_vertex.start, 0);
|
||||
GetCommandList().list4->DrawInstanced(m_vertex.count, 1, m_vertex.start, 0);
|
||||
}
|
||||
|
||||
void GSDevice12::DrawIndexedPrimitive()
|
||||
{
|
||||
g_perfmon.Put(GSPerfMon::DrawCalls, 1);
|
||||
GetCommandList()->DrawIndexedInstanced(m_index.count, 1, m_index.start, m_vertex.start, 0);
|
||||
GetCommandList().list4->DrawIndexedInstanced(m_index.count, 1, m_index.start, m_vertex.start, 0);
|
||||
}
|
||||
|
||||
void GSDevice12::DrawIndexedPrimitive(int offset, int count)
|
||||
{
|
||||
pxAssert(offset + count <= (int)m_index.count);
|
||||
g_perfmon.Put(GSPerfMon::DrawCalls, 1);
|
||||
GetCommandList()->DrawIndexedInstanced(count, 1, m_index.start + offset, m_vertex.start, 0);
|
||||
GetCommandList().list4->DrawIndexedInstanced(count, 1, m_index.start + offset, m_vertex.start, 0);
|
||||
}
|
||||
|
||||
void GSDevice12::LookupNativeFormat(GSTexture::Format format, DXGI_FORMAT* d3d_format, DXGI_FORMAT* srv_format,
|
||||
@@ -1391,14 +1544,14 @@ void GSDevice12::CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r,
|
||||
|
||||
if (dTex12->GetType() != GSTexture::Type::DepthStencil)
|
||||
{
|
||||
dTex12->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
GetCommandList()->ClearRenderTargetView(
|
||||
dTex12->TransitionToState(GSTexture12::ResourceState::RenderTarget);
|
||||
GetCommandList().list4->ClearRenderTargetView(
|
||||
dTex12->GetWriteDescriptor(), sTex12->GetUNormClearColor().v, 0, nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
dTex12->TransitionToState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
|
||||
GetCommandList()->ClearDepthStencilView(
|
||||
dTex12->TransitionToState(GSTexture12::ResourceState::DepthWriteStencil);
|
||||
GetCommandList().list4->ClearDepthStencilView(
|
||||
dTex12->GetWriteDescriptor(), D3D12_CLEAR_FLAG_DEPTH, sTex12->GetClearDepth(), 0, 0, nullptr);
|
||||
}
|
||||
|
||||
@@ -1418,12 +1571,12 @@ void GSDevice12::CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r,
|
||||
|
||||
EndRenderPass();
|
||||
|
||||
sTex12->TransitionToState(D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
sTex12->TransitionToState(GSTexture12::ResourceState::CopySrc);
|
||||
sTex12->SetUseFenceCounter(GetCurrentFenceValue());
|
||||
if (m_tfx_textures[0] && sTex12->GetSRVDescriptor() == m_tfx_textures[0])
|
||||
PSSetShaderResource(0, nullptr, false);
|
||||
|
||||
dTex12->TransitionToState(D3D12_RESOURCE_STATE_COPY_DEST);
|
||||
dTex12->TransitionToState(GSTexture12::ResourceState::CopyDst);
|
||||
dTex12->SetUseFenceCounter(GetCurrentFenceValue());
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION srcloc;
|
||||
@@ -1440,13 +1593,13 @@ void GSDevice12::CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r,
|
||||
const bool full_rt_copy = src_dst_rect_match && ((sTex12->IsDepthStencil() && !m_programmable_sample_positions) || (destX == 0 && destY == 0 && r.eq(src_rect)));
|
||||
if (full_rt_copy)
|
||||
{
|
||||
GetCommandList()->CopyResource(dTex12->GetResource(), sTex12->GetResource());
|
||||
GetCommandList().list4->CopyResource(dTex12->GetResource(), sTex12->GetResource());
|
||||
}
|
||||
else
|
||||
{
|
||||
const D3D12_BOX srcbox{static_cast<UINT>(r.left), static_cast<UINT>(r.top), 0u, static_cast<UINT>(r.right),
|
||||
static_cast<UINT>(r.bottom), 1u};
|
||||
GetCommandList()->CopyTextureRegion(&dstloc, destX, destY, 0, &srcloc, &srcbox);
|
||||
GetCommandList().list4->CopyTextureRegion(&dstloc, destX, destY, 0, &srcloc, &srcbox);
|
||||
}
|
||||
|
||||
dTex12->SetState(GSTexture::State::Dirty);
|
||||
@@ -1483,14 +1636,14 @@ void GSDevice12::UpdateCLUTTexture(
|
||||
GSTexture* sTex, float sScale, u32 offsetX, u32 offsetY, GSTexture* dTex, u32 dOffset, u32 dSize)
|
||||
{
|
||||
// match merge cb
|
||||
struct Uniforms
|
||||
struct alignas(16) Uniforms
|
||||
{
|
||||
float scale;
|
||||
float pad1[3];
|
||||
u32 offsetX, offsetY, dOffset;
|
||||
u32 pad2;
|
||||
};
|
||||
const Uniforms cb = {sScale, {}, offsetX, offsetY, dOffset};
|
||||
const Uniforms cb = {sScale, {}, offsetX, offsetY, dOffset, 0};
|
||||
SetUtilityRootSignature();
|
||||
SetUtilityPushConstants(&cb, sizeof(cb));
|
||||
|
||||
@@ -1504,14 +1657,15 @@ void GSDevice12::ConvertToIndexedTexture(
|
||||
GSTexture* sTex, float sScale, u32 offsetX, u32 offsetY, u32 SBW, u32 SPSM, GSTexture* dTex, u32 DBW, u32 DPSM)
|
||||
{
|
||||
// match merge cb
|
||||
struct Uniforms
|
||||
struct alignas(16) Uniforms
|
||||
{
|
||||
float scale;
|
||||
float pad1[3];
|
||||
u32 SBW, DBW, SPSM;
|
||||
u32 pad2;
|
||||
};
|
||||
|
||||
const Uniforms cb = {sScale, {}, SBW, DBW, SPSM};
|
||||
const Uniforms cb = {sScale, {}, SBW, DBW, SPSM, 0};
|
||||
SetUtilityRootSignature();
|
||||
SetUtilityPushConstants(&cb, sizeof(cb));
|
||||
|
||||
@@ -1523,7 +1677,7 @@ void GSDevice12::ConvertToIndexedTexture(
|
||||
|
||||
void GSDevice12::FilteredDownsampleTexture(GSTexture* sTex, GSTexture* dTex, u32 downsample_factor, const GSVector2i& clamp_min, const GSVector4& dRect)
|
||||
{
|
||||
struct Uniforms
|
||||
struct alignas(16) Uniforms
|
||||
{
|
||||
float weight;
|
||||
float step_multiplier;
|
||||
@@ -1560,10 +1714,10 @@ void GSDevice12::DrawMultiStretchRects(
|
||||
{
|
||||
GSTexture12* const stex = static_cast<GSTexture12*>(rects[i].src);
|
||||
stex->CommitClear();
|
||||
if (stex->GetResourceState() != D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
|
||||
if (stex->GetResourceState() != GSTexture12::ResourceState::PixelShaderResource)
|
||||
{
|
||||
EndRenderPass();
|
||||
stex->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
stex->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1689,11 +1843,11 @@ void GSDevice12::BeginRenderPassForStretchRect(
|
||||
void GSDevice12::DoStretchRect(GSTexture12* sTex, const GSVector4& sRect, GSTexture12* dTex, const GSVector4& dRect,
|
||||
const ID3D12PipelineState* pipeline, bool linear, bool allow_discard)
|
||||
{
|
||||
if (sTex->GetResourceState() != D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
|
||||
if (sTex->GetResourceState() != GSTexture12::ResourceState::PixelShaderResource)
|
||||
{
|
||||
// can't transition in a render pass
|
||||
EndRenderPass();
|
||||
sTex->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
sTex->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
|
||||
SetUtilityRootSignature();
|
||||
@@ -1770,14 +1924,14 @@ void GSDevice12::DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex,
|
||||
if (has_input_0)
|
||||
{
|
||||
static_cast<GSTexture12*>(sTex[0])->CommitClear();
|
||||
static_cast<GSTexture12*>(sTex[0])->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
static_cast<GSTexture12*>(sTex[0])->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
if (has_input_1)
|
||||
{
|
||||
static_cast<GSTexture12*>(sTex[1])->CommitClear();
|
||||
static_cast<GSTexture12*>(sTex[1])->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
static_cast<GSTexture12*>(sTex[1])->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(GSTexture12::ResourceState::RenderTarget);
|
||||
|
||||
// Upload constant to select YUV algo, but skip constant buffer update if we don't need it
|
||||
if (feedback_write_2 || feedback_write_1 || sTex[0])
|
||||
@@ -1830,7 +1984,7 @@ void GSDevice12::DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex,
|
||||
if (sTex[0] == sTex[2])
|
||||
{
|
||||
// need a barrier here because of the render pass
|
||||
static_cast<GSTexture12*>(sTex[2])->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
static_cast<GSTexture12*>(sTex[2])->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1877,13 +2031,13 @@ void GSDevice12::DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex,
|
||||
|
||||
// this texture is going to get used as an input, so make sure we don't read undefined data
|
||||
static_cast<GSTexture12*>(dTex)->CommitClear();
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
|
||||
void GSDevice12::DoInterlace(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect,
|
||||
ShaderInterlace shader, bool linear, const InterlaceConstantBuffer& cb)
|
||||
{
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(GSTexture12::ResourceState::RenderTarget);
|
||||
|
||||
const GSVector4i rc = GSVector4i(dRect);
|
||||
const GSVector4i dtex_rc = dTex->GetRect();
|
||||
@@ -1899,7 +2053,7 @@ void GSDevice12::DoInterlace(GSTexture* sTex, const GSVector4& sRect, GSTexture*
|
||||
EndRenderPass();
|
||||
|
||||
// this texture is going to get used as an input, so make sure we don't read undefined data
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
|
||||
void GSDevice12::DoShadeBoost(GSTexture* sTex, GSTexture* dTex, const float params[4])
|
||||
@@ -1918,7 +2072,7 @@ void GSDevice12::DoShadeBoost(GSTexture* sTex, GSTexture* dTex, const float para
|
||||
DrawStretchRect(sRect, GSVector4(dRect), dTex->GetSize());
|
||||
EndRenderPass();
|
||||
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
|
||||
void GSDevice12::DoFXAA(GSTexture* sTex, GSTexture* dTex)
|
||||
@@ -1936,7 +2090,7 @@ void GSDevice12::DoFXAA(GSTexture* sTex, GSTexture* dTex)
|
||||
DrawStretchRect(sRect, GSVector4(dRect), dTex->GetSize());
|
||||
EndRenderPass();
|
||||
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
static_cast<GSTexture12*>(dTex)->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
|
||||
bool GSDevice12::CompileCASPipelines()
|
||||
@@ -2032,7 +2186,7 @@ void GSDevice12::RenderImGui()
|
||||
const float B = static_cast<float>(m_window_info.surface_height);
|
||||
|
||||
// clang-format off
|
||||
const float ortho_projection[4][4] =
|
||||
const GSVector4 ortho_projection[4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
@@ -2100,7 +2254,7 @@ void GSDevice12::RenderImGui()
|
||||
D3D12DescriptorHandle handle = m_null_texture->GetSRVDescriptor();
|
||||
if (tex)
|
||||
{
|
||||
tex->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
tex->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
handle = tex->GetSRVDescriptor();
|
||||
}
|
||||
|
||||
@@ -2118,7 +2272,7 @@ void GSDevice12::RenderImGui()
|
||||
|
||||
if (ApplyUtilityState())
|
||||
{
|
||||
GetCommandList()->DrawIndexedInstanced(
|
||||
GetCommandList().list4->DrawIndexedInstanced(
|
||||
pcmd->ElemCount, 1, m_index.start + pcmd->IdxOffset, vertex_offset + pcmd->VtxOffset, 0);
|
||||
}
|
||||
}
|
||||
@@ -2147,23 +2301,23 @@ bool GSDevice12::DoCAS(
|
||||
}
|
||||
}
|
||||
|
||||
ID3D12GraphicsCommandList* const cmdlist = GetCommandList();
|
||||
const D3D12_RESOURCE_STATES old_state = sTex12->GetResourceState();
|
||||
sTex12->TransitionToState(cmdlist, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
|
||||
dTex12->TransitionToState(cmdlist, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
const D3D12CommandList& cmdlist = GetCommandList();
|
||||
const GSTexture12::ResourceState old_state = sTex12->GetResourceState();
|
||||
sTex12->TransitionToState(cmdlist, GSTexture12::ResourceState::ComputeShaderResource);
|
||||
dTex12->TransitionToState(cmdlist, GSTexture12::ResourceState::CASShaderUAV);
|
||||
|
||||
cmdlist->SetComputeRootSignature(m_cas_root_signature.get());
|
||||
cmdlist->SetComputeRoot32BitConstants(
|
||||
cmdlist.list4->SetComputeRootSignature(m_cas_root_signature.get());
|
||||
cmdlist.list4->SetComputeRoot32BitConstants(
|
||||
CAS_ROOT_SIGNATURE_PARAM_PUSH_CONSTANTS, NUM_CAS_CONSTANTS, constants.data(), 0);
|
||||
cmdlist->SetComputeRootDescriptorTable(CAS_ROOT_SIGNATURE_PARAM_SRC_TEXTURE, sTexDH);
|
||||
cmdlist->SetComputeRootDescriptorTable(CAS_ROOT_SIGNATURE_PARAM_DST_TEXTURE, dTexDH);
|
||||
cmdlist->SetPipelineState(sharpen_only ? m_cas_sharpen_pipeline.get() : m_cas_upscale_pipeline.get());
|
||||
cmdlist.list4->SetComputeRootDescriptorTable(CAS_ROOT_SIGNATURE_PARAM_SRC_TEXTURE, sTexDH);
|
||||
cmdlist.list4->SetComputeRootDescriptorTable(CAS_ROOT_SIGNATURE_PARAM_DST_TEXTURE, dTexDH);
|
||||
cmdlist.list4->SetPipelineState(sharpen_only ? m_cas_sharpen_pipeline.get() : m_cas_upscale_pipeline.get());
|
||||
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
|
||||
|
||||
static const int threadGroupWorkRegionDim = 16;
|
||||
const int dispatchX = (dTex->GetWidth() + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
|
||||
const int dispatchY = (dTex->GetHeight() + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
|
||||
cmdlist->Dispatch(dispatchX, dispatchY, 1);
|
||||
cmdlist.list4->Dispatch(dispatchX, dispatchY, 1);
|
||||
|
||||
sTex12->TransitionToState(cmdlist, old_state);
|
||||
return true;
|
||||
@@ -2243,9 +2397,9 @@ void GSDevice12::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector
|
||||
if (!InRenderPass())
|
||||
{
|
||||
if (vkRt)
|
||||
vkRt->TransitionToState(D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
vkRt->TransitionToState(GSTexture12::ResourceState::RenderTarget);
|
||||
if (vkDs)
|
||||
vkDs->TransitionToState(depth_read ? (D3D12_RESOURCE_STATE_DEPTH_READ | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE) : D3D12_RESOURCE_STATE_DEPTH_WRITE);
|
||||
vkDs->TransitionToState(depth_read ? GSTexture12::ResourceState::DepthReadStencil : GSTexture12::ResourceState::DepthWriteStencil);
|
||||
}
|
||||
|
||||
// This is used to set/initialize the framebuffer for tfx rendering.
|
||||
@@ -2374,7 +2528,7 @@ bool GSDevice12::CreateNullTexture()
|
||||
if (!m_null_texture)
|
||||
return false;
|
||||
|
||||
m_null_texture->TransitionToState(GetCommandList(), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
m_null_texture->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
D3D12::SetObjectName(m_null_texture->GetResource(), "Null texture");
|
||||
return true;
|
||||
}
|
||||
@@ -3153,7 +3307,7 @@ void GSDevice12::ExecuteCommandListAndRestartRenderPass(bool wait_for_completion
|
||||
if (was_in_render_pass)
|
||||
{
|
||||
// rebind everything except RT, because the RP does that for us
|
||||
ApplyBaseState(m_dirty_flags & ~DIRTY_FLAG_RENDER_TARGET, GetCommandList());
|
||||
ApplyBaseState(m_dirty_flags & ~DIRTY_FLAG_RENDER_TARGET, GetCommandList().list4.get());
|
||||
m_dirty_flags &= ~DIRTY_BASE_STATE;
|
||||
|
||||
// restart render pass
|
||||
@@ -3244,17 +3398,17 @@ void GSDevice12::PSSetShaderResource(int i, GSTexture* sr, bool check_state, boo
|
||||
GSTexture12* dtex = static_cast<GSTexture12*>(sr);
|
||||
if (check_state)
|
||||
{
|
||||
if (dtex->GetResourceState() != D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE && InRenderPass())
|
||||
if (dtex->GetResourceState() != GSTexture12::ResourceState::PixelShaderResource && InRenderPass())
|
||||
{
|
||||
GL_INS("Ending render pass due to resource transition");
|
||||
EndRenderPass();
|
||||
}
|
||||
|
||||
dtex->CommitClear();
|
||||
dtex->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
dtex->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
dtex->SetUseFenceCounter(GetCurrentFenceValue());
|
||||
handle = feedback ? dtex->GetFBLDescriptor() : dtex->GetSRVDescriptor();
|
||||
handle = (feedback && !m_enhanced_barriers) ? dtex->GetFBLDescriptor() : dtex->GetSRVDescriptor();
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -3285,7 +3439,7 @@ void GSDevice12::SetUtilityRootSignature()
|
||||
|
||||
m_current_root_signature = RootSignature::Utility;
|
||||
m_dirty_flags |= DIRTY_FLAG_TEXTURES_DESCRIPTOR_TABLE | DIRTY_FLAG_SAMPLERS_DESCRIPTOR_TABLE | DIRTY_FLAG_PIPELINE;
|
||||
GetCommandList()->SetGraphicsRootSignature(m_utility_root_signature.get());
|
||||
GetCommandList().list4->SetGraphicsRootSignature(m_utility_root_signature.get());
|
||||
}
|
||||
|
||||
void GSDevice12::SetUtilityTexture(GSTexture* dtex, const D3D12DescriptorHandle& sampler)
|
||||
@@ -3295,7 +3449,7 @@ void GSDevice12::SetUtilityTexture(GSTexture* dtex, const D3D12DescriptorHandle&
|
||||
{
|
||||
GSTexture12* d12tex = static_cast<GSTexture12*>(dtex);
|
||||
d12tex->CommitClear();
|
||||
d12tex->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
d12tex->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
d12tex->SetUseFenceCounter(GetCurrentFenceValue());
|
||||
handle = d12tex->GetSRVDescriptor();
|
||||
}
|
||||
@@ -3333,7 +3487,7 @@ void GSDevice12::SetUtilityTexture(GSTexture* dtex, const D3D12DescriptorHandle&
|
||||
|
||||
void GSDevice12::SetUtilityPushConstants(const void* data, u32 size)
|
||||
{
|
||||
GetCommandList()->SetGraphicsRoot32BitConstants(
|
||||
GetCommandList().list4->SetGraphicsRoot32BitConstants(
|
||||
UTILITY_ROOT_SIGNATURE_PARAM_PUSH_CONSTANTS, (size + 3) / sizeof(u32), data, 0);
|
||||
}
|
||||
|
||||
@@ -3396,13 +3550,13 @@ void GSDevice12::RenderTextureMipmap(
|
||||
}
|
||||
|
||||
// *now* we don't have to worry about running out of anything.
|
||||
ID3D12GraphicsCommandList* cmdlist = GetCommandList();
|
||||
if (texture->GetResourceState() != D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
|
||||
const D3D12CommandList& cmdlist = GetCommandList();
|
||||
if (texture->GetResourceState() != GSTexture12::ResourceState::PixelShaderResource)
|
||||
texture->TransitionSubresourceToState(
|
||||
cmdlist, src_level, texture->GetResourceState(), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
if (texture->GetResourceState() != D3D12_RESOURCE_STATE_RENDER_TARGET)
|
||||
cmdlist, src_level, texture->GetResourceState(), GSTexture12::ResourceState::PixelShaderResource);
|
||||
if (texture->GetResourceState() != GSTexture12::ResourceState::RenderTarget)
|
||||
texture->TransitionSubresourceToState(
|
||||
cmdlist, dst_level, texture->GetResourceState(), D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
cmdlist, dst_level, texture->GetResourceState(), GSTexture12::ResourceState::RenderTarget);
|
||||
|
||||
// We set the state directly here.
|
||||
constexpr u32 MODIFIED_STATE = DIRTY_FLAG_VIEWPORT | DIRTY_FLAG_SCISSOR | DIRTY_FLAG_RENDER_TARGET;
|
||||
@@ -3410,14 +3564,14 @@ void GSDevice12::RenderTextureMipmap(
|
||||
|
||||
// Using a render pass is probably a bit overkill.
|
||||
const D3D12_DISCARD_REGION discard_region = {0u, nullptr, dst_level, 1u};
|
||||
cmdlist->DiscardResource(texture->GetResource(), &discard_region);
|
||||
cmdlist->OMSetRenderTargets(1, &rtv_handle.cpu_handle, FALSE, nullptr);
|
||||
cmdlist.list4->DiscardResource(texture->GetResource(), &discard_region);
|
||||
cmdlist.list4->OMSetRenderTargets(1, &rtv_handle.cpu_handle, FALSE, nullptr);
|
||||
|
||||
const D3D12_VIEWPORT vp = {0.0f, 0.0f, static_cast<float>(dst_width), static_cast<float>(dst_height), 0.0f, 1.0f};
|
||||
cmdlist->RSSetViewports(1, &vp);
|
||||
cmdlist.list4->RSSetViewports(1, &vp);
|
||||
|
||||
const D3D12_RECT scissor = {0, 0, static_cast<LONG>(dst_width), static_cast<LONG>(dst_height)};
|
||||
cmdlist->RSSetScissorRects(1, &scissor);
|
||||
cmdlist.list4->RSSetScissorRects(1, &scissor);
|
||||
|
||||
SetUtilityRootSignature();
|
||||
SetPipeline(m_convert[static_cast<int>(ShaderConvert::COPY)].get());
|
||||
@@ -3425,12 +3579,12 @@ void GSDevice12::RenderTextureMipmap(
|
||||
GSVector4(0.0f, 0.0f, static_cast<float>(dst_width), static_cast<float>(dst_height)),
|
||||
GSVector2i(dst_width, dst_height));
|
||||
|
||||
if (texture->GetResourceState() != D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
|
||||
if (texture->GetResourceState() != GSTexture12::ResourceState::PixelShaderResource)
|
||||
texture->TransitionSubresourceToState(
|
||||
cmdlist, src_level, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, texture->GetResourceState());
|
||||
if (texture->GetResourceState() != D3D12_RESOURCE_STATE_RENDER_TARGET)
|
||||
cmdlist, src_level, GSTexture12::ResourceState::PixelShaderResource, texture->GetResourceState());
|
||||
if (texture->GetResourceState() != GSTexture12::ResourceState::RenderTarget)
|
||||
texture->TransitionSubresourceToState(
|
||||
cmdlist, dst_level, D3D12_RESOURCE_STATE_RENDER_TARGET, texture->GetResourceState());
|
||||
cmdlist, dst_level, GSTexture12::ResourceState::RenderTarget, texture->GetResourceState());
|
||||
|
||||
// Must destroy after current cmdlist.
|
||||
DeferDescriptorDestruction(m_descriptor_heap_manager, &srv_handle);
|
||||
@@ -3496,7 +3650,7 @@ void GSDevice12::BeginRenderPass(D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE color_b
|
||||
}
|
||||
}
|
||||
|
||||
GetCommandList()->BeginRenderPass(m_current_render_target ? 1 : 0,
|
||||
GetCommandList().list4->BeginRenderPass(m_current_render_target ? 1 : 0,
|
||||
m_current_render_target ? &rt : nullptr, m_current_depth_target ? &ds : nullptr,
|
||||
(m_current_depth_target && m_current_depth_read_only) ? (D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_DEPTH) : D3D12_RENDER_PASS_FLAG_NONE);
|
||||
}
|
||||
@@ -3513,7 +3667,7 @@ void GSDevice12::EndRenderPass()
|
||||
|
||||
g_perfmon.Put(GSPerfMon::RenderPasses, 1);
|
||||
|
||||
GetCommandList()->EndRenderPass();
|
||||
GetCommandList().list4->EndRenderPass();
|
||||
}
|
||||
|
||||
void GSDevice12::SetViewport(const D3D12_VIEWPORT& viewport)
|
||||
@@ -3675,7 +3829,7 @@ bool GSDevice12::ApplyTFXState(bool already_execed)
|
||||
flags |= DIRTY_FLAG_TEXTURES_DESCRIPTOR_TABLE_2;
|
||||
}
|
||||
|
||||
ID3D12GraphicsCommandList* cmdlist = GetCommandList();
|
||||
ID3D12GraphicsCommandList* cmdlist = GetCommandList().list4.get();
|
||||
|
||||
if (m_current_root_signature != RootSignature::TFX)
|
||||
{
|
||||
@@ -3714,7 +3868,7 @@ bool GSDevice12::ApplyUtilityState(bool already_execed)
|
||||
u32 flags = m_dirty_flags;
|
||||
m_dirty_flags &= ~DIRTY_UTILITY_STATE;
|
||||
|
||||
ID3D12GraphicsCommandList* cmdlist = GetCommandList();
|
||||
ID3D12GraphicsCommandList* cmdlist = GetCommandList().list4.get();
|
||||
|
||||
if (m_current_root_signature != RootSignature::Utility)
|
||||
{
|
||||
@@ -3846,11 +4000,37 @@ GSTexture12* GSDevice12::SetupPrimitiveTrackingDATE(GSHWDrawConfig& config, Pipe
|
||||
config.alpha_second_pass.ps.date = 3;
|
||||
|
||||
// and bind the image to the primitive sampler
|
||||
image->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
image->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
PSSetShaderResource(3, image, false);
|
||||
return image;
|
||||
}
|
||||
|
||||
void GSDevice12::FeedbackBarrier(const GSTexture12* texture)
|
||||
{
|
||||
if (m_enhanced_barriers)
|
||||
{
|
||||
// Enhanced barriers allows for single resource feedback.
|
||||
const D3D12_BARRIER_SYNC sync = D3D12_BARRIER_SYNC_RENDER_TARGET | D3D12_BARRIER_SYNC_PIXEL_SHADING;
|
||||
const D3D12_BARRIER_ACCESS access = D3D12_BARRIER_ACCESS_RENDER_TARGET | D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
|
||||
const D3D12_TEXTURE_BARRIER barrier = {sync, sync, access, access, D3D12_BARRIER_LAYOUT_COMMON, D3D12_BARRIER_LAYOUT_COMMON,
|
||||
texture->GetResource(), {D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, 0, 0, 0, 0, 0}, D3D12_TEXTURE_BARRIER_FLAG_NONE};
|
||||
const D3D12_BARRIER_GROUP group = {.Type = D3D12_BARRIER_TYPE_TEXTURE, .NumBarriers = 1, .pTextureBarriers = &barrier};
|
||||
GetCommandList().list7->Barrier(1, &group);
|
||||
}
|
||||
else
|
||||
{
|
||||
// The DX12 spec notes "You may not read from, or consume, a write that occurred within the same render pass".
|
||||
// The only exception being the implicit reads for render target blending or depth testing.
|
||||
// Thus, in addition to a barrier, we need to end the render pass.
|
||||
EndRenderPass();
|
||||
// Specify null for the after resource as both resources are used after the barrier.
|
||||
// While this may also be true before the barrier, we only write using the main resource.
|
||||
D3D12_RESOURCE_BARRIER barrier = {D3D12_RESOURCE_BARRIER_TYPE_ALIASING, D3D12_RESOURCE_BARRIER_FLAG_NONE};
|
||||
barrier.Aliasing = {texture->GetResource(), nullptr};
|
||||
GetCommandList().list4->ResourceBarrier(1, &barrier);
|
||||
}
|
||||
}
|
||||
|
||||
void GSDevice12::RenderHW(GSHWDrawConfig& config)
|
||||
{
|
||||
|
||||
@@ -3871,12 +4051,7 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
|
||||
if (m_features.texture_barrier && config.tex && (config.tex == config.rt) && !(config.require_one_barrier || config.require_full_barrier))
|
||||
{
|
||||
g_perfmon.Put(GSPerfMon::Barriers, 1);
|
||||
|
||||
EndRenderPass();
|
||||
// Specify null for the after resource as both resources are used after the barrier.
|
||||
D3D12_RESOURCE_BARRIER barrier = {D3D12_RESOURCE_BARRIER_TYPE_ALIASING, D3D12_RESOURCE_BARRIER_FLAG_NONE};
|
||||
barrier.Aliasing = {draw_rt->GetResource(), nullptr};
|
||||
GetCommandList()->ResourceBarrier(1, &barrier);
|
||||
FeedbackBarrier(draw_rt);
|
||||
}
|
||||
|
||||
// now blit the colclip texture back to the original target
|
||||
@@ -3887,7 +4062,7 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
|
||||
GL_PUSH("Blit ColorClip back to RT");
|
||||
|
||||
EndRenderPass();
|
||||
colclip_rt->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
colclip_rt->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
|
||||
draw_rt = static_cast<GSTexture12*>(config.rt);
|
||||
OMSetRenderTargets(draw_rt, draw_ds, config.colclip_update_area);
|
||||
@@ -4001,7 +4176,7 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
|
||||
else if (draw_rt->GetState() == GSTexture::State::Dirty)
|
||||
{
|
||||
GL_PUSH_("ColorClip Render Target Setup");
|
||||
draw_rt->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
draw_rt->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
}
|
||||
|
||||
// we're not drawing to the RT, so we can use it as a source
|
||||
@@ -4064,10 +4239,10 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
|
||||
{
|
||||
EndRenderPass();
|
||||
// Make sure the DSV is in writeable state
|
||||
draw_ds->TransitionToState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
|
||||
draw_ds->TransitionToState(GSTexture12::ResourceState::DepthWriteStencil);
|
||||
|
||||
D3D12_RECT rect = {config.drawarea.left, config.drawarea.top, config.drawarea.left + config.drawarea.width(), config.drawarea.top + config.drawarea.height()};
|
||||
GetCommandList()->ClearDepthStencilView(draw_ds->GetWriteDescriptor(), D3D12_CLEAR_FLAG_STENCIL, 0.0f, 1, 1, &rect);
|
||||
GetCommandList().list4->ClearDepthStencilView(draw_ds->GetWriteDescriptor(), D3D12_CLEAR_FLAG_STENCIL, 0.0f, 1, 1, &rect);
|
||||
}
|
||||
|
||||
// Begin render pass if new target or out of the area.
|
||||
@@ -4167,7 +4342,7 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
|
||||
GL_PUSH("Blit ColorClip back to RT");
|
||||
|
||||
EndRenderPass();
|
||||
colclip_rt->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
colclip_rt->TransitionToState(GSTexture12::ResourceState::PixelShaderResource);
|
||||
|
||||
draw_rt = static_cast<GSTexture12*>(config.rt);
|
||||
OMSetRenderTargets(draw_rt, draw_ds, config.colclip_update_area);
|
||||
@@ -4223,12 +4398,7 @@ void GSDevice12::SendHWDraw(const PipelineSelector& pipe, const GSHWDrawConfig&
|
||||
{
|
||||
const u32 count = (*config.drawlist)[n] * indices_per_prim;
|
||||
|
||||
EndRenderPass();
|
||||
// Specify null for the after resource as both resources are used after the barrier.
|
||||
// While this may also be true before the barrier, we only write using the main resource.
|
||||
D3D12_RESOURCE_BARRIER barrier = {D3D12_RESOURCE_BARRIER_TYPE_ALIASING, D3D12_RESOURCE_BARRIER_FLAG_NONE};
|
||||
barrier.Aliasing = {draw_rt->GetResource(), nullptr};
|
||||
GetCommandList()->ResourceBarrier(1, &barrier);
|
||||
FeedbackBarrier(draw_rt);
|
||||
|
||||
if (BindDrawPipeline(pipe))
|
||||
DrawIndexedPrimitive(p, count);
|
||||
@@ -4242,11 +4412,7 @@ void GSDevice12::SendHWDraw(const PipelineSelector& pipe, const GSHWDrawConfig&
|
||||
{
|
||||
g_perfmon.Put(GSPerfMon::Barriers, 1);
|
||||
|
||||
EndRenderPass();
|
||||
// Specify null for the after resource as both resources are used after the barrier.
|
||||
D3D12_RESOURCE_BARRIER barrier = {D3D12_RESOURCE_BARRIER_TYPE_ALIASING, D3D12_RESOURCE_BARRIER_FLAG_NONE};
|
||||
barrier.Aliasing = {draw_rt->GetResource(), nullptr};
|
||||
GetCommandList()->ResourceBarrier(1, &barrier);
|
||||
FeedbackBarrier(draw_rt);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -21,6 +21,14 @@ namespace D3D12MA
|
||||
class Allocator;
|
||||
}
|
||||
|
||||
struct D3D12CommandList
|
||||
{
|
||||
// Main command list
|
||||
wil::com_ptr_nothrow<ID3D12GraphicsCommandList4> list4;
|
||||
// Enhanced barriers command list
|
||||
wil::com_ptr_nothrow<ID3D12GraphicsCommandList7> list7;
|
||||
};
|
||||
|
||||
class GSDevice12 final : public GSDevice
|
||||
{
|
||||
public:
|
||||
@@ -42,6 +50,12 @@ public:
|
||||
NUM_TIMESTAMP_QUERIES_PER_CMDLIST = 2,
|
||||
};
|
||||
|
||||
union D3D12_RESOURCE_DESCU
|
||||
{
|
||||
D3D12_RESOURCE_DESC1 desc1;
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
};
|
||||
|
||||
__fi IDXGIAdapter1* GetAdapter() const { return m_adapter.get(); }
|
||||
__fi ID3D12Device* GetDevice() const { return m_device.get(); }
|
||||
__fi ID3D12CommandQueue* GetCommandQueue() const { return m_command_queue.get(); }
|
||||
@@ -50,14 +64,16 @@ public:
|
||||
/// Returns the PCI vendor ID of the device, if known.
|
||||
u32 GetAdapterVendorID() const;
|
||||
|
||||
bool UseEnhancedBarriers() const { return m_enhanced_barriers; }
|
||||
|
||||
/// Returns the current command list, commands can be recorded directly.
|
||||
ID3D12GraphicsCommandList4* GetCommandList() const
|
||||
const D3D12CommandList& GetCommandList() const
|
||||
{
|
||||
return m_command_lists[m_current_command_list].command_lists[1].get();
|
||||
return m_command_lists[m_current_command_list].command_lists[1];
|
||||
}
|
||||
|
||||
/// Returns the init command list for uploading.
|
||||
ID3D12GraphicsCommandList4* GetInitCommandList();
|
||||
const D3D12CommandList& GetInitCommandList();
|
||||
|
||||
/// Returns the per-frame SRV/CBV/UAV allocator.
|
||||
D3D12DescriptorAllocator& GetDescriptorAllocator()
|
||||
@@ -137,7 +153,7 @@ private:
|
||||
struct CommandListResources
|
||||
{
|
||||
std::array<ComPtr<ID3D12CommandAllocator>, 2> command_allocators;
|
||||
std::array<ComPtr<ID3D12GraphicsCommandList4>, 2> command_lists;
|
||||
std::array<D3D12CommandList, 2> command_lists;
|
||||
D3D12DescriptorAllocator descriptor_allocator;
|
||||
D3D12GroupedSamplerAllocator<SAMPLER_GROUP_SIZE> sampler_allocator;
|
||||
std::vector<std::pair<D3D12MA::Allocation*, ID3D12DeviceChild*>> pending_resources;
|
||||
@@ -147,6 +163,8 @@ private:
|
||||
bool has_timestamp_query = false;
|
||||
};
|
||||
|
||||
void LoadAgilitySDK();
|
||||
|
||||
bool CreateDevice(u32& vendor_id);
|
||||
bool CreateDescriptorHeaps();
|
||||
bool CreateCommandLists();
|
||||
@@ -296,6 +314,7 @@ private:
|
||||
bool m_allow_tearing_supported = false;
|
||||
bool m_using_allow_tearing = false;
|
||||
bool m_is_exclusive_fullscreen = false;
|
||||
bool m_enhanced_barriers = true;
|
||||
bool m_device_lost = false;
|
||||
|
||||
ComPtr<ID3D12RootSignature> m_tfx_root_signature;
|
||||
@@ -377,6 +396,8 @@ private:
|
||||
ComPtr<ID3DBlob> GetUtilityVertexShader(const std::string& source, const char* entry_point);
|
||||
ComPtr<ID3DBlob> GetUtilityPixelShader(const std::string& source, const char* entry_point);
|
||||
|
||||
void FeedbackBarrier(const GSTexture12* texture);
|
||||
|
||||
bool CheckFeatures(const u32& vendor_id);
|
||||
bool CreateNullTexture();
|
||||
bool CreateBuffers();
|
||||
|
||||
@@ -19,7 +19,7 @@ GSTexture12::GSTexture12(Type type, Format format, int width, int height, int le
|
||||
wil::com_ptr_nothrow<D3D12MA::Allocation> allocation, const D3D12DescriptorHandle& srv_descriptor,
|
||||
const D3D12DescriptorHandle& write_descriptor, const D3D12DescriptorHandle& ro_dsv_descriptor,
|
||||
const D3D12DescriptorHandle& uav_descriptor, const D3D12DescriptorHandle& fbl_descriptor,
|
||||
WriteDescriptorType wdtype, D3D12_RESOURCE_STATES resource_state)
|
||||
WriteDescriptorType wdtype, bool simultaneous_texture, ResourceState resource_state)
|
||||
: m_resource(std::move(resource))
|
||||
, m_resource_fbl(std::move(resource_fbl))
|
||||
, m_allocation(std::move(allocation))
|
||||
@@ -31,6 +31,7 @@ GSTexture12::GSTexture12(Type type, Format format, int width, int height, int le
|
||||
, m_write_descriptor_type(wdtype)
|
||||
, m_dxgi_format(dxgi_format)
|
||||
, m_resource_state(resource_state)
|
||||
, m_simultaneous_tex(simultaneous_texture)
|
||||
{
|
||||
m_type = type;
|
||||
m_format = format;
|
||||
@@ -111,28 +112,87 @@ void GSTexture12::Destroy(bool defer)
|
||||
m_write_descriptor_type = WriteDescriptorType::None;
|
||||
}
|
||||
|
||||
// For use with non-simultaneous textures only.
|
||||
// Simultaneous testures are always D3D12_BARRIER_LAYOUT_COMMON.
|
||||
static D3D12_BARRIER_LAYOUT GetD3D12BarrierLayout(GSTexture12::ResourceState state)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case GSTexture12::ResourceState::Undefined:
|
||||
return D3D12_BARRIER_LAYOUT_UNDEFINED;
|
||||
case GSTexture12::ResourceState::Present:
|
||||
return D3D12_BARRIER_LAYOUT_COMMON;
|
||||
case GSTexture12::ResourceState::RenderTarget:
|
||||
return D3D12_BARRIER_LAYOUT_RENDER_TARGET;
|
||||
case GSTexture12::ResourceState::DepthWriteStencil:
|
||||
return D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_WRITE;
|
||||
case GSTexture12::ResourceState::PixelShaderResource:
|
||||
case GSTexture12::ResourceState::ComputeShaderResource:
|
||||
return D3D12_BARRIER_LAYOUT_SHADER_RESOURCE;
|
||||
case GSTexture12::ResourceState::CopySrc:
|
||||
return D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_COPY_SOURCE;
|
||||
case GSTexture12::ResourceState::CopyDst:
|
||||
return D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_COPY_DEST;
|
||||
case GSTexture12::ResourceState::CASShaderUAV:
|
||||
case GSTexture12::ResourceState::PixelShaderUAV:
|
||||
return D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_UNORDERED_ACCESS;
|
||||
default:
|
||||
pxAssert(false);
|
||||
return D3D12_BARRIER_LAYOUT_UNDEFINED;
|
||||
}
|
||||
}
|
||||
|
||||
static D3D12_RESOURCE_STATES GetD3D12ResourceState(GSTexture12::ResourceState state)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case GSTexture12::ResourceState::Undefined:
|
||||
return D3D12_RESOURCE_STATE_COMMON;
|
||||
case GSTexture12::ResourceState::Present:
|
||||
return D3D12_RESOURCE_STATE_COMMON;
|
||||
case GSTexture12::ResourceState::RenderTarget:
|
||||
return D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
case GSTexture12::ResourceState::DepthWriteStencil:
|
||||
return D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
||||
case GSTexture12::ResourceState::PixelShaderResource:
|
||||
return D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
||||
case GSTexture12::ResourceState::ComputeShaderResource:
|
||||
return D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
|
||||
case GSTexture12::ResourceState::CopySrc:
|
||||
return D3D12_RESOURCE_STATE_COPY_SOURCE;
|
||||
case GSTexture12::ResourceState::CopyDst:
|
||||
return D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
case GSTexture12::ResourceState::CASShaderUAV:
|
||||
case GSTexture12::ResourceState::PixelShaderUAV:
|
||||
return D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
||||
default:
|
||||
pxAssert(false);
|
||||
return D3D12_RESOURCE_STATE_COMMON;
|
||||
}
|
||||
}
|
||||
|
||||
std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int width, int height, int levels,
|
||||
DXGI_FORMAT dxgi_format, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format, DXGI_FORMAT dsv_format,
|
||||
DXGI_FORMAT uav_format)
|
||||
{
|
||||
GSDevice12* const dev = GSDevice12::GetInstance();
|
||||
|
||||
D3D12_RESOURCE_DESC desc = {};
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = levels;
|
||||
desc.Format = dxgi_format;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
||||
GSDevice12::D3D12_RESOURCE_DESCU desc = {};
|
||||
desc.desc1.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
||||
desc.desc1.Width = width;
|
||||
desc.desc1.Height = height;
|
||||
desc.desc1.DepthOrArraySize = 1;
|
||||
desc.desc1.MipLevels = levels;
|
||||
desc.desc1.Format = dxgi_format;
|
||||
desc.desc1.SampleDesc.Count = 1;
|
||||
desc.desc1.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
||||
|
||||
D3D12MA::ALLOCATION_DESC allocationDesc = {};
|
||||
allocationDesc.Flags = D3D12MA::ALLOCATION_FLAG_WITHIN_BUDGET;
|
||||
allocationDesc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
|
||||
|
||||
D3D12_CLEAR_VALUE optimized_clear_value = {};
|
||||
D3D12_RESOURCE_STATES state;
|
||||
ResourceState state;
|
||||
|
||||
switch (type)
|
||||
{
|
||||
@@ -140,9 +200,9 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
{
|
||||
// This is a little annoying. basically, to do mipmap generation, we need to be a render target.
|
||||
// If it's a compressed texture, we won't be generating mips anyway, so this should be fine.
|
||||
desc.Flags = (levels > 1 && !IsCompressedFormat(format)) ? D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET :
|
||||
D3D12_RESOURCE_FLAG_NONE;
|
||||
state = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
desc.desc1.Flags = (levels > 1 && !IsCompressedFormat(format)) ? D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET :
|
||||
D3D12_RESOURCE_FLAG_NONE;
|
||||
state = ResourceState::CopyDst;
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -152,10 +212,11 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
pxAssert(levels == 1);
|
||||
allocationDesc.Flags |= D3D12MA::ALLOCATION_FLAG_COMMITTED;
|
||||
allocationDesc.ExtraHeapFlags = D3D12_HEAP_FLAG_DENY_BUFFERS | D3D12_HEAP_FLAG_DENY_NON_RT_DS_TEXTURES;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE;
|
||||
desc.desc1.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS;
|
||||
if (!dev->UseEnhancedBarriers())
|
||||
desc.desc1.Layout = D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE;
|
||||
optimized_clear_value.Format = rtv_format;
|
||||
state = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
state = ResourceState::RenderTarget;
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -163,9 +224,9 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
{
|
||||
pxAssert(levels == 1);
|
||||
allocationDesc.Flags |= D3D12MA::ALLOCATION_FLAG_COMMITTED;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
|
||||
desc.desc1.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
|
||||
optimized_clear_value.Format = dsv_format;
|
||||
state = D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
||||
state = ResourceState::DepthWriteStencil;
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -173,7 +234,7 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
{
|
||||
pxAssert(levels == 1);
|
||||
allocationDesc.Flags |= D3D12MA::ALLOCATION_FLAG_COMMITTED;
|
||||
state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
||||
state = ResourceState::PixelShaderResource;
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -182,15 +243,16 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
}
|
||||
|
||||
if (uav_format != DXGI_FORMAT_UNKNOWN)
|
||||
desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
|
||||
desc.desc1.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
|
||||
|
||||
wil::com_ptr_nothrow<ID3D12Resource> resource;
|
||||
wil::com_ptr_nothrow<ID3D12Resource> resource_fbl;
|
||||
wil::com_ptr_nothrow<D3D12MA::Allocation> allocation;
|
||||
|
||||
if (type == Type::RenderTarget)
|
||||
if (type == Type::RenderTarget && !dev->UseEnhancedBarriers())
|
||||
{
|
||||
const D3D12_RESOURCE_ALLOCATION_INFO allocInfo = dev->GetDevice()->GetResourceAllocationInfo(0, 1, &desc);
|
||||
// We need to use an aliased resource for feedback with legacy barriers.
|
||||
const D3D12_RESOURCE_ALLOCATION_INFO allocInfo = dev->GetDevice()->GetResourceAllocationInfo(0, 1, &desc.desc);
|
||||
|
||||
HRESULT hr = dev->GetAllocator()->AllocateMemory(&allocationDesc, &allocInfo, allocation.put());
|
||||
if (FAILED(hr))
|
||||
@@ -202,7 +264,7 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
return {};
|
||||
}
|
||||
|
||||
hr = dev->GetAllocator()->CreateAliasingResource(allocation.get(), 0, &desc, state,
|
||||
hr = dev->GetAllocator()->CreateAliasingResource(allocation.get(), 0, &desc.desc, GetD3D12ResourceState(state),
|
||||
(type == Type::RenderTarget || type == Type::DepthStencil) ? &optimized_clear_value : nullptr,
|
||||
IID_PPV_ARGS(resource.put()));
|
||||
if (FAILED(hr))
|
||||
@@ -214,7 +276,7 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
return {};
|
||||
}
|
||||
|
||||
hr = dev->GetAllocator()->CreateAliasingResource(allocation.get(), 0, &desc, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
|
||||
hr = dev->GetAllocator()->CreateAliasingResource(allocation.get(), 0, &desc.desc, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
|
||||
(type == Type::RenderTarget || type == Type::DepthStencil) ? &optimized_clear_value : nullptr,
|
||||
IID_PPV_ARGS(resource_fbl.put()));
|
||||
if (FAILED(hr))
|
||||
@@ -228,9 +290,20 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
}
|
||||
else
|
||||
{
|
||||
HRESULT hr = dev->GetAllocator()->CreateResource(&allocationDesc, &desc, state,
|
||||
(type == Type::RenderTarget || type == Type::DepthStencil) ? &optimized_clear_value : nullptr, allocation.put(),
|
||||
IID_PPV_ARGS(resource.put()));
|
||||
HRESULT hr;
|
||||
if (dev->UseEnhancedBarriers())
|
||||
{
|
||||
hr = dev->GetAllocator()->CreateResource3(&allocationDesc, &desc.desc1,
|
||||
type == Type::RenderTarget ? D3D12_BARRIER_LAYOUT_COMMON : GetD3D12BarrierLayout(state),
|
||||
(type == Type::RenderTarget || type == Type::DepthStencil) ? &optimized_clear_value : nullptr,
|
||||
0, nullptr, allocation.put(), IID_PPV_ARGS(resource.put()));
|
||||
}
|
||||
else
|
||||
{
|
||||
hr = dev->GetAllocator()->CreateResource(&allocationDesc, &desc.desc, GetD3D12ResourceState(state),
|
||||
(type == Type::RenderTarget || type == Type::DepthStencil) ? &optimized_clear_value : nullptr, allocation.put(),
|
||||
IID_PPV_ARGS(resource.put()));
|
||||
}
|
||||
if (FAILED(hr))
|
||||
{
|
||||
// OOM isn't fatal.
|
||||
@@ -301,8 +374,10 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
return {};
|
||||
}
|
||||
|
||||
// Feedback descriptor used with legacy barriers
|
||||
if (resource_fbl)
|
||||
{
|
||||
pxAssert(!dev->UseEnhancedBarriers());
|
||||
if (!CreateSRVDescriptor(resource_fbl.get(), levels, srv_format, &fbl_descriptor))
|
||||
{
|
||||
dev->GetDescriptorHeapManager().Free(&uav_descriptor);
|
||||
@@ -325,12 +400,12 @@ std::unique_ptr<GSTexture12> GSTexture12::Create(Type type, Format format, int w
|
||||
|
||||
return std::unique_ptr<GSTexture12>(
|
||||
new GSTexture12(type, format, width, height, levels, dxgi_format, std::move(resource), std::move(resource_fbl), std::move(allocation),
|
||||
srv_descriptor, write_descriptor, ro_dsv_descriptor, uav_descriptor, fbl_descriptor, write_descriptor_type, state));
|
||||
srv_descriptor, write_descriptor, ro_dsv_descriptor, uav_descriptor, fbl_descriptor, write_descriptor_type, type == Type::RenderTarget, state));
|
||||
}
|
||||
|
||||
std::unique_ptr<GSTexture12> GSTexture12::Adopt(wil::com_ptr_nothrow<ID3D12Resource> resource, Type type, Format format,
|
||||
int width, int height, int levels, DXGI_FORMAT dxgi_format, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format,
|
||||
DXGI_FORMAT dsv_format, DXGI_FORMAT uav_format, D3D12_RESOURCE_STATES resource_state)
|
||||
DXGI_FORMAT dsv_format, DXGI_FORMAT uav_format, ResourceState resource_state)
|
||||
{
|
||||
const D3D12_RESOURCE_DESC desc = resource->GetDesc();
|
||||
|
||||
@@ -391,7 +466,7 @@ std::unique_ptr<GSTexture12> GSTexture12::Adopt(wil::com_ptr_nothrow<ID3D12Resou
|
||||
|
||||
return std::unique_ptr<GSTexture12>(new GSTexture12(type, format, static_cast<u32>(desc.Width), desc.Height,
|
||||
desc.MipLevels, desc.Format, std::move(resource), {}, {}, srv_descriptor, write_descriptor, {}, uav_descriptor,
|
||||
{}, write_descriptor_type, resource_state));
|
||||
{}, write_descriptor_type, false, resource_state));
|
||||
}
|
||||
|
||||
bool GSTexture12::CreateSRVDescriptor(
|
||||
@@ -432,7 +507,7 @@ bool GSTexture12::CreateDSVDescriptor(ID3D12Resource* resource, DXGI_FORMAT form
|
||||
return false;
|
||||
}
|
||||
|
||||
const D3D12_DEPTH_STENCIL_VIEW_DESC desc = {format, D3D12_DSV_DIMENSION_TEXTURE2D, read_only ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE };
|
||||
const D3D12_DEPTH_STENCIL_VIEW_DESC desc = {format, D3D12_DSV_DIMENSION_TEXTURE2D, read_only ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE};
|
||||
GSDevice12::GetInstance()->GetDevice()->CreateDepthStencilView(resource, &desc, dh->cpu_handle);
|
||||
return true;
|
||||
}
|
||||
@@ -455,7 +530,7 @@ void* GSTexture12::GetNativeHandle() const
|
||||
return const_cast<GSTexture12*>(this);
|
||||
}
|
||||
|
||||
ID3D12GraphicsCommandList* GSTexture12::GetCommandBufferForUpdate()
|
||||
const D3D12CommandList& GSTexture12::GetCommandBufferForUpdate()
|
||||
{
|
||||
GSDevice12* const dev = GSDevice12::GetInstance();
|
||||
if (m_type != Type::Texture || m_use_fence_counter == dev->GetCurrentFenceValue())
|
||||
@@ -476,10 +551,20 @@ ID3D12Resource* GSTexture12::AllocateUploadStagingBuffer(
|
||||
wil::com_ptr_nothrow<D3D12MA::Allocation> allocation;
|
||||
|
||||
const D3D12MA::ALLOCATION_DESC allocation_desc = {D3D12MA::ALLOCATION_FLAG_NONE, D3D12_HEAP_TYPE_UPLOAD};
|
||||
const D3D12_RESOURCE_DESC resource_desc = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, buffer_size, 1, 1, 1,
|
||||
DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE};
|
||||
HRESULT hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource(&allocation_desc, &resource_desc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, allocation.put(), IID_PPV_ARGS(resource.put()));
|
||||
|
||||
const GSDevice12::D3D12_RESOURCE_DESCU resource_desc = {{D3D12_RESOURCE_DIMENSION_BUFFER, 0, buffer_size, 1, 1, 1,
|
||||
DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE}};
|
||||
HRESULT hr;
|
||||
if (GSDevice12::GetInstance()->UseEnhancedBarriers())
|
||||
{
|
||||
hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource3(&allocation_desc, &resource_desc.desc1,
|
||||
D3D12_BARRIER_LAYOUT_UNDEFINED, nullptr, 0, nullptr, allocation.put(), IID_PPV_ARGS(resource.put()));
|
||||
}
|
||||
else
|
||||
{
|
||||
hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource(&allocation_desc, &resource_desc.desc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, allocation.put(), IID_PPV_ARGS(resource.put()));
|
||||
}
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.WriteLn("(AllocateUploadStagingBuffer) CreateCommittedResource() failed with %08X", hr);
|
||||
@@ -564,14 +649,14 @@ bool GSTexture12::Update(const GSVector4i& r, const void* data, int pitch, int l
|
||||
sbuffer.CommitMemory(required_size);
|
||||
}
|
||||
|
||||
ID3D12GraphicsCommandList* cmdlist = GetCommandBufferForUpdate();
|
||||
const D3D12CommandList& cmdlist = GetCommandBufferForUpdate();
|
||||
GL_PUSH("GSTexture12::Update({%d,%d} %dx%d Lvl:%u", r.x, r.y, r.width(), r.height(), layer);
|
||||
|
||||
// first time the texture is used? don't leave it undefined
|
||||
if (m_resource_state == D3D12_RESOURCE_STATE_COMMON)
|
||||
TransitionToState(cmdlist, D3D12_RESOURCE_STATE_COPY_DEST);
|
||||
else if (m_resource_state != D3D12_RESOURCE_STATE_COPY_DEST)
|
||||
TransitionSubresourceToState(cmdlist, layer, m_resource_state, D3D12_RESOURCE_STATE_COPY_DEST);
|
||||
if (m_resource_state == GSTexture12::ResourceState::Undefined)
|
||||
TransitionToState(cmdlist, GSTexture12::ResourceState::CopyDst);
|
||||
else if (m_resource_state != GSTexture12::ResourceState::CopyDst)
|
||||
TransitionSubresourceToState(cmdlist, layer, m_resource_state, GSTexture12::ResourceState::CopyDst);
|
||||
|
||||
// if we're an rt and have been cleared, and the full rect isn't being uploaded, do the clear
|
||||
if (m_type == Type::RenderTarget)
|
||||
@@ -588,11 +673,11 @@ bool GSTexture12::Update(const GSVector4i& r, const void* data, int pitch, int l
|
||||
dstloc.SubresourceIndex = layer;
|
||||
|
||||
const D3D12_BOX srcbox{0u, 0u, 0u, width, height, 1u};
|
||||
cmdlist->CopyTextureRegion(&dstloc, Common::AlignDownPow2((u32)r.x, block_size),
|
||||
cmdlist.list4->CopyTextureRegion(&dstloc, Common::AlignDownPow2((u32)r.x, block_size),
|
||||
Common::AlignDownPow2((u32)r.y, block_size), 0, &srcloc, &srcbox);
|
||||
|
||||
if (m_resource_state != D3D12_RESOURCE_STATE_COPY_DEST)
|
||||
TransitionSubresourceToState(cmdlist, layer, D3D12_RESOURCE_STATE_COPY_DEST, m_resource_state);
|
||||
if (m_resource_state != GSTexture12::ResourceState::CopyDst)
|
||||
TransitionSubresourceToState(cmdlist, layer, GSTexture12::ResourceState::CopyDst, m_resource_state);
|
||||
|
||||
if (m_type == Type::Texture)
|
||||
m_needs_mipmaps_generated |= (layer == 0);
|
||||
@@ -642,15 +727,15 @@ void GSTexture12::Unmap()
|
||||
const u32 buffer_offset = buffer.GetCurrentOffset();
|
||||
buffer.CommitMemory(required_size);
|
||||
|
||||
ID3D12GraphicsCommandList* cmdlist = GetCommandBufferForUpdate();
|
||||
const D3D12CommandList& cmdlist = GetCommandBufferForUpdate();
|
||||
GL_PUSH("GSTexture12::Update({%d,%d} %dx%d Lvl:%u", m_map_area.x, m_map_area.y, m_map_area.width(),
|
||||
m_map_area.height(), m_map_level);
|
||||
|
||||
// first time the texture is used? don't leave it undefined
|
||||
if (m_resource_state == D3D12_RESOURCE_STATE_COMMON)
|
||||
TransitionToState(cmdlist, D3D12_RESOURCE_STATE_COPY_DEST);
|
||||
else if (m_resource_state != D3D12_RESOURCE_STATE_COPY_DEST)
|
||||
TransitionSubresourceToState(cmdlist, m_map_level, m_resource_state, D3D12_RESOURCE_STATE_COPY_DEST);
|
||||
if (m_resource_state == ResourceState::Undefined)
|
||||
TransitionToState(cmdlist, ResourceState::CopyDst);
|
||||
else if (m_resource_state != ResourceState::CopyDst)
|
||||
TransitionSubresourceToState(cmdlist, m_map_level, m_resource_state, ResourceState::CopyDst);
|
||||
|
||||
// if we're an rt and have been cleared, and the full rect isn't being uploaded, do the clear
|
||||
if (m_type == Type::RenderTarget)
|
||||
@@ -677,10 +762,10 @@ void GSTexture12::Unmap()
|
||||
dstloc.SubresourceIndex = m_map_level;
|
||||
|
||||
const D3D12_BOX srcbox{0u, 0u, 0u, width, height, 1};
|
||||
cmdlist->CopyTextureRegion(&dstloc, m_map_area.x, m_map_area.y, 0, &srcloc, &srcbox);
|
||||
cmdlist.list4->CopyTextureRegion(&dstloc, m_map_area.x, m_map_area.y, 0, &srcloc, &srcbox);
|
||||
|
||||
if (m_resource_state != D3D12_RESOURCE_STATE_COPY_DEST)
|
||||
TransitionSubresourceToState(cmdlist, m_map_level, D3D12_RESOURCE_STATE_COPY_DEST, m_resource_state);
|
||||
if (m_resource_state != ResourceState::CopyDst)
|
||||
TransitionSubresourceToState(cmdlist, m_map_level, ResourceState::CopyDst, m_resource_state);
|
||||
|
||||
if (m_type == Type::Texture)
|
||||
m_needs_mipmaps_generated |= (m_map_level == 0);
|
||||
@@ -717,55 +802,343 @@ void GSTexture12::SetDebugName(std::string_view name)
|
||||
|
||||
#endif
|
||||
|
||||
void GSTexture12::TransitionToState(D3D12_RESOURCE_STATES state)
|
||||
void GSTexture12::TransitionToState(ResourceState state)
|
||||
{
|
||||
TransitionToState(GSDevice12::GetInstance()->GetCommandList(), state);
|
||||
}
|
||||
|
||||
void GSTexture12::TransitionToState(ID3D12GraphicsCommandList* cmdlist, D3D12_RESOURCE_STATES state)
|
||||
void GSTexture12::TransitionToState(const D3D12CommandList& cmdlist, ResourceState state)
|
||||
{
|
||||
if (m_resource_state == state)
|
||||
return;
|
||||
|
||||
// Read only depth requires special handling as we might want to write stencil.
|
||||
// Also batch the transition barriers as per recommendation from docs.
|
||||
if (state == (D3D12_RESOURCE_STATE_DEPTH_READ | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE))
|
||||
{
|
||||
// Transition to read depth/write stencil
|
||||
const D3D12_RESOURCE_BARRIER barriers[2] = {
|
||||
{D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
||||
{{m_resource.get(), 0, m_resource_state, (D3D12_RESOURCE_STATE_DEPTH_READ | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)}}},
|
||||
{D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
||||
{{m_resource.get(), 1, m_resource_state, D3D12_RESOURCE_STATE_DEPTH_WRITE}}},
|
||||
};
|
||||
cmdlist->ResourceBarrier(m_resource_state == D3D12_RESOURCE_STATE_DEPTH_WRITE ? 1 : 2, barriers);
|
||||
}
|
||||
else if (m_resource_state == (D3D12_RESOURCE_STATE_DEPTH_READ | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE))
|
||||
{
|
||||
// Transition from read depth/write stencil
|
||||
const D3D12_RESOURCE_BARRIER barriers[2] = {
|
||||
{D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
||||
{{m_resource.get(), 0, (D3D12_RESOURCE_STATE_DEPTH_READ | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE), state}}},
|
||||
{D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
||||
{{m_resource.get(), 1, D3D12_RESOURCE_STATE_DEPTH_WRITE, state}}},
|
||||
};
|
||||
cmdlist->ResourceBarrier(state == D3D12_RESOURCE_STATE_DEPTH_WRITE ? 1 : 2, barriers);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Normal transition
|
||||
TransitionSubresourceToState(cmdlist, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, m_resource_state, state);
|
||||
}
|
||||
TransitionSubresourceToState(cmdlist, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, m_resource_state, state);
|
||||
|
||||
m_resource_state = state;
|
||||
}
|
||||
|
||||
void GSTexture12::TransitionSubresourceToState(ID3D12GraphicsCommandList* cmdlist, int level,
|
||||
D3D12_RESOURCE_STATES before_state, D3D12_RESOURCE_STATES after_state) const
|
||||
void GSTexture12::TransitionSubresourceToState(const D3D12CommandList& cmdlist, int level,
|
||||
ResourceState before_state, ResourceState after_state) const
|
||||
{
|
||||
const D3D12_RESOURCE_BARRIER barrier = {D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
||||
{{m_resource.get(), static_cast<u32>(level), before_state, after_state}}};
|
||||
cmdlist->ResourceBarrier(1, &barrier);
|
||||
if (GSDevice12::GetInstance()->UseEnhancedBarriers())
|
||||
{
|
||||
// Read only depth requires special handling as we might want to write stencil.
|
||||
// We need to transition subresources separately, requiring 2 barriers
|
||||
// Handling it here allows us to batch those barriers.
|
||||
// Other transitions only need the one barrier.
|
||||
D3D12_TEXTURE_BARRIER barriers[2] = {{D3D12_BARRIER_SYNC_NONE, D3D12_BARRIER_SYNC_NONE,
|
||||
D3D12_BARRIER_ACCESS_COMMON, D3D12_BARRIER_ACCESS_COMMON,
|
||||
D3D12_BARRIER_LAYOUT_COMMON, D3D12_BARRIER_LAYOUT_COMMON,
|
||||
m_resource.get(), {static_cast<u32>(level), 0, 0, 0, 0, 0}, D3D12_TEXTURE_BARRIER_FLAG_NONE}};
|
||||
|
||||
uint num_barriers = 1;
|
||||
D3D12_TEXTURE_BARRIER& barrier = barriers[0];
|
||||
switch (before_state)
|
||||
{
|
||||
case ResourceState::Undefined:
|
||||
case ResourceState::Present:
|
||||
barrier.LayoutBefore = D3D12_BARRIER_LAYOUT_COMMON;
|
||||
barrier.AccessBefore = D3D12_BARRIER_ACCESS_NO_ACCESS;
|
||||
barrier.SyncBefore = D3D12_BARRIER_SYNC_NONE;
|
||||
break;
|
||||
case ResourceState::RenderTarget:
|
||||
barrier.LayoutBefore = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_RENDER_TARGET;
|
||||
barrier.AccessBefore = m_simultaneous_tex ?
|
||||
D3D12_BARRIER_ACCESS_RENDER_TARGET | D3D12_BARRIER_ACCESS_SHADER_RESOURCE :
|
||||
D3D12_BARRIER_ACCESS_RENDER_TARGET;
|
||||
barrier.SyncBefore = m_simultaneous_tex ?
|
||||
D3D12_BARRIER_SYNC_RENDER_TARGET | D3D12_BARRIER_SYNC_PIXEL_SHADING :
|
||||
D3D12_BARRIER_SYNC_RENDER_TARGET;
|
||||
break;
|
||||
case ResourceState::DepthWriteStencil:
|
||||
pxAssert(!m_simultaneous_tex);
|
||||
barrier.LayoutBefore = D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_WRITE;
|
||||
barrier.AccessBefore = D3D12_BARRIER_ACCESS_DEPTH_STENCIL_WRITE;
|
||||
barrier.SyncBefore = D3D12_BARRIER_SYNC_DEPTH_STENCIL;
|
||||
break;
|
||||
case ResourceState::DepthReadStencil:
|
||||
pxAssert(!m_simultaneous_tex);
|
||||
pxAssert(level == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
|
||||
|
||||
barriers[0].Subresources = {0, static_cast<uint>(m_mipmap_levels), 0, 1, 0, 1};
|
||||
barriers[0].LayoutBefore = D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_GENERIC_READ;
|
||||
barriers[0].AccessBefore = D3D12_BARRIER_ACCESS_SHADER_RESOURCE | D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ;
|
||||
barriers[0].SyncBefore = D3D12_BARRIER_SYNC_DEPTH_STENCIL | D3D12_BARRIER_SYNC_PIXEL_SHADING;
|
||||
if (after_state != ResourceState::DepthWriteStencil)
|
||||
{
|
||||
num_barriers = 2;
|
||||
barriers[1].Subresources = {0, static_cast<uint>(m_mipmap_levels), 0, 1, 1, 1};
|
||||
barriers[1].LayoutBefore = D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_WRITE;
|
||||
barriers[1].AccessBefore = D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ;
|
||||
barriers[1].SyncBefore = D3D12_BARRIER_SYNC_DEPTH_STENCIL;
|
||||
}
|
||||
break;
|
||||
case ResourceState::PixelShaderResource:
|
||||
barrier.LayoutBefore = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_SHADER_RESOURCE;
|
||||
barrier.AccessBefore = D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
|
||||
barrier.SyncBefore = D3D12_BARRIER_SYNC_PIXEL_SHADING;
|
||||
break;
|
||||
case ResourceState::ComputeShaderResource:
|
||||
barrier.LayoutBefore = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_SHADER_RESOURCE;
|
||||
barrier.AccessBefore = D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
|
||||
barrier.SyncBefore = D3D12_BARRIER_SYNC_COMPUTE_SHADING;
|
||||
break;
|
||||
case ResourceState::CopySrc:
|
||||
barrier.LayoutBefore = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_COPY_SOURCE;
|
||||
barrier.AccessBefore = D3D12_BARRIER_ACCESS_COPY_SOURCE;
|
||||
barrier.SyncBefore = D3D12_BARRIER_SYNC_COPY;
|
||||
break;
|
||||
case ResourceState::CopyDst:
|
||||
barrier.LayoutBefore = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_COPY_DEST;
|
||||
barrier.AccessBefore = D3D12_BARRIER_ACCESS_COPY_DEST;
|
||||
barrier.SyncBefore = D3D12_BARRIER_SYNC_COPY;
|
||||
break;
|
||||
case ResourceState::CASShaderUAV:
|
||||
barrier.LayoutBefore = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_UNORDERED_ACCESS;
|
||||
barrier.AccessBefore = D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
|
||||
barrier.SyncBefore = D3D12_BARRIER_SYNC_COMPUTE_SHADING;
|
||||
break;
|
||||
case ResourceState::PixelShaderUAV:
|
||||
barrier.LayoutBefore = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_UNORDERED_ACCESS;
|
||||
barrier.AccessBefore = D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
|
||||
barrier.SyncBefore = D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_CLEAR_UNORDERED_ACCESS_VIEW;
|
||||
break;
|
||||
default:
|
||||
pxAssert(false);
|
||||
barrier.LayoutBefore = D3D12_BARRIER_LAYOUT_UNDEFINED;
|
||||
barrier.AccessBefore = D3D12_BARRIER_ACCESS_NO_ACCESS;
|
||||
barrier.SyncBefore = D3D12_BARRIER_SYNC_NONE;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (after_state)
|
||||
{
|
||||
case ResourceState::Undefined:
|
||||
case ResourceState::Present:
|
||||
barrier.LayoutAfter = D3D12_BARRIER_LAYOUT_COMMON;
|
||||
barrier.AccessAfter = D3D12_BARRIER_ACCESS_NO_ACCESS;
|
||||
barrier.SyncAfter = D3D12_BARRIER_SYNC_NONE;
|
||||
break;
|
||||
case ResourceState::RenderTarget:
|
||||
barrier.LayoutAfter = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_RENDER_TARGET;
|
||||
barrier.AccessAfter = m_simultaneous_tex ?
|
||||
D3D12_BARRIER_ACCESS_RENDER_TARGET | D3D12_BARRIER_ACCESS_SHADER_RESOURCE :
|
||||
D3D12_BARRIER_ACCESS_RENDER_TARGET;
|
||||
barrier.SyncAfter = m_simultaneous_tex ?
|
||||
D3D12_BARRIER_SYNC_RENDER_TARGET | D3D12_BARRIER_SYNC_PIXEL_SHADING :
|
||||
D3D12_BARRIER_SYNC_RENDER_TARGET;
|
||||
break;
|
||||
case ResourceState::DepthWriteStencil:
|
||||
pxAssert(!m_simultaneous_tex);
|
||||
barrier.LayoutAfter = D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_WRITE;
|
||||
barrier.AccessAfter = D3D12_BARRIER_ACCESS_DEPTH_STENCIL_WRITE;
|
||||
barrier.SyncAfter = D3D12_BARRIER_SYNC_DEPTH_STENCIL;
|
||||
break;
|
||||
case ResourceState::DepthReadStencil:
|
||||
pxAssert(!m_simultaneous_tex);
|
||||
pxAssert(level == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
|
||||
|
||||
barriers[0].Subresources = {0, static_cast<uint>(m_mipmap_levels), 0, 1, 0, 1};
|
||||
barriers[0].LayoutAfter = D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_GENERIC_READ;
|
||||
barriers[0].AccessAfter = D3D12_BARRIER_ACCESS_SHADER_RESOURCE | D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ;
|
||||
barriers[0].SyncAfter = D3D12_BARRIER_SYNC_DEPTH_STENCIL | D3D12_BARRIER_SYNC_PIXEL_SHADING;
|
||||
if (before_state != ResourceState::DepthWriteStencil)
|
||||
{
|
||||
num_barriers = 2;
|
||||
barriers[1].Subresources = {0, static_cast<uint>(m_mipmap_levels), 0, 1, 1, 1};
|
||||
barriers[1].LayoutAfter = D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_WRITE;
|
||||
barriers[1].AccessAfter = D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ;
|
||||
barriers[1].SyncAfter = D3D12_BARRIER_SYNC_DEPTH_STENCIL;
|
||||
}
|
||||
break;
|
||||
case ResourceState::PixelShaderResource:
|
||||
barrier.LayoutAfter = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_SHADER_RESOURCE;
|
||||
barrier.AccessAfter = D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
|
||||
barrier.SyncAfter = D3D12_BARRIER_SYNC_PIXEL_SHADING;
|
||||
break;
|
||||
case ResourceState::ComputeShaderResource:
|
||||
barrier.LayoutAfter = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_SHADER_RESOURCE;
|
||||
barrier.AccessAfter = D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
|
||||
barrier.SyncAfter = D3D12_BARRIER_SYNC_COMPUTE_SHADING;
|
||||
break;
|
||||
case ResourceState::CopySrc:
|
||||
barrier.LayoutAfter = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_COPY_SOURCE;
|
||||
barrier.AccessAfter = D3D12_BARRIER_ACCESS_COPY_SOURCE;
|
||||
barrier.SyncAfter = D3D12_BARRIER_SYNC_COPY;
|
||||
break;
|
||||
case ResourceState::CopyDst:
|
||||
barrier.LayoutAfter = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_COPY_DEST;
|
||||
barrier.AccessAfter = D3D12_BARRIER_ACCESS_COPY_DEST;
|
||||
barrier.SyncAfter = D3D12_BARRIER_SYNC_COPY;
|
||||
break;
|
||||
case ResourceState::CASShaderUAV:
|
||||
barrier.LayoutAfter = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_UNORDERED_ACCESS;
|
||||
barrier.AccessAfter = D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
|
||||
barrier.SyncAfter = D3D12_BARRIER_SYNC_COMPUTE_SHADING;
|
||||
break;
|
||||
case ResourceState::PixelShaderUAV:
|
||||
barrier.LayoutAfter = m_simultaneous_tex ? D3D12_BARRIER_LAYOUT_COMMON : D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_UNORDERED_ACCESS;
|
||||
barrier.AccessAfter = D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
|
||||
barrier.SyncAfter = D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_CLEAR_UNORDERED_ACCESS_VIEW;
|
||||
break;
|
||||
default:
|
||||
pxAssert(false);
|
||||
barrier.LayoutAfter = D3D12_BARRIER_LAYOUT_UNDEFINED;
|
||||
barrier.AccessAfter = D3D12_BARRIER_ACCESS_NO_ACCESS;
|
||||
barrier.SyncAfter = D3D12_BARRIER_SYNC_NONE;
|
||||
break;
|
||||
}
|
||||
|
||||
if (num_barriers == 2)
|
||||
{
|
||||
barriers[1].pResource = m_resource.get();
|
||||
barriers[1].Flags = barriers[0].Flags;
|
||||
if (before_state == ResourceState::DepthReadStencil)
|
||||
{
|
||||
barriers[1].LayoutAfter = barriers[0].LayoutAfter;
|
||||
barriers[1].AccessAfter = barriers[0].AccessAfter;
|
||||
barriers[1].SyncAfter = barriers[0].SyncAfter;
|
||||
}
|
||||
else // after_state == ResourceState::DepthReadStencil
|
||||
{
|
||||
barriers[1].LayoutBefore = barriers[0].LayoutBefore;
|
||||
barriers[1].AccessBefore = barriers[0].AccessBefore;
|
||||
barriers[1].SyncBefore = barriers[0].SyncBefore;
|
||||
}
|
||||
}
|
||||
|
||||
const D3D12_BARRIER_GROUP group = {.Type = D3D12_BARRIER_TYPE_TEXTURE, .NumBarriers = num_barriers, .pTextureBarriers = barriers};
|
||||
cmdlist.list7->Barrier(1, &group);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Read only depth requires special handling as we might want to write stencil.
|
||||
// We need to transition subresources separately, requiring 2 barriers.
|
||||
// Handling it here allows us to batch those barriers.
|
||||
// Other transitions only need the one barrier.
|
||||
D3D12_RESOURCE_BARRIER barriers[2] = {{D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
||||
{{m_resource.get(), static_cast<u32>(level), D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_COMMON}}}};
|
||||
|
||||
int num_barriers = 1;
|
||||
D3D12_RESOURCE_BARRIER& barrier = barriers[0];
|
||||
switch (before_state)
|
||||
{
|
||||
case ResourceState::Undefined:
|
||||
case ResourceState::Present:
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COMMON;
|
||||
break;
|
||||
case ResourceState::RenderTarget:
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
break;
|
||||
case ResourceState::DepthWriteStencil:
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
||||
break;
|
||||
case ResourceState::DepthReadStencil:
|
||||
pxAssert(!m_simultaneous_tex);
|
||||
pxAssert(m_mipmap_levels == 1);
|
||||
pxAssert(level == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
|
||||
|
||||
barriers[0].Transition.Subresource = 0;
|
||||
barriers[0].Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_DEPTH_READ;
|
||||
if (after_state != ResourceState::DepthWriteStencil)
|
||||
{
|
||||
num_barriers = 2;
|
||||
barriers[1].Transition.Subresource = 1;
|
||||
barriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
||||
}
|
||||
break;
|
||||
case ResourceState::PixelShaderResource:
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
||||
break;
|
||||
case ResourceState::ComputeShaderResource:
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
|
||||
break;
|
||||
case ResourceState::CopySrc:
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
||||
break;
|
||||
case ResourceState::CopyDst:
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
break;
|
||||
case ResourceState::CASShaderUAV:
|
||||
case ResourceState::PixelShaderUAV:
|
||||
// Handled in after_state cases.
|
||||
if (after_state == ResourceState::CASShaderUAV || after_state == ResourceState::PixelShaderUAV)
|
||||
break;
|
||||
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
||||
break;
|
||||
default:
|
||||
pxAssert(false);
|
||||
break;
|
||||
}
|
||||
|
||||
switch (after_state)
|
||||
{
|
||||
case ResourceState::Undefined:
|
||||
case ResourceState::Present:
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COMMON;
|
||||
break;
|
||||
case ResourceState::RenderTarget:
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
break;
|
||||
case ResourceState::DepthWriteStencil:
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
||||
break;
|
||||
case ResourceState::DepthReadStencil:
|
||||
pxAssert(!m_simultaneous_tex);
|
||||
pxAssert(m_mipmap_levels == 1);
|
||||
pxAssert(level == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
|
||||
|
||||
barriers[0].Transition.Subresource = 0;
|
||||
barriers[0].Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_DEPTH_READ;
|
||||
if (before_state != ResourceState::DepthWriteStencil)
|
||||
{
|
||||
num_barriers = 2;
|
||||
barriers[1].Transition.Subresource = 1;
|
||||
barriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
||||
}
|
||||
break;
|
||||
case ResourceState::PixelShaderResource:
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
||||
break;
|
||||
case ResourceState::ComputeShaderResource:
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
|
||||
break;
|
||||
case ResourceState::CopySrc:
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
||||
break;
|
||||
case ResourceState::CopyDst:
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
break;
|
||||
case ResourceState::CASShaderUAV:
|
||||
case ResourceState::PixelShaderUAV:
|
||||
if (before_state == ResourceState::CASShaderUAV || before_state == ResourceState::PixelShaderUAV)
|
||||
{
|
||||
// No state transition, but probably want a barrier instead.
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
|
||||
// pResource is a common initial member, so no need to set again.
|
||||
}
|
||||
else
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
||||
break;
|
||||
default:
|
||||
pxAssert(false);
|
||||
break;
|
||||
}
|
||||
|
||||
if (num_barriers == 2)
|
||||
{
|
||||
barriers[1].Transition.pResource = m_resource.get();
|
||||
barriers[1].Type = barriers[0].Type;
|
||||
barriers[1].Flags = barriers[0].Flags;
|
||||
if (before_state == ResourceState::DepthReadStencil)
|
||||
barriers[1].Transition.StateAfter = barriers[0].Transition.StateAfter;
|
||||
else // after_state == ResourceState::DepthReadStencil
|
||||
barriers[1].Transition.StateBefore = barriers[0].Transition.StateBefore;
|
||||
}
|
||||
|
||||
cmdlist.list4->ResourceBarrier(num_barriers, barriers);
|
||||
}
|
||||
}
|
||||
|
||||
void GSTexture12::CommitClear()
|
||||
@@ -774,22 +1147,21 @@ void GSTexture12::CommitClear()
|
||||
return;
|
||||
|
||||
GSDevice12::GetInstance()->EndRenderPass();
|
||||
|
||||
CommitClear(GSDevice12::GetInstance()->GetCommandList());
|
||||
}
|
||||
|
||||
void GSTexture12::CommitClear(ID3D12GraphicsCommandList* cmdlist)
|
||||
void GSTexture12::CommitClear(const D3D12CommandList& cmdlist)
|
||||
{
|
||||
if (IsDepthStencil())
|
||||
{
|
||||
TransitionToState(cmdlist, D3D12_RESOURCE_STATE_DEPTH_WRITE);
|
||||
cmdlist->ClearDepthStencilView(
|
||||
TransitionToState(cmdlist, ResourceState::DepthWriteStencil);
|
||||
cmdlist.list4->ClearDepthStencilView(
|
||||
GetWriteDescriptor(), D3D12_CLEAR_FLAG_DEPTH, m_clear_value.depth, 0, 0, nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
TransitionToState(cmdlist, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
cmdlist->ClearRenderTargetView(GetWriteDescriptor(), GSVector4::unorm8(m_clear_value.color).v, 0, nullptr);
|
||||
TransitionToState(cmdlist, ResourceState::RenderTarget);
|
||||
cmdlist.list4->ClearRenderTargetView(GetWriteDescriptor(), GSVector4::unorm8(m_clear_value.color).v, 0, nullptr);
|
||||
}
|
||||
|
||||
SetState(GSTexture::State::Dirty);
|
||||
@@ -816,14 +1188,23 @@ std::unique_ptr<GSDownloadTexture12> GSDownloadTexture12::Create(u32 width, u32
|
||||
D3D12MA::ALLOCATION_DESC allocation_desc = {};
|
||||
allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK;
|
||||
|
||||
const D3D12_RESOURCE_DESC resource_desc = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, buffer_size, 1, 1, 1,
|
||||
DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE};
|
||||
const GSDevice12::D3D12_RESOURCE_DESCU resource_desc = {{D3D12_RESOURCE_DIMENSION_BUFFER, 0, buffer_size, 1, 1, 1,
|
||||
DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE}};
|
||||
|
||||
wil::com_ptr_nothrow<D3D12MA::Allocation> allocation;
|
||||
wil::com_ptr_nothrow<ID3D12Resource> buffer;
|
||||
|
||||
HRESULT hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource(&allocation_desc, &resource_desc,
|
||||
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
|
||||
HRESULT hr;
|
||||
if (GSDevice12::GetInstance()->UseEnhancedBarriers())
|
||||
{
|
||||
hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource3(&allocation_desc, &resource_desc.desc1,
|
||||
D3D12_BARRIER_LAYOUT_UNDEFINED, nullptr, 0, nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
|
||||
}
|
||||
else
|
||||
{
|
||||
hr = GSDevice12::GetInstance()->GetAllocator()->CreateResource(&allocation_desc, &resource_desc.desc,
|
||||
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, allocation.put(), IID_PPV_ARGS(buffer.put()));
|
||||
}
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("(GSDownloadTexture12::Create) CreateResource() failed with HRESULT %08X", hr);
|
||||
@@ -861,7 +1242,7 @@ void GSDownloadTexture12::CopyFromTexture(
|
||||
if (IsMapped())
|
||||
Unmap();
|
||||
|
||||
ID3D12GraphicsCommandList* cmdlist = GSDevice12::GetInstance()->GetCommandList();
|
||||
const D3D12CommandList& cmdlist = GSDevice12::GetInstance()->GetCommandList();
|
||||
GL_INS("ReadbackTexture: {%d,%d} %ux%u", src.left, src.top, src.width(), src.height());
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION srcloc;
|
||||
@@ -879,17 +1260,17 @@ void GSDownloadTexture12::CopyFromTexture(
|
||||
dstloc.PlacedFootprint.Footprint.Depth = 1;
|
||||
dstloc.PlacedFootprint.Footprint.RowPitch = m_current_pitch;
|
||||
|
||||
const D3D12_RESOURCE_STATES old_layout = tex12->GetResourceState();
|
||||
if (old_layout != D3D12_RESOURCE_STATE_COPY_SOURCE)
|
||||
tex12->TransitionSubresourceToState(cmdlist, src_level, old_layout, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
const GSTexture12::ResourceState old_layout = tex12->GetResourceState();
|
||||
if (old_layout != GSTexture12::ResourceState::CopySrc)
|
||||
tex12->TransitionSubresourceToState(cmdlist, src_level, old_layout, GSTexture12::ResourceState::CopySrc);
|
||||
|
||||
// TODO: Rules for depth buffers here?
|
||||
const D3D12_BOX srcbox{static_cast<UINT>(src.left), static_cast<UINT>(src.top), 0u, static_cast<UINT>(src.right),
|
||||
static_cast<UINT>(src.bottom), 1u};
|
||||
cmdlist->CopyTextureRegion(&dstloc, 0, 0, 0, &srcloc, &srcbox);
|
||||
cmdlist.list4->CopyTextureRegion(&dstloc, 0, 0, 0, &srcloc, &srcbox);
|
||||
|
||||
if (old_layout != D3D12_RESOURCE_STATE_COPY_SOURCE)
|
||||
tex12->TransitionSubresourceToState(cmdlist, src_level, D3D12_RESOURCE_STATE_COPY_SOURCE, old_layout);
|
||||
if (old_layout != GSTexture12::ResourceState::CopySrc)
|
||||
tex12->TransitionSubresourceToState(cmdlist, src_level, GSTexture12::ResourceState::CopySrc, old_layout);
|
||||
|
||||
m_copy_fence_value = GSDevice12::GetInstance()->GetCurrentFenceValue();
|
||||
m_needs_flush = true;
|
||||
|
||||
@@ -16,9 +16,27 @@ namespace D3D12MA
|
||||
class Allocation;
|
||||
}
|
||||
|
||||
struct D3D12CommandList;
|
||||
|
||||
class GSTexture12 final : public GSTexture
|
||||
{
|
||||
public:
|
||||
enum class ResourceState : u32
|
||||
{
|
||||
Undefined,
|
||||
Present,
|
||||
RenderTarget,
|
||||
DepthWriteStencil,
|
||||
DepthReadStencil,
|
||||
PixelShaderResource,
|
||||
ComputeShaderResource,
|
||||
CopySrc,
|
||||
CopyDst,
|
||||
CASShaderUAV, // No Clear UAV Sync
|
||||
PixelShaderUAV,
|
||||
Count
|
||||
};
|
||||
|
||||
~GSTexture12() override;
|
||||
|
||||
static std::unique_ptr<GSTexture12> Create(Type type, Format format, int width, int height, int levels,
|
||||
@@ -26,14 +44,14 @@ public:
|
||||
DXGI_FORMAT uav_format);
|
||||
static std::unique_ptr<GSTexture12> Adopt(wil::com_ptr_nothrow<ID3D12Resource> resource, Type type, Format format,
|
||||
int width, int height, int levels, DXGI_FORMAT dxgi_format, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format,
|
||||
DXGI_FORMAT dsv_format, DXGI_FORMAT uav_format, D3D12_RESOURCE_STATES resource_state);
|
||||
DXGI_FORMAT dsv_format, DXGI_FORMAT uav_format, ResourceState resource_state);
|
||||
|
||||
__fi const D3D12DescriptorHandle& GetSRVDescriptor() const { return m_srv_descriptor; }
|
||||
__fi const D3D12DescriptorHandle& GetWriteDescriptor() const { return m_write_descriptor; }
|
||||
__fi const D3D12DescriptorHandle& GetReadDepthViewDescriptor() const { return m_read_dsv_descriptor; }
|
||||
__fi const D3D12DescriptorHandle& GetUAVDescriptor() const { return m_uav_descriptor; }
|
||||
__fi const D3D12DescriptorHandle& GetFBLDescriptor() const { return m_fbl_descriptor; }
|
||||
__fi D3D12_RESOURCE_STATES GetResourceState() const { return m_resource_state; }
|
||||
__fi ResourceState GetResourceState() const { return m_resource_state; }
|
||||
__fi DXGI_FORMAT GetDXGIFormat() const { return m_dxgi_format; }
|
||||
__fi ID3D12Resource* GetResource() const { return m_resource.get(); }
|
||||
__fi ID3D12Resource* GetFBLResource() const { return m_resource_fbl.get(); }
|
||||
@@ -49,15 +67,15 @@ public:
|
||||
void SetDebugName(std::string_view name) override;
|
||||
#endif
|
||||
|
||||
void TransitionToState(D3D12_RESOURCE_STATES state);
|
||||
void TransitionToState(ResourceState state);
|
||||
void CommitClear();
|
||||
void CommitClear(ID3D12GraphicsCommandList* cmdlist);
|
||||
void CommitClear(const D3D12CommandList& cmdlist);
|
||||
|
||||
void Destroy(bool defer = true);
|
||||
|
||||
void TransitionToState(ID3D12GraphicsCommandList* cmdlist, D3D12_RESOURCE_STATES state);
|
||||
void TransitionSubresourceToState(ID3D12GraphicsCommandList* cmdlist, int level, D3D12_RESOURCE_STATES before_state,
|
||||
D3D12_RESOURCE_STATES after_state) const;
|
||||
void TransitionToState(const D3D12CommandList&, ResourceState state);
|
||||
void TransitionSubresourceToState(const D3D12CommandList& cmdlist, int level, ResourceState before_state,
|
||||
ResourceState after_state) const;
|
||||
|
||||
// Call when the texture is bound to the pipeline, or read from in a copy.
|
||||
__fi void SetUseFenceCounter(u64 val) { m_use_fence_counter = val; }
|
||||
@@ -75,7 +93,7 @@ private:
|
||||
wil::com_ptr_nothrow<D3D12MA::Allocation> allocation, const D3D12DescriptorHandle& srv_descriptor,
|
||||
const D3D12DescriptorHandle& write_descriptor, const D3D12DescriptorHandle& ro_dsv_descriptor,
|
||||
const D3D12DescriptorHandle& uav_descriptor, const D3D12DescriptorHandle& fbl_descriptor,
|
||||
WriteDescriptorType wdtype, D3D12_RESOURCE_STATES resource_state);
|
||||
WriteDescriptorType wdtype, bool simultaneous_texture, ResourceState resource_state);
|
||||
|
||||
static bool CreateSRVDescriptor(
|
||||
ID3D12Resource* resource, u32 levels, DXGI_FORMAT format, D3D12DescriptorHandle* dh);
|
||||
@@ -83,7 +101,7 @@ private:
|
||||
static bool CreateDSVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, D3D12DescriptorHandle* dh, bool read_only);
|
||||
static bool CreateUAVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, D3D12DescriptorHandle* dh);
|
||||
|
||||
ID3D12GraphicsCommandList* GetCommandBufferForUpdate();
|
||||
const D3D12CommandList& GetCommandBufferForUpdate();
|
||||
ID3D12Resource* AllocateUploadStagingBuffer(const void* data, u32 pitch, u32 upload_pitch, u32 height) const;
|
||||
void CopyTextureDataForUpload(void* dst, const void* src, u32 pitch, u32 upload_pitch, u32 height) const;
|
||||
|
||||
@@ -99,7 +117,11 @@ private:
|
||||
WriteDescriptorType m_write_descriptor_type = WriteDescriptorType::None;
|
||||
|
||||
DXGI_FORMAT m_dxgi_format = DXGI_FORMAT_UNKNOWN;
|
||||
D3D12_RESOURCE_STATES m_resource_state = D3D12_RESOURCE_STATE_COMMON;
|
||||
ResourceState m_resource_state = ResourceState::Undefined;
|
||||
|
||||
// With legacy barriers, an aliased resource is used as the feedback shader resource.
|
||||
// With enhanced barriers, the layout is always COMMON, but can use the main resource for feedback.
|
||||
bool m_simultaneous_tex;
|
||||
|
||||
// Contains the fence counter when the texture was last used.
|
||||
// When this matches the current fence counter, the texture was used this command buffer.
|
||||
|
||||
@@ -39,15 +39,77 @@ static bool s_nativeres;
|
||||
|
||||
bool GSHwHack::GSC_IRem(GSRendererHW& r, int& skip)
|
||||
{
|
||||
static bool first_shuffle = false;
|
||||
|
||||
if (skip > 0)
|
||||
{
|
||||
if (skip == 1 && first_shuffle)
|
||||
{
|
||||
first_shuffle = false;
|
||||
|
||||
GIFRegTEX0 RTLookup = GIFRegTEX0::Create(RTBP0, RFBW, RFPSM);
|
||||
GSTextureCache::Source* src = g_texture_cache->LookupSource(true, RTLookup, r.m_cached_ctx.TEXA, r.m_cached_ctx.CLAMP, GSVector4i(0, 0, 1, 1), nullptr, true, false, r.m_cached_ctx.FRAME, true, true);
|
||||
|
||||
GSTextureCache::Target* rt = g_texture_cache->LookupTarget(GIFRegTEX0::Create(RTBP0, RFBW, RFPSM),
|
||||
GSVector2i(1, 1), r.GetTextureScaleFactor(), GSTextureCache::RenderTarget, true, 0, false, false, true, true, GSVector4i(0, 0, 1, 1), true, false, true, src);
|
||||
|
||||
if (!rt)
|
||||
return false;
|
||||
|
||||
GSLocalMemory::psm_t rt_psm = GSLocalMemory::m_psm[RFPSM];
|
||||
int page_offset = (RTBP0 - rt->m_TEX0.TBP0) >> 5;
|
||||
int vertical_offset = page_offset / std::max(rt->m_TEX0.TBW, 1U) * rt_psm.pgs.y;
|
||||
int horizontal_offset = page_offset % std::max(rt->m_TEX0.TBW, 1U) * rt_psm.pgs.x;
|
||||
|
||||
GSVector4i draw_size = GSVector4i(0, 0, 64, 32) + GSVector4i(horizontal_offset, vertical_offset, horizontal_offset, vertical_offset);
|
||||
rt->UnscaleRTAlpha();
|
||||
|
||||
// We need the original red back now for the next channel shuffle.
|
||||
GSHWDrawConfig& config = r.BeginHLEHardwareDraw(
|
||||
rt->GetTexture(), nullptr, rt->GetScale(), rt->GetTexture(), rt->GetScale(), draw_size);
|
||||
config.ps.shuffle = 1;
|
||||
config.ps.dst_fmt = GSLocalMemory::PSM_FMT_32;
|
||||
config.ps.write_rg = 0;
|
||||
config.ps.shuffle_same = 0;
|
||||
config.ps.real16src = 0;
|
||||
config.ps.shuffle_across = 1;
|
||||
config.ps.process_rg = r.SHUFFLE_READWRITE;
|
||||
config.ps.process_ba = r.SHUFFLE_READWRITE;
|
||||
config.colormask.wrgba = 0;
|
||||
config.colormask.wr = 1;
|
||||
config.colormask.wb = 1;
|
||||
config.ps.rta_correction = 0;
|
||||
config.ps.rta_source_correction = 0;
|
||||
config.ps.tfx = TFX_DECAL;
|
||||
config.ps.tcc = true;
|
||||
r.EndHLEHardwareDraw(true);
|
||||
|
||||
rt->m_alpha_min = 0;
|
||||
rt->m_alpha_max = 255;
|
||||
|
||||
rt = nullptr;
|
||||
src = nullptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
skip--;
|
||||
return !first_shuffle;
|
||||
}
|
||||
}
|
||||
|
||||
if (skip == 0)
|
||||
{
|
||||
const int get_next_ctx = r.m_env.PRIM.CTXT;
|
||||
const GSDrawingContext& next_ctx = r.m_env.CTXT[get_next_ctx];
|
||||
|
||||
// Uses these to do some shuffle tricks, it breaks things for us
|
||||
r.m_env.SCANMSK.MSK = 0;
|
||||
r.m_prev_env.SCANMSK.MSK = 0;
|
||||
|
||||
// Game does alternate line channel shuffles with blending, we can't handle this and the first one does it, so skip the second.
|
||||
if (RTME && RTPSM == PSMT8 && (RTBP0 + 0x20) == next_ctx.TEX0.TBP0 && RFBP == next_ctx.FRAME.Block())
|
||||
{
|
||||
skip = 1;
|
||||
skip = 2;
|
||||
return false;
|
||||
}
|
||||
// Detect the deswizzling shuffle from depth, copying the RG and BA separately on each half of the page (ignore the split).
|
||||
@@ -90,7 +152,7 @@ bool GSHwHack::GSC_IRem(GSRendererHW& r, int& skip)
|
||||
draw_size = draw_size + GSVector4i(horizontal_offset, vertical_offset, horizontal_offset, vertical_offset);
|
||||
rt->UnscaleRTAlpha();
|
||||
|
||||
// Shuffle the blue channel in to red, leave green as-is.
|
||||
// Shuffle the blue channel in to red, but swap them, we'll need the original red later.
|
||||
GSHWDrawConfig& config = r.BeginHLEHardwareDraw(
|
||||
rt->GetTexture(), nullptr, rt->GetScale(), rt->GetTexture(), rt->GetScale(), draw_size);
|
||||
config.ps.shuffle = 1;
|
||||
@@ -99,10 +161,11 @@ bool GSHwHack::GSC_IRem(GSRendererHW& r, int& skip)
|
||||
config.ps.shuffle_same = 0;
|
||||
config.ps.real16src = 0;
|
||||
config.ps.shuffle_across = 1;
|
||||
config.ps.process_rg = r.SHUFFLE_WRITE;
|
||||
config.ps.process_ba = r.SHUFFLE_READ;
|
||||
config.ps.process_rg = r.SHUFFLE_READWRITE;
|
||||
config.ps.process_ba = r.SHUFFLE_READWRITE;
|
||||
config.colormask.wrgba = 0;
|
||||
config.colormask.wr = 1;
|
||||
config.colormask.wb = 1;
|
||||
config.ps.rta_correction = 0;
|
||||
config.ps.rta_source_correction = 0;
|
||||
config.ps.tfx = TFX_DECAL;
|
||||
@@ -114,6 +177,7 @@ bool GSHwHack::GSC_IRem(GSRendererHW& r, int& skip)
|
||||
|
||||
rt = nullptr;
|
||||
src = nullptr;
|
||||
first_shuffle = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -165,11 +165,12 @@ GSTexture* GSRendererHW::GetOutput(int i, float& scale, int& y_offset)
|
||||
|
||||
if (GSTextureCache::Target* rt = g_texture_cache->LookupDisplayTarget(TEX0, framebufferSize, GetTextureScaleFactor(), false))
|
||||
{
|
||||
const u32 bp_adj = (TEX0.TBP0 < rt->m_TEX0.TBP0 && rt->UnwrappedEndBlock() > GS_MAX_BLOCKS) ? (TEX0.TBP0 + GS_MAX_BLOCKS) : TEX0.TBP0;
|
||||
rt->Update();
|
||||
t = rt->m_texture;
|
||||
scale = rt->m_scale;
|
||||
|
||||
const int delta = TEX0.TBP0 - rt->m_TEX0.TBP0;
|
||||
const int delta = bp_adj - rt->m_TEX0.TBP0;
|
||||
if (delta > 0 && curFramebuffer.FBW != 0)
|
||||
{
|
||||
const int pages = delta >> 5u;
|
||||
@@ -2338,6 +2339,12 @@ void GSRendererHW::Draw()
|
||||
return;
|
||||
}
|
||||
|
||||
// Sometimes everything will get reset and it will draw a single black point in the top left corner,
|
||||
// which can cause invalid targets to be created, so might as well skip it.
|
||||
if (GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).eq(GSVector4i::zero()) && m_vt.m_eq.rgba == 0xffff &&
|
||||
m_vt.m_max.c.rgba32() == 0 && m_draw_env->PRIM.PRIM == GS_POINTLIST && m_env.PRIM.PRIM != GS_POINTLIST)
|
||||
return;
|
||||
|
||||
// Channel shuffles repeat lots of draws. Get out early if we can.
|
||||
if (m_channel_shuffle)
|
||||
{
|
||||
@@ -2345,9 +2352,18 @@ void GSRendererHW::Draw()
|
||||
// Fortunately, it seems to change the FBMSK along the way, so this check alone is sufficient.
|
||||
// Tomb Raider: Underworld does similar, except with R, G, B in separate palettes, therefore
|
||||
// we need to split on those too.
|
||||
m_channel_shuffle = !m_channel_shuffle_abort && IsPossibleChannelShuffle() && m_last_channel_shuffle_fbmsk == m_context->FRAME.FBMSK &&
|
||||
m_last_channel_shuffle_fbp <= m_context->FRAME.Block() && m_last_channel_shuffle_end_block > m_context->FRAME.Block() &&
|
||||
m_last_channel_shuffle_tbp <= m_context->TEX0.TBP0;
|
||||
const bool is_hle_skip = m_conf.ps.urban_chaos_hle || m_conf.ps.tales_of_abyss_hle;
|
||||
const u32 max_skip = ((m_channel_shuffle_finish || !m_channel_shuffle_width) ? std::max(m_context->FRAME.FBW, 1U) : m_channel_shuffle_width) << 5;
|
||||
const bool shuffle_detect = IsPossibleChannelShuffle() && m_last_channel_shuffle_fbmsk == m_context->FRAME.FBMSK &&
|
||||
m_last_channel_shuffle_fbp <= m_context->FRAME.Block() && (m_last_channel_shuffle_fbp + max_skip) >= m_context->FRAME.Block() &&
|
||||
m_last_channel_shuffle_end_block > m_context->FRAME.Block() && m_last_channel_shuffle_tbp <= m_context->TEX0.TBP0
|
||||
&& (m_last_channel_shuffle_tbp + max_skip) >= m_context->TEX0.TBP0;
|
||||
|
||||
const bool shuffle_detect_loose = IsPossibleChannelShuffle() && m_last_channel_shuffle_fbmsk == m_context->FRAME.FBMSK &&
|
||||
m_last_channel_shuffle_fbp <= m_context->FRAME.Block() &&
|
||||
m_last_channel_shuffle_end_block > m_context->FRAME.Block() && m_last_channel_shuffle_tbp <= m_context->TEX0.TBP0;
|
||||
|
||||
m_channel_shuffle = !m_channel_shuffle_finish && ((!is_hle_skip && shuffle_detect) || (is_hle_skip && shuffle_detect_loose));
|
||||
|
||||
if (m_channel_shuffle)
|
||||
{
|
||||
@@ -2415,12 +2431,21 @@ void GSRendererHW::Draw()
|
||||
CleanupDraw(false);
|
||||
}
|
||||
}
|
||||
|
||||
if (!shuffle_detect)
|
||||
{
|
||||
m_last_channel_shuffle_fbp = 0xffff;
|
||||
m_last_channel_shuffle_tbp = 0xffff;
|
||||
m_last_channel_shuffle_end_block = 0xffff;
|
||||
}
|
||||
#ifdef ENABLE_OGL_DEBUG
|
||||
if (num_skipped_channel_shuffle_draws > 0)
|
||||
GL_CACHE("HW: Skipped %d channel shuffle draws ending at %d", num_skipped_channel_shuffle_draws, s_n);
|
||||
#endif
|
||||
num_skipped_channel_shuffle_draws = 0;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
m_last_channel_shuffle_fbp = 0xffff;
|
||||
m_last_channel_shuffle_tbp = 0xffff;
|
||||
m_last_channel_shuffle_end_block = 0xffff;
|
||||
@@ -2429,7 +2454,7 @@ void GSRendererHW::Draw()
|
||||
m_last_rt = nullptr;
|
||||
m_channel_shuffle_width = 0;
|
||||
m_full_screen_shuffle = false;
|
||||
m_channel_shuffle_abort = false;
|
||||
m_channel_shuffle_finish = false;
|
||||
m_channel_shuffle_src_valid = GSVector4i::zero();
|
||||
|
||||
GL_PUSH("HW: Draw %d (Context %u)", s_n, PRIM->CTXT);
|
||||
@@ -2826,7 +2851,7 @@ void GSRendererHW::Draw()
|
||||
const bool page_aligned = (m_r.w % pgs.y) == (pgs.y - 1) || (m_r.w % pgs.y) == 0;
|
||||
const bool is_zero_color_clear = (GetConstantDirectWriteMemClearColor() == 0 && !preserve_rt_color && page_aligned);
|
||||
const bool is_zero_depth_clear = (GetConstantDirectWriteMemClearDepth() == 0 && !preserve_depth && page_aligned);
|
||||
|
||||
bool gs_mem_cleared = false;
|
||||
// If it's an invalid-sized draw, do the mem clear on the CPU, we don't want to create huge targets.
|
||||
// If clearing to zero, don't bother creating the target. Games tend to clear more than they use, wasting VRAM/bandwidth.
|
||||
if (is_zero_color_clear || is_zero_depth_clear || height_invalid)
|
||||
@@ -2858,7 +2883,7 @@ void GSRendererHW::Draw()
|
||||
{
|
||||
g_texture_cache->InvalidateTemporaryZ();
|
||||
}
|
||||
|
||||
gs_mem_cleared |= overwriting_whole_rt && overwriting_whole_ds && (!no_rt || !no_ds);
|
||||
if (overwriting_whole_rt && overwriting_whole_ds &&
|
||||
TryGSMemClear(no_rt, preserve_rt_color, is_zero_color_clear, rt_end_bp,
|
||||
no_ds, preserve_depth, is_zero_depth_clear, ds_end_bp))
|
||||
@@ -2888,6 +2913,27 @@ void GSRendererHW::Draw()
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// If not a zero clear or the RT's aren't fully overwritten, we need to see if this is clearing for a future operation.
|
||||
// So if the FBP or Z being cleared isn't getting used next frame, clear the actual GS memory.
|
||||
if (!gs_mem_cleared)
|
||||
{
|
||||
const int get_next_ctx = m_env.PRIM.CTXT;
|
||||
const GSDrawingContext& next_ctx = m_env.CTXT[get_next_ctx];
|
||||
if ((!no_rt && next_ctx.FRAME.FBP != m_cached_ctx.FRAME.FBP) || (!no_ds && next_ctx.ZBUF.ZBP != m_cached_ctx.ZBUF.ZBP))
|
||||
{
|
||||
bool frame_masked = no_rt || (m_cached_ctx.FRAME.FBMSK & GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].fmsk) || !IsOpaque() || !IsRTWritten();
|
||||
const bool z_masked = no_ds || m_cached_ctx.ZBUF.ZMSK;
|
||||
|
||||
if (frame_masked && m_cached_ctx.FRAME.PSM == PSMCT32 && m_cached_ctx.FRAME.FBMSK == 0xFF000000u)
|
||||
{
|
||||
frame_masked = no_rt || !IsOpaque() || !IsRTWritten();
|
||||
}
|
||||
|
||||
// Force clear of memory but don't invalidate anything.
|
||||
TryGSMemClear(frame_masked, false, false, 0, z_masked, false, false, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GIFRegTEX0 TEX0 = {};
|
||||
@@ -3085,15 +3131,16 @@ void GSRendererHW::Draw()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
possible_shuffle = !no_rt && (((shuffle_target /*&& GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp == 16*/) /*|| (m_cached_ctx.FRAME.Block() == m_cached_ctx.TEX0.TBP0 && ((m_cached_ctx.TEX0.PSM & 0x6) || m_cached_ctx.FRAME.PSM != m_cached_ctx.TEX0.PSM))*/) || IsPossibleChannelShuffle());
|
||||
const bool is_possible_channel_shuffle = IsPossibleChannelShuffle();
|
||||
possible_shuffle = !no_rt && (((shuffle_target /*&& GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp == 16*/) /*|| (m_cached_ctx.FRAME.Block() == m_cached_ctx.TEX0.TBP0 && ((m_cached_ctx.TEX0.PSM & 0x6) || m_cached_ctx.FRAME.PSM != m_cached_ctx.TEX0.PSM))*/) || is_possible_channel_shuffle);
|
||||
const u32 channel_shuffle_targets = is_possible_channel_shuffle ? EmulateChannelShuffle(nullptr, true) : ChannelFetch_NONE;
|
||||
const bool need_aem_color = GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].trbpp <= 24 && GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].pal == 0 && ((NeedsBlending() && m_context->ALPHA.C == 0) || IsDiscardingDstAlpha()) && m_cached_ctx.TEXA.AEM;
|
||||
const u32 color_mask = (m_vt.m_max.c > GSVector4i::zero()).mask();
|
||||
const bool texture_function_color = m_cached_ctx.TEX0.TFX == TFX_DECAL || (color_mask & 0xFFF) || (m_cached_ctx.TEX0.TFX > TFX_DECAL && (color_mask & 0xF000));
|
||||
const bool texture_function_alpha = m_cached_ctx.TEX0.TFX != TFX_MODULATE || (color_mask & 0xF000);
|
||||
const bool req_color = (texture_function_color && (!PRIM->ABE || GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].bpp < 16 || (NeedsBlending() && IsUsingCsInBlend())) && (possible_shuffle || (m_cached_ctx.FRAME.FBMSK & (fm_mask & 0x00FFFFFF)) != (fm_mask & 0x00FFFFFF))) || need_aem_color;
|
||||
const bool req_color = (is_possible_channel_shuffle && channel_shuffle_targets != ChannelFetch_ALPHA) || (!is_possible_channel_shuffle && ((texture_function_color && (!PRIM->ABE || GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].bpp < 16 || (NeedsBlending() && IsUsingCsInBlend())) && (possible_shuffle || (m_cached_ctx.FRAME.FBMSK & (fm_mask & 0x00FFFFFF)) != (fm_mask & 0x00FFFFFF))) || need_aem_color));
|
||||
const bool alpha_used = (GSUtil::GetChannelMask(m_context->TEX0.PSM) == 0x8 || (m_context->TEX0.TCC && texture_function_alpha)) && ((NeedsBlending() && IsUsingAsInBlend()) || (m_cached_ctx.TEST.ATE && m_cached_ctx.TEST.ATST > ATST_ALWAYS) || (possible_shuffle || (m_cached_ctx.FRAME.FBMSK & (fm_mask & 0xFF000000)) != (fm_mask & 0xFF000000)));
|
||||
const bool req_alpha = (GSUtil::GetChannelMask(m_context->TEX0.PSM) & 0x8) && alpha_used;
|
||||
const bool req_alpha = (is_possible_channel_shuffle && channel_shuffle_targets == ChannelFetch_ALPHA) || (!is_possible_channel_shuffle && (GSUtil::GetChannelMask(m_context->TEX0.PSM) & 0x8) && alpha_used);
|
||||
|
||||
// TODO: Be able to send an alpha of 1.0 (blended with vertex alpha maybe?) so we can avoid sending the texture, since we don't always need it.
|
||||
// Example games: Evolution Snowboarding, Final Fantasy Dirge of Cerberus, Red Dead Revolver, Stuntman, Tony Hawk's Underground 2, Ultimate Spider-Man.
|
||||
@@ -3196,6 +3243,7 @@ void GSRendererHW::Draw()
|
||||
float target_scale = GetTextureScaleFactor();
|
||||
bool scaled_copy = false;
|
||||
int scale_draw = IsScalingDraw(src, m_primitive_covers_without_gaps != NoGapsType::GapsFound);
|
||||
m_downscale_source = false;
|
||||
|
||||
if (GSConfig.UserHacks_NativeScaling != GSNativeScaling::Off)
|
||||
{
|
||||
@@ -3229,8 +3277,6 @@ void GSRendererHW::Draw()
|
||||
scale_draw = 1;
|
||||
scaled_copy = true;
|
||||
}
|
||||
|
||||
m_downscale_source = false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3277,7 +3323,7 @@ void GSRendererHW::Draw()
|
||||
ZBUF_TEX0.PSM = m_cached_ctx.ZBUF.PSM;
|
||||
|
||||
ds = g_texture_cache->LookupTarget(ZBUF_TEX0, t_size, target_scale, GSTextureCache::DepthStencil,
|
||||
m_cached_ctx.DepthWrite(), 0, false, force_preload, preserve_depth, preserve_depth, unclamped_draw_rect, IsPossibleChannelShuffle(), is_possible_mem_clear && ZBUF_TEX0.TBP0 != m_cached_ctx.FRAME.Block(), false,
|
||||
m_cached_ctx.DepthWrite(), 0, false, force_preload, preserve_depth, preserve_depth, unclamped_draw_rect, IsPossibleChannelShuffle(), is_possible_mem_clear && ZBUF_TEX0.TBP0 != m_cached_ctx.FRAME.Block(), !no_rt,
|
||||
src, nullptr, -1);
|
||||
|
||||
ZBUF_TEX0.TBW = m_channel_shuffle ? src->m_from_target_TEX0.TBW : m_cached_ctx.FRAME.FBW;
|
||||
@@ -3892,7 +3938,7 @@ void GSRendererHW::Draw()
|
||||
{
|
||||
const GSVector2i unscaled_size(ds->m_unscaled_size.x, ds->m_unscaled_size.y);
|
||||
ds->m_scale = 1;
|
||||
ds->ResizeTexture(ds->m_unscaled_size.x * target_scale, ds->m_unscaled_size.y * target_scale, true);
|
||||
ds->ResizeTexture(ds->m_unscaled_size.x * target_scale, ds->m_unscaled_size.y * target_scale, true, true, GSVector4i::loadh(ds->m_unscaled_size * target_scale));
|
||||
// Slightly abusing the texture resize.
|
||||
ds->m_scale = target_scale;
|
||||
ds->m_unscaled_size = unscaled_size;
|
||||
@@ -3904,7 +3950,6 @@ void GSRendererHW::Draw()
|
||||
|
||||
if (m_channel_shuffle)
|
||||
{
|
||||
m_last_channel_shuffle_fbp = rt->m_TEX0.TBP0;
|
||||
m_last_channel_shuffle_tbp = src->m_TEX0.TBP0;
|
||||
|
||||
// If it's a new target, we don't know where the end is as it's starting on a shuffle, so just do every shuffle following.
|
||||
@@ -4041,7 +4086,6 @@ void GSRendererHW::Draw()
|
||||
m_last_channel_shuffle_fbmsk = m_context->FRAME.FBMSK;
|
||||
if (rt)
|
||||
{
|
||||
m_last_channel_shuffle_fbp = rt->m_TEX0.TBP0;
|
||||
m_last_channel_shuffle_tbp = src->m_TEX0.TBP0;
|
||||
// Urban Chaos goes from Z16 to C32, so let's just use the rt's original end block.
|
||||
if (!src->m_from_target || GSLocalMemory::m_psm[src->m_from_target_TEX0.PSM].bpp != GSLocalMemory::m_psm[rt->m_TEX0.PSM].bpp)
|
||||
@@ -4268,7 +4312,7 @@ void GSRendererHW::Draw()
|
||||
if (rt)
|
||||
{
|
||||
const bool update_fbw = (FRAME_TEX0.TBW != rt->m_TEX0.TBW || rt->m_TEX0.TBW == 1) && !m_in_target_draw && (m_channel_shuffle && src->m_target) && (!NeedsBlending() || IsOpaque() || m_context->ALPHA.IsBlack());
|
||||
rt->m_TEX0.TBW = update_fbw ? ((src && src->m_from_target && src->m_32_bits_fmt) ? src->m_from_target->m_TEX0.TBW : FRAME_TEX0.TBW) : std::max(rt->m_TEX0.TBW, FRAME_TEX0.TBW);
|
||||
rt->m_TEX0.TBW = update_fbw ? ((src && src->m_from_target && src->m_from_target->m_32_bits_fmt) ? src->m_from_target->m_TEX0.TBW : FRAME_TEX0.TBW) : std::max(rt->m_TEX0.TBW, FRAME_TEX0.TBW);
|
||||
rt->m_TEX0.PSM = FRAME_TEX0.PSM;
|
||||
}
|
||||
if (ds)
|
||||
@@ -4740,6 +4784,10 @@ void GSRendererHW::Draw()
|
||||
// Limit to 2x the vertical height of the resolution (for double buffering)
|
||||
rt->UpdateValidity(real_rect, !frame_masked && (can_update_size || (real_rect.w <= (resolution.y * 2) && !m_texture_shuffle)));
|
||||
|
||||
if (m_channel_shuffle)
|
||||
{
|
||||
m_last_channel_shuffle_fbp = rt->m_TEX0.TBP0;
|
||||
}
|
||||
}
|
||||
|
||||
if (ds)
|
||||
@@ -5147,7 +5195,9 @@ void GSRendererHW::EmulateZbuffer(const GSTextureCache::Target* ds)
|
||||
m_conf.cb_vs.max_depth = GSVector2i(0xFFFFFFFF);
|
||||
//ps_cb.MaxDepth = GSVector4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
m_conf.ps.zclamp = 0;
|
||||
m_conf.ps.zfloor = !m_cached_ctx.ZBUF.ZMSK;
|
||||
m_conf.ps.zfloor = !m_vt.m_eq.z &&
|
||||
(m_vt.m_primclass == GS_TRIANGLE_CLASS || m_vt.m_primclass == GS_LINE_CLASS) &&
|
||||
(m_cached_ctx.DepthWrite() || (m_cached_ctx.DepthRead() && m_cached_ctx.TEST.ZTST == ZTST_GREATER));
|
||||
|
||||
if (clamp_z)
|
||||
{
|
||||
@@ -5341,13 +5391,13 @@ bool GSRendererHW::TestChannelShuffle(GSTextureCache::Target* src)
|
||||
const bool shuffle = m_channel_shuffle || IsPossibleChannelShuffle();
|
||||
|
||||
// This is a little redundant since it'll get called twice, but the only way to stop us wasting time on copies.
|
||||
m_channel_shuffle = (shuffle && EmulateChannelShuffle(src, true));
|
||||
m_channel_shuffle = (shuffle && EmulateChannelShuffle(src, true)) != 0;
|
||||
return m_channel_shuffle;
|
||||
}
|
||||
|
||||
__ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool test_only, GSTextureCache::Target* rt)
|
||||
__ri u32 GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool test_only, GSTextureCache::Target* rt)
|
||||
{
|
||||
if ((src->m_texture->GetType() == GSTexture::Type::DepthStencil) && !src->m_32_bits_fmt)
|
||||
if (src && (src->m_texture->GetType() == GSTexture::Type::DepthStencil) && !src->m_32_bits_fmt)
|
||||
{
|
||||
// So far 2 games hit this code path. Urban Chaos and Tales of Abyss
|
||||
// UC: will copy depth to green channel
|
||||
@@ -5357,7 +5407,7 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
|
||||
// Green channel is masked
|
||||
GL_INS("HW: HLE Shuffle Tales Of Abyss");
|
||||
if (test_only)
|
||||
return true;
|
||||
return ChannelFetch_RGB;
|
||||
|
||||
m_conf.ps.tales_of_abyss_hle = 1;
|
||||
}
|
||||
@@ -5365,7 +5415,7 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
|
||||
{
|
||||
GL_INS("HW: HLE Shuffle Urban Chaos");
|
||||
if (test_only)
|
||||
return true;
|
||||
return ChannelFetch_RGB;
|
||||
|
||||
m_conf.ps.urban_chaos_hle = 1;
|
||||
}
|
||||
@@ -5380,18 +5430,18 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
|
||||
// handled above.
|
||||
GL_INS("HW: Might not be channel shuffle");
|
||||
if (test_only)
|
||||
return false;
|
||||
return ChannelFetch_NONE;
|
||||
|
||||
m_channel_shuffle = false;
|
||||
return false;
|
||||
}
|
||||
else if (m_cached_ctx.CLAMP.WMS == 3 && ((m_cached_ctx.CLAMP.MAXU & 0x8) == 8))
|
||||
{
|
||||
const ChannelFetch channel_select = ((m_cached_ctx.CLAMP.WMT != 3 && (m_vertex.buff[m_index.buff[0]].V & 0x20) == 0) || (m_cached_ctx.CLAMP.WMT == 3 && ((m_cached_ctx.CLAMP.MAXV & 0x2) == 0))) ? ChannelFetch_BLUE : ChannelFetch_ALPHA;
|
||||
|
||||
// MGS3/Kill Zone
|
||||
if (test_only)
|
||||
return true;
|
||||
|
||||
const ChannelFetch channel_select = ((m_cached_ctx.CLAMP.WMT != 3 && (m_vertex.buff[m_index.buff[0]].V & 0x20) == 0) || (m_cached_ctx.CLAMP.WMT == 3 && ((m_cached_ctx.CLAMP.MAXV & 0x2) == 0))) ? ChannelFetch_BLUE : ChannelFetch_ALPHA;
|
||||
return channel_select;
|
||||
|
||||
GL_INS("HW: %s channel", (channel_select == ChannelFetch_BLUE) ? "blue" : "alpha");
|
||||
|
||||
@@ -5401,7 +5451,7 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
|
||||
{
|
||||
// Read either Red or Green. Let's check the V coordinate. 0-1 is likely top so
|
||||
// red. 2-3 is likely bottom so green (actually depends on texture base pointer offset)
|
||||
const bool green = PRIM->FST && (m_vertex.buff[0].V & 32);
|
||||
const bool green = (m_cached_ctx.CLAMP.WMT == 3 && ((m_cached_ctx.CLAMP.MAXV & 0x2) == 2)) || (PRIM->FST && (m_vertex.buff[0].V & 32));
|
||||
if (green && (m_cached_ctx.FRAME.FBMSK & 0x00FFFFFF) == 0x00FFFFFF)
|
||||
{
|
||||
// Typically used in Terminator 3
|
||||
@@ -5429,7 +5479,7 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
|
||||
|
||||
GL_INS("HW: Green/Blue channel (%d, %d)", blue_shift, green_shift);
|
||||
if (test_only)
|
||||
return true;
|
||||
return ChannelFetch_GXBY;
|
||||
|
||||
m_conf.cb_ps.ChannelShuffle = GSVector4i(blue_mask, blue_shift, green_mask, green_shift);
|
||||
m_conf.ps.channel = ChannelFetch_GXBY;
|
||||
@@ -5439,7 +5489,7 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
|
||||
{
|
||||
GL_INS("HW: Green channel (wrong mask) (fbmask %x)", blue_mask);
|
||||
if (test_only)
|
||||
return true;
|
||||
return ChannelFetch_GREEN;
|
||||
|
||||
m_conf.ps.channel = ChannelFetch_GREEN;
|
||||
}
|
||||
@@ -5448,7 +5498,7 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
|
||||
{
|
||||
GL_INS("HW: Green channel");
|
||||
if (test_only)
|
||||
return true;
|
||||
return ChannelFetch_GREEN;
|
||||
|
||||
m_conf.ps.channel = ChannelFetch_GREEN;
|
||||
}
|
||||
@@ -5457,7 +5507,7 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
|
||||
// Pop
|
||||
GL_INS("HW: Red channel");
|
||||
if (test_only)
|
||||
return true;
|
||||
return ChannelFetch_RED;
|
||||
|
||||
m_conf.ps.channel = ChannelFetch_RED;
|
||||
}
|
||||
@@ -5502,7 +5552,7 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
|
||||
#endif
|
||||
|
||||
if (test_only)
|
||||
return true;
|
||||
return channel;
|
||||
|
||||
m_conf.ps.channel = channel;
|
||||
}
|
||||
@@ -5512,7 +5562,7 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
|
||||
m_r.x, m_r.y, m_r.z, m_r.w, min_uv.x, min_uv.y);
|
||||
|
||||
if (test_only)
|
||||
return false;
|
||||
return ChannelFetch_NONE;
|
||||
|
||||
m_channel_shuffle = false;
|
||||
return false;
|
||||
@@ -5546,7 +5596,6 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
|
||||
s[1].V = 16384;
|
||||
|
||||
m_r = GSVector4i(0, 0, 1024, 1024);
|
||||
|
||||
// We need to count the pages that get shuffled to, some games (like Hitman Blood Money dialogue blur effects) only do half the screen.
|
||||
if (!m_full_screen_shuffle && !m_conf.ps.urban_chaos_hle && !m_conf.ps.tales_of_abyss_hle && src)
|
||||
{
|
||||
@@ -5556,21 +5605,14 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
|
||||
|
||||
m_channel_shuffle_width = src->m_TEX0.TBW;
|
||||
}
|
||||
|
||||
m_channel_shuffle_finish = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
const u32 frame_page_offset = std::max(static_cast<int>(((m_r.x / frame_psm.pgs.x) + (m_r.y / frame_psm.pgs.y) * rt->m_TEX0.TBW)), 0);
|
||||
m_r = GSVector4i(m_r.x & ~(frame_psm.pgs.x - 1), m_r.y & ~(frame_psm.pgs.y - 1), (m_r.z + (frame_psm.pgs.x - 1)) & ~(frame_psm.pgs.x - 1), (m_r.w + (frame_psm.pgs.y - 1)) & ~(frame_psm.pgs.y - 1));
|
||||
|
||||
// Hitman suffers from this, not sure on the exact scenario at the moment, but we need the barrier.
|
||||
if (NeedsBlending() && m_context->ALPHA.IsCdInBlend())
|
||||
{
|
||||
// Needed to enable IsFeedbackLoop.
|
||||
m_conf.ps.channel_fb = 1;
|
||||
// Assume no overlap when it's a channel shuffle, no need for full barriers.
|
||||
m_conf.require_one_barrier = true;
|
||||
}
|
||||
|
||||
// This is for offsetting the texture, however if the texture has a region clamp, we don't want to move it.
|
||||
// A good two test games for this is Ghost in the Shell (no region clamp) and Tekken 5 (offset clamp on shadows)
|
||||
if (rt && rt->m_TEX0.TBP0 == m_cached_ctx.FRAME.Block())
|
||||
@@ -5594,7 +5636,6 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
|
||||
s[1].U = m_r.z << 4;
|
||||
s[0].V = m_r.y << 4;
|
||||
s[1].V = m_r.w << 4;
|
||||
m_last_channel_shuffle_fbmsk = 0xFFFFFFFF;
|
||||
|
||||
// If we're doing per page copying, then set the valid 1 frame ahead if we're continuing, as this will save the target lookup making a new target for the new row.
|
||||
const u32 frame_offset = m_cached_ctx.FRAME.Block() + (IsPageCopy() ? 0x20 : 0);
|
||||
@@ -5613,13 +5654,15 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
|
||||
|
||||
new_valid.w = std::max(new_valid.w, offset_height);
|
||||
rt->UpdateValidity(new_valid, true);
|
||||
|
||||
m_channel_shuffle_finish = true;
|
||||
}
|
||||
|
||||
m_vertex.head = m_vertex.tail = m_vertex.next = 2;
|
||||
m_index.tail = 2;
|
||||
|
||||
m_primitive_covers_without_gaps = NoGapsType::FullCover;
|
||||
m_channel_shuffle_abort = false;
|
||||
m_conf.cb_ps.ChannelShuffleOffset = GSVector2(0, 0);
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -6425,7 +6468,10 @@ __ri void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Target* rt,
|
||||
{
|
||||
// don't overwrite the texture when using channel shuffle, but keep the palette
|
||||
if (!m_channel_shuffle)
|
||||
{
|
||||
m_conf.cb_ps.ChannelShuffleOffset = GSVector2(0, 0);
|
||||
m_conf.tex = tex->m_texture;
|
||||
}
|
||||
m_conf.pal = tex->m_palette;
|
||||
|
||||
// Hazard handling (i.e. reading from the current RT/DS).
|
||||
@@ -6817,7 +6863,7 @@ __ri void GSRendererHW::HandleTextureHazards(const GSTextureCache::Target* rt, c
|
||||
const GSTextureCache::Target* src_target = nullptr;
|
||||
if (!m_downscale_source || !tex->m_from_target)
|
||||
{
|
||||
if (rt && m_conf.tex == m_conf.rt && !(m_channel_shuffle && tex && (tex_diff != frame_diff || target_region)))
|
||||
if (rt && m_conf.tex == m_conf.rt && !(m_channel_shuffle && tex && tex_diff != frame_diff))
|
||||
{
|
||||
// Can we read the framebuffer directly? (i.e. sample location matches up).
|
||||
if (CanUseTexIsFB(rt, tex, tmm))
|
||||
@@ -6900,37 +6946,63 @@ __ri void GSRendererHW::HandleTextureHazards(const GSTextureCache::Target* rt, c
|
||||
GSVector4i::storel(©_dst_offset, copy_range);
|
||||
if (m_channel_shuffle && (tex_diff || frame_diff))
|
||||
{
|
||||
const int page_offset = (m_cached_ctx.TEX0.TBP0 - src_target->m_TEX0.TBP0) >> 5;
|
||||
const int horizontal_offset = ((page_offset % src_target->m_TEX0.TBW) * GSLocalMemory::m_psm[src_target->m_TEX0.PSM].pgs.x);
|
||||
const int vertical_offset = ((page_offset / src_target->m_TEX0.TBW) * GSLocalMemory::m_psm[src_target->m_TEX0.PSM].pgs.y);
|
||||
|
||||
const u32 page_offset = (m_cached_ctx.TEX0.TBP0 - src_target->m_TEX0.TBP0) >> 5;
|
||||
const u32 horizontal_offset = (page_offset % src_target->m_TEX0.TBW) * GSLocalMemory::m_psm[src_target->m_TEX0.PSM].pgs.x;
|
||||
const u32 vertical_offset = (page_offset / src_target->m_TEX0.TBW) * GSLocalMemory::m_psm[src_target->m_TEX0.PSM].pgs.y;
|
||||
|
||||
copy_range.x += horizontal_offset;
|
||||
copy_range.y += vertical_offset;
|
||||
copy_range.z += horizontal_offset;
|
||||
copy_range.w += vertical_offset;
|
||||
|
||||
if (!m_channel_shuffle)
|
||||
if (g_gs_device->Features().texture_barrier || g_gs_device->Features().multidraw_fb_copy)
|
||||
{
|
||||
copy_size.y -= vertical_offset;
|
||||
copy_size.x -= horizontal_offset;
|
||||
}
|
||||
target_region = false;
|
||||
source_region.bits = 0;
|
||||
//copied_rt = tex->m_from_target != nullptr;
|
||||
if (m_in_target_draw && (page_offset || frame_diff))
|
||||
{
|
||||
copy_range.z = copy_range.x + m_r.width();
|
||||
copy_range.w = copy_range.y + m_r.height();
|
||||
const u32 max_skip = ((m_channel_shuffle_finish || !m_channel_shuffle_width) ? 1 : m_channel_shuffle_width) << 5;
|
||||
const bool new_shuffle = !(m_last_channel_shuffle_fbmsk == m_context->FRAME.FBMSK &&
|
||||
m_last_channel_shuffle_fbp <= m_context->FRAME.Block() && (m_last_channel_shuffle_fbp + max_skip) >= m_context->FRAME.Block() &&
|
||||
m_last_channel_shuffle_end_block > m_context->FRAME.Block() && m_last_channel_shuffle_tbp <= m_context->TEX0.TBP0 && (m_last_channel_shuffle_tbp + max_skip) >= m_context->TEX0.TBP0);
|
||||
|
||||
if (tex_diff != frame_diff)
|
||||
if (rt == tex->m_from_target && new_shuffle)
|
||||
{
|
||||
GSVector4i::storel(©_dst_offset, m_r);
|
||||
if (m_prim_overlap == PRIM_OVERLAP_NO)
|
||||
m_conf.require_one_barrier = true;
|
||||
else
|
||||
m_conf.require_full_barrier = true;
|
||||
}
|
||||
}
|
||||
|
||||
copy_range.z = std::min(copy_range.z, src_target->m_unscaled_size.x);
|
||||
copy_range.w = std::min(copy_range.w, src_target->m_unscaled_size.y);
|
||||
m_conf.cb_ps.ChannelShuffleOffset = GSVector2((horizontal_offset - m_r.x) * tex->GetScale(), (vertical_offset - m_r.y) * tex->GetScale());
|
||||
m_conf.ps.channel_fb = 1;
|
||||
target_region = false;
|
||||
source_region.bits = 0;
|
||||
|
||||
unscaled_size = src_target->GetUnscaledSize();
|
||||
scale = src_target->GetScale();
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
copy_range.x += horizontal_offset;
|
||||
copy_range.y += vertical_offset;
|
||||
copy_range.z += horizontal_offset;
|
||||
copy_range.w += vertical_offset;
|
||||
|
||||
if (!m_channel_shuffle)
|
||||
{
|
||||
copy_size.y -= vertical_offset;
|
||||
copy_size.x -= horizontal_offset;
|
||||
}
|
||||
target_region = false;
|
||||
source_region.bits = 0;
|
||||
//copied_rt = tex->m_from_target != nullptr;
|
||||
if (m_in_target_draw && (page_offset || frame_diff))
|
||||
{
|
||||
copy_range.z = copy_range.x + m_r.width();
|
||||
copy_range.w = copy_range.y + m_r.height();
|
||||
|
||||
if (tex_diff != frame_diff)
|
||||
{
|
||||
GSVector4i::storel(©_dst_offset, m_r);
|
||||
}
|
||||
}
|
||||
|
||||
copy_range.z = std::min(copy_range.z, src_target->m_unscaled_size.x);
|
||||
copy_range.w = std::min(copy_range.w, src_target->m_unscaled_size.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -8892,17 +8964,17 @@ bool GSRendererHW::TryGSMemClear(bool no_rt, bool preserve_rt, bool invalidate_r
|
||||
if (m_r.width() < ((static_cast<int>(m_cached_ctx.FRAME.FBW) - 1) * 64))
|
||||
return false;
|
||||
|
||||
if (!no_rt && !preserve_rt)
|
||||
if (!no_rt && (!preserve_rt || (IsOpaque() && m_cached_ctx.FRAME.FBMSK)))
|
||||
{
|
||||
ClearGSLocalMemory(m_context->offset.fb, m_r, GetConstantDirectWriteMemClearColor());
|
||||
|
||||
if (invalidate_rt)
|
||||
if (invalidate_rt && !preserve_rt)
|
||||
{
|
||||
g_texture_cache->InvalidateVideoMem(m_context->offset.fb, m_r, false);
|
||||
g_texture_cache->InvalidateContainedTargets(
|
||||
GSLocalMemory::GetStartBlockAddress(
|
||||
m_cached_ctx.FRAME.Block(), m_cached_ctx.FRAME.FBW, m_cached_ctx.FRAME.PSM, m_r),
|
||||
rt_end_bp, m_cached_ctx.FRAME.PSM, m_cached_ctx.FRAME.FBW);
|
||||
rt_end_bp, m_cached_ctx.FRAME.PSM, m_cached_ctx.FRAME.FBW, m_cached_ctx.FRAME.FBMSK);
|
||||
|
||||
GSUploadQueue clear_queue;
|
||||
clear_queue.draw = s_n;
|
||||
@@ -8913,6 +8985,13 @@ bool GSRendererHW::TryGSMemClear(bool no_rt, bool preserve_rt, bool invalidate_r
|
||||
clear_queue.zero_clear = true;
|
||||
m_draw_transfers.push_back(clear_queue);
|
||||
}
|
||||
else
|
||||
{
|
||||
g_texture_cache->InvalidateContainedTargets(
|
||||
GSLocalMemory::GetStartBlockAddress(
|
||||
m_cached_ctx.FRAME.Block(), m_cached_ctx.FRAME.FBW, m_cached_ctx.FRAME.PSM, m_r),
|
||||
rt_end_bp, m_cached_ctx.FRAME.PSM, m_cached_ctx.FRAME.FBW, m_cached_ctx.FRAME.FBMSK, true);
|
||||
}
|
||||
}
|
||||
|
||||
if (!no_ds && !preserve_z)
|
||||
@@ -8926,6 +9005,15 @@ bool GSRendererHW::TryGSMemClear(bool no_rt, bool preserve_rt, bool invalidate_r
|
||||
GSLocalMemory::GetStartBlockAddress(
|
||||
m_cached_ctx.ZBUF.Block(), m_cached_ctx.FRAME.FBW, m_cached_ctx.ZBUF.PSM, m_r),
|
||||
ds_end_bp, m_cached_ctx.ZBUF.PSM, m_cached_ctx.FRAME.FBW);
|
||||
|
||||
GSUploadQueue clear_queue;
|
||||
clear_queue.draw = s_n;
|
||||
clear_queue.rect = m_r;
|
||||
clear_queue.blit.DBP = m_cached_ctx.ZBUF.Block();
|
||||
clear_queue.blit.DBW = m_cached_ctx.FRAME.FBW;
|
||||
clear_queue.blit.DPSM = m_cached_ctx.ZBUF.PSM;
|
||||
clear_queue.zero_clear = true;
|
||||
m_draw_transfers.push_back(clear_queue);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8944,6 +9032,7 @@ void GSRendererHW::ClearGSLocalMemory(const GSOffset& off, const GSVector4i& r,
|
||||
const int right = r.right;
|
||||
const int bottom = r.bottom;
|
||||
int top = r.top;
|
||||
u32 drawing_mask = GSLocalMemory::m_psm[psm].depth ? 0x0 : m_cached_ctx.FRAME.FBMSK;
|
||||
|
||||
// Process the page aligned region first, then fall back to anything which is not.
|
||||
// Since pages are linear in memory, we can do it basically with a vector memset.
|
||||
@@ -8959,22 +9048,34 @@ void GSRendererHW::ClearGSLocalMemory(const GSOffset& off, const GSVector4i& r,
|
||||
|
||||
if (format == GSLocalMemory::PSM_FMT_32)
|
||||
{
|
||||
const GSVector4i vcolor = GSVector4i(vert_color);
|
||||
const GSVector4i vcolor = GSVector4i(vert_color & ~drawing_mask);
|
||||
const u32 iterations_per_page = (pages_wide * pixels_per_page) / 4;
|
||||
const GSVector4i mask = GSVector4i(drawing_mask);
|
||||
pxAssert((off.bp() & (GS_BLOCKS_PER_PAGE - 1)) == 0);
|
||||
for (u32 current_page = off.bp() >> 5; top < page_aligned_bottom; top += pgs.y, current_page += fbw)
|
||||
{
|
||||
current_page &= (GS_MAX_PAGES - 1);
|
||||
GSVector4i* ptr = reinterpret_cast<GSVector4i*>(m_mem.vm8() + current_page * GS_PAGE_SIZE);
|
||||
GSVector4i* const ptr_end = ptr + iterations_per_page;
|
||||
while (ptr != ptr_end)
|
||||
*(ptr++) = vcolor;
|
||||
if (drawing_mask)
|
||||
{
|
||||
while (ptr != ptr_end)
|
||||
{
|
||||
*ptr = (*ptr & mask) | vcolor;
|
||||
ptr++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
while (ptr != ptr_end)
|
||||
*(ptr++) = vcolor;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (format == GSLocalMemory::PSM_FMT_24)
|
||||
{
|
||||
const GSVector4i mask = GSVector4i::xff000000();
|
||||
const GSVector4i vcolor = GSVector4i(vert_color & 0x00ffffffu);
|
||||
const GSVector4i mask = GSVector4i::xff000000() | GSVector4i(drawing_mask);
|
||||
const GSVector4i vcolor = GSVector4i((vert_color & 0x00ffffffu) & ~drawing_mask);
|
||||
const u32 iterations_per_page = (pages_wide * pixels_per_page) / 4;
|
||||
pxAssert((off.bp() & (GS_BLOCKS_PER_PAGE - 1)) == 0);
|
||||
for (u32 current_page = off.bp() >> 5; top < page_aligned_bottom; top += pgs.y, current_page += fbw)
|
||||
@@ -8993,7 +9094,10 @@ void GSRendererHW::ClearGSLocalMemory(const GSOffset& off, const GSVector4i& r,
|
||||
{
|
||||
const u16 converted_color = ((vert_color >> 16) & 0x8000) | ((vert_color >> 9) & 0x7C00) |
|
||||
((vert_color >> 6) & 0x7E0) | ((vert_color >> 3) & 0x1F);
|
||||
const u16 converted_mask = ((drawing_mask >> 16) & 0x8000) | ((drawing_mask >> 9) & 0x7C00) |
|
||||
((drawing_mask >> 6) & 0x7E0) | ((drawing_mask >> 3) & 0x1F);
|
||||
const GSVector4i vcolor = GSVector4i::broadcast16(converted_color);
|
||||
const GSVector4i mask = GSVector4i::broadcast16(converted_mask);
|
||||
const u32 iterations_per_page = (pages_wide * pixels_per_page) / 8;
|
||||
pxAssert((off.bp() & (GS_BLOCKS_PER_PAGE - 1)) == 0);
|
||||
for (u32 current_page = off.bp() >> 5; top < page_aligned_bottom; top += pgs.y, current_page += fbw)
|
||||
@@ -9001,14 +9105,27 @@ void GSRendererHW::ClearGSLocalMemory(const GSOffset& off, const GSVector4i& r,
|
||||
current_page &= (GS_MAX_PAGES - 1);
|
||||
GSVector4i* ptr = reinterpret_cast<GSVector4i*>(m_mem.vm8() + current_page * GS_PAGE_SIZE);
|
||||
GSVector4i* const ptr_end = ptr + iterations_per_page;
|
||||
while (ptr != ptr_end)
|
||||
*(ptr++) = vcolor;
|
||||
if (converted_mask)
|
||||
{
|
||||
while (ptr != ptr_end)
|
||||
{
|
||||
*ptr = (*ptr & mask) | vcolor;
|
||||
ptr++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
while (ptr != ptr_end)
|
||||
*(ptr++) = vcolor;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (format == GSLocalMemory::PSM_FMT_32)
|
||||
{
|
||||
const u32 mask = drawing_mask;
|
||||
const u32 vcolor = vert_color & ~mask;
|
||||
// Based on WritePixel32
|
||||
u32* vm = m_mem.vm32();
|
||||
for (int y = top; y < bottom; y++)
|
||||
@@ -9016,25 +9133,28 @@ void GSRendererHW::ClearGSLocalMemory(const GSOffset& off, const GSVector4i& r,
|
||||
GSOffset::PAHelper pa = off.assertSizesMatch(GSLocalMemory::swizzle32).paMulti(0, y);
|
||||
|
||||
for (int x = left; x < right; x++)
|
||||
vm[pa.value(x)] = vert_color;
|
||||
vm[pa.value(x)] = vcolor | (vm[pa.value(x)] & mask);
|
||||
}
|
||||
}
|
||||
else if (format == GSLocalMemory::PSM_FMT_24)
|
||||
{
|
||||
// Based on WritePixel24
|
||||
u32* vm = m_mem.vm32();
|
||||
const u32 write_color = vert_color & 0xffffffu;
|
||||
const u32 mask = drawing_mask | 0xff000000u;
|
||||
const u32 write_color = (vert_color & 0xffffffu) & ~mask;
|
||||
for (int y = top; y < bottom; y++)
|
||||
{
|
||||
GSOffset::PAHelper pa = off.assertSizesMatch(GSLocalMemory::swizzle32).paMulti(0, y);
|
||||
|
||||
for (int x = left; x < right; x++)
|
||||
vm[pa.value(x)] = (vm[pa.value(x)] & 0xff000000u) | write_color;
|
||||
vm[pa.value(x)] = (vm[pa.value(x)] & mask) | write_color;
|
||||
}
|
||||
}
|
||||
else if (format == GSLocalMemory::PSM_FMT_16)
|
||||
{
|
||||
const u16 converted_color = ((vert_color >> 16) & 0x8000) | ((vert_color >> 9) & 0x7C00) | ((vert_color >> 6) & 0x7E0) | ((vert_color >> 3) & 0x1F);
|
||||
const u16 converted_mask = ((drawing_mask >> 16) & 0x8000) | ((drawing_mask >> 9) & 0x7C00) |
|
||||
((drawing_mask >> 6) & 0x7E0) | ((drawing_mask >> 3) & 0x1F);
|
||||
const u16 converted_color = (((vert_color >> 16) & 0x8000) | ((vert_color >> 9) & 0x7C00) | ((vert_color >> 6) & 0x7E0) | ((vert_color >> 3) & 0x1F)) & ~converted_mask;
|
||||
|
||||
// Based on WritePixel16
|
||||
u16* vm = m_mem.vm16();
|
||||
@@ -9043,7 +9163,7 @@ void GSRendererHW::ClearGSLocalMemory(const GSOffset& off, const GSVector4i& r,
|
||||
GSOffset::PAHelper pa = off.assertSizesMatch(GSLocalMemory::swizzle16).paMulti(0, y);
|
||||
|
||||
for (int x = left; x < right; x++)
|
||||
vm[pa.value(x)] = converted_color;
|
||||
vm[pa.value(x)] = converted_color | (vm[pa.value(x)] & converted_mask);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -9070,8 +9190,9 @@ bool GSRendererHW::OI_BlitFMV(GSTextureCache::Target* _rt, GSTextureCache::Sourc
|
||||
// Bottom of Texture (half height frame, will be the copy of Top texture after the draw)
|
||||
// -----------------------------------------------------------------
|
||||
|
||||
const int tw = static_cast<int>(1 << m_cached_ctx.TEX0.TW);
|
||||
const int th = static_cast<int>(1 << m_cached_ctx.TEX0.TH);
|
||||
// Do not use tw and th, if it has been optimized to not be the TEX0 size, it will crash.
|
||||
const int tw = tex->m_unscaled_size.x;
|
||||
int th = tex->m_unscaled_size.y;
|
||||
|
||||
// Compute the Bottom of texture rectangle
|
||||
pxAssert(m_cached_ctx.TEX0.TBP0 > m_cached_ctx.FRAME.Block());
|
||||
@@ -9079,30 +9200,48 @@ bool GSRendererHW::OI_BlitFMV(GSTextureCache::Target* _rt, GSTextureCache::Sourc
|
||||
GSVector4i r_texture(r_draw);
|
||||
r_texture.y -= offset;
|
||||
r_texture.w -= offset;
|
||||
const int new_height = std::max(r_texture.w, th);
|
||||
|
||||
if (GSTexture* rt = g_gs_device->CreateRenderTarget(tw, th, GSTexture::Format::Color))
|
||||
GSTexture* temp_tex = g_gs_device->CreateTexture(tw, new_height, 1, tex->m_texture->GetFormat(), true);
|
||||
|
||||
if (temp_tex)
|
||||
{
|
||||
// sRect is the top of texture
|
||||
// Need to half pixel offset the dest tex coordinates as draw pixels are top left instead of centre for texel reads.
|
||||
const GSVector4 sRect(m_vt.m_min.t.x / tw, m_vt.m_min.t.y / th, m_vt.m_max.t.x / tw, m_vt.m_max.t.y / th);
|
||||
const GSVector4 dRect = GSVector4(r_texture) + GSVector4(0.5f);
|
||||
const GSVector4i r_full(0, 0, tw, th);
|
||||
if (GSTexture* rt = g_gs_device->CreateRenderTarget(tw, new_height, GSTexture::Format::Color))
|
||||
{
|
||||
// sRect is the top of texture
|
||||
// Need to half pixel offset the dest tex coordinates as draw pixels are top left instead of centre for texel reads.
|
||||
const GSVector4 dRect = GSVector4(r_texture) + GSVector4(0.5f);
|
||||
const GSVector4i r_full(0, 0, tw, th);
|
||||
|
||||
g_gs_device->CopyRect(tex->m_texture, rt, r_full, 0, 0);
|
||||
g_gs_device->CopyRect(tex->m_texture, rt, r_full, 0, 0);
|
||||
|
||||
g_gs_device->StretchRect(tex->m_texture, sRect, rt, dRect, ShaderConvert::COPY, m_vt.IsRealLinear());
|
||||
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
|
||||
g_texture_cache->ReplaceSourceTexture(tex, temp_tex, tex->m_scale, GSVector2i(tw, new_height), nullptr, false);
|
||||
|
||||
g_gs_device->CopyRect(rt, tex->m_texture, r_full, 0, 0);
|
||||
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
|
||||
if (tex->m_region.HasY())
|
||||
{
|
||||
if (tex->m_region.GetMaxY() == th)
|
||||
{
|
||||
tex->m_region.bits &= ~(0xFFFF0000ULL << 32);
|
||||
tex->m_region.SetY(tex->m_region.GetMinY(), new_height);
|
||||
}
|
||||
}
|
||||
th = new_height;
|
||||
const GSVector4 sRect(m_vt.m_min.t.x / tw, m_vt.m_min.t.y / th, m_vt.m_max.t.x / tw, m_vt.m_max.t.y / th);
|
||||
const GSVector4i r_full_new(0, 0, tw, th);
|
||||
g_gs_device->StretchRect(tex->m_texture, sRect, rt, dRect, ShaderConvert::COPY, m_vt.IsRealLinear());
|
||||
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
|
||||
|
||||
g_gs_device->CopyRect(rt, tex->m_texture, r_full_new, 0, 0);
|
||||
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
|
||||
|
||||
g_gs_device->Recycle(rt);
|
||||
}
|
||||
|
||||
// Copy back the texture into the GS mem. I don't know why but it will be
|
||||
// reuploaded again later
|
||||
g_texture_cache->Read(tex, r_texture.rintersect(tex->m_texture->GetRect()));
|
||||
|
||||
g_gs_device->Recycle(rt);
|
||||
}
|
||||
|
||||
// Copy back the texture into the GS mem. I don't know why but it will be
|
||||
// reuploaded again later
|
||||
g_texture_cache->Read(tex, r_texture.rintersect(tex->m_texture->GetRect()));
|
||||
|
||||
g_texture_cache->InvalidateVideoMemSubTarget(_rt);
|
||||
|
||||
return false; // skip current draw
|
||||
|
||||
@@ -96,7 +96,7 @@ private:
|
||||
void HandleProvokingVertexFirst();
|
||||
void SetupIA(float target_scale, float sx, float sy, bool req_vert_backup);
|
||||
void EmulateTextureShuffleAndFbmask(GSTextureCache::Target* rt, GSTextureCache::Source* tex);
|
||||
bool EmulateChannelShuffle(GSTextureCache::Target* src, bool test_only, GSTextureCache::Target* rt = nullptr);
|
||||
u32 EmulateChannelShuffle(GSTextureCache::Target* src, bool test_only, GSTextureCache::Target* rt = nullptr);
|
||||
void EmulateBlending(int rt_alpha_min, int rt_alpha_max, const bool DATE, bool& DATE_PRIMID, bool& DATE_BARRIER, GSTextureCache::Target* rt,
|
||||
bool can_scale_rt_alpha, bool& new_rt_alpha_scale);
|
||||
void CleanupDraw(bool invalidate_temp_src);
|
||||
|
||||
@@ -1059,12 +1059,13 @@ void GSTextureCache::DirtyRectByPage(u32 sbp, u32 spsm, u32 sbw, Target* t, GSVe
|
||||
|
||||
__ri static GSTextureCache::Source* FindSourceInMap(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA,
|
||||
const GSLocalMemory::psm_t& psm_s, const u32* clut, const GSTexture* gpu_clut, const GSVector2i& compare_lod,
|
||||
const GSTextureCache::SourceRegion& region, u32 fixed_tex0, FastList<GSTextureCache::Source*>& map)
|
||||
const GSTextureCache::SourceRegion& region, u32 fixed_tex0, FastList<GSTextureCache::Source*>& map, const GIFRegCLAMP& CLAMP, GSVector4i read_area)
|
||||
{
|
||||
GSTextureCache::Source* best_s = nullptr;
|
||||
|
||||
for (auto i = map.begin(); i != map.end(); ++i)
|
||||
{
|
||||
GSTextureCache::Source* s = *i;
|
||||
|
||||
if (((TEX0.U32[0] ^ s->m_TEX0.U32[0]) | ((TEX0.U32[1] ^ s->m_TEX0.U32[1]) & 3)) != 0) // TBP0 TBW PSM TW TH
|
||||
continue;
|
||||
|
||||
@@ -1094,8 +1095,23 @@ __ri static GSTextureCache::Source* FindSourceInMap(const GIFRegTEX0& TEX0, cons
|
||||
// When fixed tex0 is used, we must find a matching region texture. The base likely
|
||||
// doesn't contain to the correct region. Bit cheeky here, avoid a logical or by
|
||||
// adding the invalid tex0 bit in.
|
||||
if (((s->m_region.bits | fixed_tex0) != 0) && s->m_region.bits != region.bits)
|
||||
continue;
|
||||
|
||||
if (((s->m_region.bits | fixed_tex0) != 0))
|
||||
{
|
||||
const bool is_clamped = CLAMP.WMS == CLAMP_CLAMP && CLAMP.WMT == CLAMP_CLAMP;
|
||||
if (is_clamped && s->m_region.GetMinX() == 0 && s->m_region.GetMinY() == 0)
|
||||
{
|
||||
const GSVector4i read_region = GSVector4i(0, 0, read_area.z, read_area.w);
|
||||
const GSVector4i region_area = GSVector4i(s->m_region.GetMinX(), s->m_region.GetMinY(), s->m_region.HasX() ? s->m_region.GetMaxX() : (1 << s->m_TEX0.TW), s->m_region.HasY() ? s->m_region.GetMaxY() : (1 << s->m_TEX0.TW));
|
||||
|
||||
if (!region_area.rintersect(read_region).eq(read_region))
|
||||
continue;
|
||||
}
|
||||
else if (((s->m_region.bits | fixed_tex0) != 0) && s->m_region.bits != region.bits)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Same base mip texture, but we need to check that MXL was the same as well.
|
||||
// When mipmapping is off, this will be 0,0 vs 0,0.
|
||||
@@ -1107,7 +1123,10 @@ __ri static GSTextureCache::Source* FindSourceInMap(const GIFRegTEX0& TEX0, cons
|
||||
return s;
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
if (best_s != nullptr)
|
||||
return best_s;
|
||||
else
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
GSTextureCache::Source* GSTextureCache::LookupDepthSource(const bool is_depth, const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GIFRegCLAMP& CLAMP, const GSVector4i& r, const bool possible_shuffle, const bool linear, const GIFRegFRAME& frame, bool req_color, bool req_alpha, bool palette)
|
||||
@@ -1127,7 +1146,7 @@ GSTextureCache::Source* GSTextureCache::LookupDepthSource(const bool is_depth, c
|
||||
const u32* const clut = g_gs_renderer->m_mem.m_clut;
|
||||
GSTexture* const gpu_clut = (psm_s.pal > 0) ? g_gs_renderer->m_mem.m_clut.GetGPUTexture() : nullptr;
|
||||
Source* src = FindSourceInMap(TEX0, TEXA, psm_s, clut, gpu_clut, GSVector2i(0, 0), region,
|
||||
region.IsFixedTEX0(TEX0), m_src.m_map[TEX0.TBP0 >> 5]);
|
||||
region.IsFixedTEX0(TEX0), m_src.m_map[TEX0.TBP0 >> 5], CLAMP, r);
|
||||
if (src)
|
||||
{
|
||||
GL_CACHE("TC: src hit: (0x%x, %s)", TEX0.TBP0, GSUtil::GetPSMName(TEX0.PSM));
|
||||
@@ -1332,10 +1351,10 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
|
||||
const GSOffset offset(psm_s.info, TEX0.TBP0, TEX0.TBW, TEX0.PSM);
|
||||
const u32 region_page = offset.bn(region.GetMinX(), region.GetMinY()) >> 5;
|
||||
if (lookup_page != region_page)
|
||||
src = FindSourceInMap(TEX0, TEXA, psm_s, clut, gpu_clut, compare_lod, region, is_fixed_tex0, m_src.m_map[region_page]);
|
||||
src = FindSourceInMap(TEX0, TEXA, psm_s, clut, gpu_clut, compare_lod, region, is_fixed_tex0, m_src.m_map[region_page], CLAMP, r);
|
||||
}
|
||||
if (!src)
|
||||
src = FindSourceInMap(TEX0, TEXA, psm_s, clut, gpu_clut, compare_lod, region, is_fixed_tex0, m_src.m_map[lookup_page]);
|
||||
src = FindSourceInMap(TEX0, TEXA, psm_s, clut, gpu_clut, compare_lod, region, is_fixed_tex0, m_src.m_map[lookup_page], CLAMP, r);
|
||||
|
||||
if (src && src->m_from_target && GSConfig.UserHacks_TextureInsideRt >= GSTextureInRtMode::MergeTargets && GSLocalMemory::GetUnwrappedEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, r) > src->m_from_target->m_end_block)
|
||||
{
|
||||
@@ -1703,7 +1722,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
|
||||
if (found_t && (bw != t->m_TEX0.TBW || t->m_TEX0.PSM != psm))
|
||||
match = false;
|
||||
|
||||
//if (!t_clean && can_convert)
|
||||
// Different swizzle, different width, and dirty, so probably not what we want.
|
||||
// DevCon.Warning("Expected %x Got %x shuffle %d draw %d", psm, t_psm, possible_shuffle, GSState::s_n);
|
||||
if (match)
|
||||
{
|
||||
@@ -1769,8 +1788,10 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
|
||||
(GSLocalMemory::m_psm[color_psm].bpp >= 16 || (/*possible_shuffle &&*/ GSLocalMemory::m_psm[color_psm].bpp == 8 && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp >= 16)) && // Channel shuffles or non indexed lookups.
|
||||
t->m_age <= 1 && (!found_t || t->m_last_draw > dst->m_last_draw) /*&& CanTranslate(bp, bw, psm, block_boundary_rect, t->m_TEX0.TBP0, t->m_TEX0.PSM, t->m_TEX0.TBW)*/)
|
||||
{
|
||||
const u32 end_block = GSLocalMemory::GetEndBlockAddress(bp, TEX0.TBW, TEX0.PSM, r);
|
||||
const u32 adj_bp = (end_block < t->m_TEX0.TBP0 && t->UnwrappedEndBlock() > GS_MAX_BLOCKS) ? (bp + GS_MAX_BLOCKS) : bp;
|
||||
u32 rt_tbw = std::max(1U, t->m_TEX0.TBW);
|
||||
u32 horz_page_offset = ((bp - t->m_TEX0.TBP0) >> 5) % rt_tbw;
|
||||
u32 horz_page_offset = ((adj_bp - t->m_TEX0.TBP0) >> 5) % rt_tbw;
|
||||
|
||||
if (GSLocalMemory::m_psm[psm].bpp == GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp && bw != rt_tbw && block_boundary_rect.height() > GSLocalMemory::m_psm[psm].pgs.y)
|
||||
continue;
|
||||
@@ -1783,7 +1804,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
|
||||
((t->m_TEX0.TBW < (horz_page_offset + ((block_boundary_rect.z + GSLocalMemory::m_psm[psm].pgs.x - 1) / GSLocalMemory::m_psm[psm].pgs.x)) ||
|
||||
(t->m_TEX0.TBW != bw && block_boundary_rect.w > GSLocalMemory::m_psm[psm].pgs.y))))
|
||||
{
|
||||
DbgCon.Warning("BP %x - 16bit bad match for target bp %x bw %d src %d format %d", bp, t->m_TEX0.TBP0, t->m_TEX0.TBW, bw, t->m_TEX0.PSM);
|
||||
DbgCon.Warning("BP %x - 16bit bad match for target bp %x bw %d src %d format %d", adj_bp, t->m_TEX0.TBP0, t->m_TEX0.TBW, bw, t->m_TEX0.PSM);
|
||||
continue;
|
||||
}
|
||||
// Keep note that 2 bw is basically 1 normal page, as bw is in 64 pixels, and 8bit pages are 128 pixels wide, aka 2 bw.
|
||||
@@ -1795,7 +1816,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
|
||||
((GSLocalMemory::m_psm[psm].bpp == 32) ? bw : ((bw + 1) / 2)) <= t->m_TEX0.TBW) &&
|
||||
!(((GSLocalMemory::m_psm[psm].bpp == 32) ? bw : ((bw + 1) / 2)) == rt_tbw)))))
|
||||
{
|
||||
DbgCon.Warning("BP %x - 8bit bad match for target bp %x bw %d src %d format %d", bp, t->m_TEX0.TBP0, t->m_TEX0.TBW, bw, t->m_TEX0.PSM);
|
||||
DbgCon.Warning("BP %x - 8bit bad match for target bp %x bw %d src %d format %d", adj_bp, t->m_TEX0.TBP0, t->m_TEX0.TBW, bw, t->m_TEX0.PSM);
|
||||
continue;
|
||||
}
|
||||
else if (!possible_shuffle && GSLocalMemory::m_psm[psm].bpp <= 8 && TEX0.TBW == 1)
|
||||
@@ -1833,16 +1854,16 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
|
||||
else // Formats are not compatible for normal draws, only shuffles.
|
||||
continue;
|
||||
}
|
||||
if (bp > t->m_TEX0.TBP0)
|
||||
if (adj_bp > t->m_TEX0.TBP0)
|
||||
{
|
||||
if (!region.HasEither() && GSLocalMemory::m_psm[psm].bpp == 32 && (t->m_TEX0.TBW - (((bp - t->m_TEX0.TBP0) >> 5) % rt_tbw)) < static_cast<u32>((block_boundary_rect.width() + 63) / 64))
|
||||
if (!region.HasEither() && GSLocalMemory::m_psm[psm].bpp == 32 && (t->m_TEX0.TBW - (((adj_bp - t->m_TEX0.TBP0) >> 5) % rt_tbw)) < static_cast<u32>((block_boundary_rect.width() + 63) / 64))
|
||||
{
|
||||
DbgCon.Warning("Bad alignmenet");
|
||||
continue;
|
||||
}
|
||||
|
||||
// Make sure it's inside if not a shuffle, sometimes valid areas can get messy, like TOCA Race Driver 2 where it goes over to 480, but it's rounded up to 512 in the shuffle.
|
||||
if (!possible_shuffle && !t->Inside(bp, bw, psm, block_boundary_rect))
|
||||
if (!possible_shuffle && !t->Inside(adj_bp, bw, psm, block_boundary_rect))
|
||||
continue;
|
||||
|
||||
GSVector4i new_rect = (GSLocalMemory::m_psm[color_psm].bpp != GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp && (psm & 0x7) != PSMCT16) ? block_boundary_rect : rect;
|
||||
@@ -1852,7 +1873,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
|
||||
// Hitman Blood Money is an example of this in the theatre.
|
||||
const u32 rt_tbw = (possible_shuffle || bw == 1 || GSUtil::GetChannelMask(psm) != 0x8 || frame.FBW <= bw || frame.FBW == t->m_TEX0.TBW || bw == t->m_TEX0.TBW) ? t->m_TEX0.TBW : frame.FBW;
|
||||
|
||||
const bool can_translate = CanTranslate(bp, bw, src_psm, new_rect, t->m_TEX0.TBP0, t->m_TEX0.PSM, rt_tbw);
|
||||
const bool can_translate = CanTranslate(adj_bp, bw, src_psm, new_rect, t->m_TEX0.TBP0, t->m_TEX0.PSM, rt_tbw);
|
||||
if (can_translate)
|
||||
{
|
||||
const bool swizzle_match = GSLocalMemory::m_psm[src_psm].depth == GSLocalMemory::m_psm[t->m_TEX0.PSM].depth;
|
||||
@@ -1862,7 +1883,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
|
||||
|
||||
if (swizzle_match)
|
||||
{
|
||||
rect = TranslateAlignedRectByPage(t->m_TEX0.TBP0, t->m_end_block, rt_tbw, t->m_TEX0.PSM, t->m_valid, bp, src_psm, bw, new_rect);
|
||||
rect = TranslateAlignedRectByPage(t->m_TEX0.TBP0, t->m_end_block, rt_tbw, t->m_TEX0.PSM, t->m_valid, adj_bp, src_psm, bw, new_rect);
|
||||
rect.x -= new_rect.x;
|
||||
rect.y -= new_rect.y;
|
||||
}
|
||||
@@ -1882,7 +1903,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
|
||||
new_rect.z = (new_rect.z + (page_size.x - 1)) & ~(page_size.x - 1);
|
||||
new_rect.w = (new_rect.w + (page_size.y - 1)) & ~(page_size.y - 1);
|
||||
}
|
||||
rect = TranslateAlignedRectByPage(t, bp & ~((1 << 5) - 1), src_psm, bw, new_rect);
|
||||
rect = TranslateAlignedRectByPage(t, adj_bp & ~((1 << 5) - 1), src_psm, bw, new_rect);
|
||||
rect.x -= new_rect.x & ~(page_size.x - 1);
|
||||
rect.y -= new_rect.y & ~(page_size.y - 1);
|
||||
}
|
||||
@@ -1914,7 +1935,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
|
||||
}
|
||||
else
|
||||
{
|
||||
SurfaceOffset so = ComputeSurfaceOffset(bp, bw, src_psm, new_rect, t);
|
||||
SurfaceOffset so = ComputeSurfaceOffset(adj_bp, bw, src_psm, new_rect, t);
|
||||
if (!so.is_valid && t->Wraps())
|
||||
{
|
||||
// Improves Beyond Good & Evil shadow.
|
||||
@@ -2186,7 +2207,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
|
||||
}
|
||||
}
|
||||
|
||||
src = CreateSource(src_TEX0, TEXA, dst, x_offset, y_offset, lod, &rect, gpu_clut, region, target_bp_hit_outside_valid_area && TEX0.PSM != PSMT8);
|
||||
src = CreateSource(src_TEX0, TEXA, CLAMP, dst, x_offset, y_offset, lod, &rect, gpu_clut, region, target_bp_hit_outside_valid_area && TEX0.PSM != PSMT8);
|
||||
if (!src) [[unlikely]]
|
||||
return nullptr;
|
||||
}
|
||||
@@ -2294,10 +2315,10 @@ void GSTextureCache::CombineAlignedInsideTargets(Target* target, GSTextureCache:
|
||||
continue;
|
||||
}
|
||||
// Formats match
|
||||
if (t->m_TEX0.TBW == target->m_TEX0.TBW && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == GSLocalMemory::m_psm[target->m_TEX0.PSM].bpp)
|
||||
if ((t->m_TEX0.TBW == target->m_TEX0.TBW || t->m_TEX0.TBW == 1) && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == GSLocalMemory::m_psm[target->m_TEX0.PSM].bpp)
|
||||
{
|
||||
const GSLocalMemory::psm_t& t_psm = GSLocalMemory::m_psm[t->m_TEX0.PSM];
|
||||
const u32 page_offset = ((t->m_TEX0.TBP0 - target->m_TEX0.TBP0) >> 5) % std::max(1U, t->m_TEX0.TBW);
|
||||
const GSLocalMemory::psm_t& t_psm = GSLocalMemory::m_psm[target->m_TEX0.PSM];
|
||||
const u32 page_offset = ((t->m_TEX0.TBP0 - target->m_TEX0.TBP0) >> 5) % std::max(1U, target->m_TEX0.TBW);
|
||||
const u32 page_width = (t->m_valid.z + (t_psm.pgs.x - 1)) / t_psm.pgs.x;
|
||||
|
||||
if ((page_offset + page_width) <= target->m_TEX0.TBW)
|
||||
@@ -2308,7 +2329,7 @@ void GSTextureCache::CombineAlignedInsideTargets(Target* target, GSTextureCache:
|
||||
{
|
||||
t->Update();
|
||||
|
||||
const u32 vertical_offset = (((t->m_TEX0.TBP0 - target->m_TEX0.TBP0) >> 5) / std::max(1U, t->m_TEX0.TBW)) * t_psm.pgs.y;
|
||||
const u32 vertical_offset = (((t->m_TEX0.TBP0 - target->m_TEX0.TBP0) >> 5) / std::max(1U, target->m_TEX0.TBW)) * t_psm.pgs.y;
|
||||
const u32 horizontal_offset = page_offset * t_psm.pgs.x;
|
||||
const GSVector4i target_drect_unscaled = t->m_drawn_since_read + GSVector4i(horizontal_offset, vertical_offset).xyxy();
|
||||
|
||||
@@ -2673,10 +2694,12 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
|
||||
for (auto i = list.begin(); i != list.end(); ++i)
|
||||
{
|
||||
Target* t = *i;
|
||||
const u32 end_block = GSLocalMemory::GetEndBlockAddress(bp, TEX0.TBW, TEX0.PSM, GSVector4i(0, size.y, size.x, size.y + 1));
|
||||
const u32 bp_adj = (end_block < t->m_TEX0.TBP0 && t->UnwrappedEndBlock() > GS_MAX_BLOCKS) ? (bp + GS_MAX_BLOCKS) : bp;
|
||||
const bool half_buffer_match = GSConfig.UserHacks_TextureInsideRt >= GSTextureInRtMode::InsideTargets && TEX0.TBW == t->m_TEX0.TBW && TEX0.PSM == t->m_TEX0.PSM &&
|
||||
bp == GSLocalMemory::GetStartBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, GSVector4i(0, size.y, size.x, size.y + 1));
|
||||
// Make sure the target is inside the texture
|
||||
if (t->m_TEX0.TBP0 <= bp && bp <= t->m_end_block && (half_buffer_match || t->Inside(bp, TEX0.TBW, TEX0.PSM, GSVector4i::loadh(size))))
|
||||
if (t->m_TEX0.TBP0 <= bp_adj && bp_adj <= t->UnwrappedEndBlock() && (half_buffer_match || t->Inside(bp_adj, TEX0.TBW, TEX0.PSM, GSVector4i::loadh(size))))
|
||||
{
|
||||
if (dst && (GSState::s_n - dst->m_last_draw) < (GSState::s_n - t->m_last_draw))
|
||||
continue;
|
||||
@@ -2748,7 +2771,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
|
||||
dst->m_TEX0.TBP0, dst->m_TEX0.TBW, GSUtil::GetPSMName(dst->m_TEX0.PSM));
|
||||
}
|
||||
|
||||
if (dst->m_scale != scale && (!preserve_scale || is_shuffle || !dst->m_downscaled || TEX0.TBW != dst->m_TEX0.TBW))
|
||||
if (dst->m_scale != scale && (!preserve_scale || (type == RenderTarget && (is_shuffle || !dst->m_downscaled || TEX0.TBW != dst->m_TEX0.TBW))))
|
||||
{
|
||||
calcRescale(dst);
|
||||
GSTexture* tex = type == RenderTarget ? g_gs_device->CreateRenderTarget(new_scaled_size.x, new_scaled_size.y, GSTexture::Format::Color, clear) :
|
||||
@@ -2756,7 +2779,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
|
||||
if (!tex)
|
||||
return nullptr;
|
||||
|
||||
if (scale == 1.0f)
|
||||
if (scale == 1.0f && type == RenderTarget)
|
||||
{
|
||||
// When using native HPO, the top-left column/row of pixels are often not drawn. Clamp these away to avoid sampling black,
|
||||
// causing bleeding into the edges of the downsampled texture.
|
||||
@@ -2770,7 +2793,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
|
||||
g_gs_device->FilteredDownsampleTexture(dst->m_texture, tex, downsample_factor, clamp_min, dRect);
|
||||
}
|
||||
else
|
||||
g_gs_device->StretchRect(dst->m_texture, sRect, tex, dRect, (type == RenderTarget) ? ShaderConvert::COPY : ShaderConvert::DEPTH_COPY, dst->m_scale < scale);
|
||||
g_gs_device->StretchRect(dst->m_texture, sRect, tex, dRect, (type == RenderTarget) ? ShaderConvert::COPY : ShaderConvert::DEPTH_COPY, type == RenderTarget && !preserve_scale);
|
||||
|
||||
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
|
||||
m_target_memory_usage = (m_target_memory_usage - dst->m_texture->GetMemUsage()) + tex->GetMemUsage();
|
||||
@@ -3796,6 +3819,7 @@ bool GSTextureCache::PreloadTarget(GIFRegTEX0 TEX0, const GSVector2i& size, cons
|
||||
}
|
||||
|
||||
const int height_adjust = ((((dst_end_block + 31) - t->m_TEX0.TBP0) >> 5) / std::max(t->m_TEX0.TBW, 1U)) * GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y;
|
||||
bool delete_target = true;
|
||||
|
||||
if (height_adjust < t->m_unscaled_size.y)
|
||||
{
|
||||
@@ -3803,27 +3827,32 @@ bool GSTextureCache::PreloadTarget(GIFRegTEX0 TEX0, const GSVector2i& size, cons
|
||||
t->m_valid.w -= height_adjust;
|
||||
t->ResizeValidity(t->m_valid);
|
||||
|
||||
GSTexture* tex = (t->m_type == RenderTarget) ?
|
||||
g_gs_device->CreateRenderTarget(t->m_texture->GetWidth(), t->m_texture->GetHeight(), GSTexture::Format::Color, true) :
|
||||
g_gs_device->CreateDepthStencil(t->m_texture->GetWidth(), t->m_texture->GetHeight(), GSTexture::Format::DepthStencil, true);
|
||||
if (tex)
|
||||
if (!t->m_valid.rempty())
|
||||
{
|
||||
g_gs_device->CopyRect(t->m_texture, tex, GSVector4i(0, height_adjust * t->m_scale, t->m_texture->GetWidth(), t->m_texture->GetHeight()), 0, 0);
|
||||
if (src && src->m_target && src->m_from_target == t)
|
||||
delete_target = false;
|
||||
GSTexture* tex = (t->m_type == RenderTarget) ?
|
||||
g_gs_device->CreateRenderTarget(t->m_texture->GetWidth(), t->m_texture->GetHeight(), GSTexture::Format::Color, true) :
|
||||
g_gs_device->CreateDepthStencil(t->m_texture->GetWidth(), t->m_texture->GetHeight(), GSTexture::Format::DepthStencil, true);
|
||||
if (tex)
|
||||
{
|
||||
src->m_from_target = t;
|
||||
src->m_texture = t->m_texture;
|
||||
src->m_target_direct = false;
|
||||
src->m_shared_texture = false;
|
||||
g_gs_device->CopyRect(t->m_texture, tex, GSVector4i(0, height_adjust * t->m_scale, t->m_texture->GetWidth(), t->m_texture->GetHeight()), 0, 0);
|
||||
if (src && src->m_target && src->m_from_target == t)
|
||||
{
|
||||
src->m_from_target = t;
|
||||
src->m_texture = t->m_texture;
|
||||
src->m_target_direct = false;
|
||||
src->m_shared_texture = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
g_gs_device->Recycle(t->m_texture);
|
||||
}
|
||||
t->m_texture = tex;
|
||||
}
|
||||
else
|
||||
{
|
||||
g_gs_device->Recycle(t->m_texture);
|
||||
}
|
||||
t->m_texture = tex;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
if (delete_target)
|
||||
{
|
||||
if (src && src->m_target && src->m_from_target == t)
|
||||
{
|
||||
@@ -4281,23 +4310,27 @@ bool GSTextureCache::PrepareDownloadTexture(u32 width, u32 height, GSTexture::Fo
|
||||
}
|
||||
}
|
||||
}*/
|
||||
void GSTextureCache::InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 write_psm, u32 write_bw)
|
||||
void GSTextureCache::InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 write_psm, u32 write_bw, u32 fb_mask, bool ignore_exact)
|
||||
{
|
||||
const bool preserve_alpha = (GSLocalMemory::m_psm[write_psm].trbpp == 24);
|
||||
for (int type = 0; type < 2; type++)
|
||||
const bool preserve_alpha = (GSLocalMemory::m_psm[write_psm].trbpp == 24) || (fb_mask & 0xFF000000);
|
||||
for (int type = 0; type < (ignore_exact ? 1 : 2); type++)
|
||||
{
|
||||
auto& list = m_dst[type];
|
||||
for (auto i = list.begin(); i != list.end();)
|
||||
{
|
||||
Target* const t = *i;
|
||||
if (start_bp != t->m_TEX0.TBP0 && (t->m_TEX0.TBP0 > end_bp || t->UnwrappedEndBlock() < start_bp))
|
||||
|
||||
if ((ignore_exact && start_bp == t->m_TEX0.TBP0) || (start_bp != t->m_TEX0.TBP0 && (t->m_TEX0.TBP0 > end_bp || t->UnwrappedEndBlock() < start_bp)))
|
||||
{
|
||||
++i;
|
||||
continue;
|
||||
}
|
||||
|
||||
const bool compatible_fmt = GSUtil::HasCompatibleBits(t->m_TEX0.PSM, write_psm);
|
||||
const bool compatible_width = std::max(t->m_TEX0.TBW, 1U) == std::max(write_bw, 1U);
|
||||
|
||||
// If not fully contained but they are aligned and or clean, just dirty the area.
|
||||
if (type != DepthStencil && start_bp != t->m_TEX0.TBP0 && (t->m_TEX0.TBP0 < start_bp || t->UnwrappedEndBlock() > end_bp))
|
||||
if ((type != DepthStencil || !compatible_fmt || !compatible_width) && start_bp != t->m_TEX0.TBP0 && (t->m_TEX0.TBP0 < start_bp || t->UnwrappedEndBlock() > end_bp))
|
||||
{
|
||||
const u32 offset = (std::abs(static_cast<int>(start_bp - t->m_TEX0.TBP0)) >> 5) % std::max(1U, t->m_TEX0.TBW);
|
||||
const GSVector4i dirty_rect = t->m_dirty.GetTotalRect(t->m_TEX0, t->m_unscaled_size).rintersect(t->m_valid);
|
||||
@@ -4313,7 +4346,7 @@ void GSTextureCache::InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 wr
|
||||
{
|
||||
|
||||
RGBAMask mask;
|
||||
mask._u32 = GSUtil::GetChannelMask(write_psm);
|
||||
mask._u32 = GSUtil::GetChannelMask(write_psm, fb_mask);
|
||||
AddDirtyRectTarget(t, invalidate_r, t->m_TEX0.PSM, t->m_TEX0.TBW, mask, false);
|
||||
}
|
||||
|
||||
@@ -4343,7 +4376,7 @@ void GSTextureCache::InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 wr
|
||||
|
||||
t->m_valid_alpha_low &= preserve_alpha;
|
||||
t->m_valid_alpha_high &= preserve_alpha;
|
||||
t->m_valid_rgb = false;
|
||||
t->m_valid_rgb &= (fb_mask & 0x00FFFFFF) != 0;
|
||||
|
||||
// Don't keep partial depth buffers around.
|
||||
if ((!t->m_valid_alpha_low && !t->m_valid_alpha_high && !t->m_valid_rgb) || type == DepthStencil)
|
||||
@@ -4365,6 +4398,16 @@ void GSTextureCache::InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 wr
|
||||
delete t;
|
||||
continue;
|
||||
}
|
||||
else if (ignore_exact && GSUtil::HasCompatibleBits(t->m_TEX0.PSM, write_psm))
|
||||
{
|
||||
RGBAMask mask;
|
||||
mask._u32 = GSUtil::GetChannelMask(write_psm, fb_mask);
|
||||
|
||||
AddDirtyRectTarget(t, t->m_valid, t->m_TEX0.PSM, t->m_TEX0.TBW, mask, false);
|
||||
t->m_valid_rgb |= !!(mask._u32 & 0x7);
|
||||
t->m_valid_alpha_low |= mask.c.a;
|
||||
t->m_valid_alpha_high |= mask.c.a;
|
||||
}
|
||||
|
||||
GL_CACHE("TC: InvalidateContainedTargets: Clear RGB valid on %s[%x, %s]", to_string(type), t->m_TEX0.TBP0, GSUtil::GetPSMName(t->m_TEX0.PSM));
|
||||
++i;
|
||||
@@ -4838,7 +4881,10 @@ void GSTextureCache::InvalidateLocalMem(const GSOffset& off, const GSVector4i& r
|
||||
{
|
||||
if (swizzle_match)
|
||||
{
|
||||
targetr = TranslateAlignedRectByPage(t, bp, psm, bw, r, true);
|
||||
if (exact_bp && GSUtil::HasSameSwizzleBits(psm, t->m_TEX0.PSM) && bw == t->m_TEX0.TBW)
|
||||
targetr = r;
|
||||
else
|
||||
targetr = TranslateAlignedRectByPage(t, bp, psm, bw, r, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -5733,10 +5779,7 @@ void GSTextureCache::ReplaceSourceTexture(Source* s, GSTexture* new_texture, flo
|
||||
if (s->m_from_hash_cache)
|
||||
s->m_from_hash_cache->refcount++;
|
||||
else if (!s->m_shared_texture)
|
||||
{
|
||||
DevCon.Warning("replace %d", m_source_memory_usage);
|
||||
m_source_memory_usage += s->m_texture->GetMemUsage();
|
||||
}
|
||||
}
|
||||
|
||||
void GSTextureCache::IncAge()
|
||||
@@ -5816,7 +5859,7 @@ void GSTextureCache::IncAge()
|
||||
}
|
||||
|
||||
//Fixme: Several issues in here. Not handling depth stencil, pitch conversion doesnt work.
|
||||
GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* dst, int x_offset, int y_offset, const GSVector2i* lod, const GSVector4i* src_range, GSTexture* gpu_clut, SourceRegion region, bool force_temp)
|
||||
GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GIFRegCLAMP& CLAMP, Target* dst, int x_offset, int y_offset, const GSVector2i* lod, const GSVector4i* src_range, GSTexture* gpu_clut, SourceRegion region, bool force_temp)
|
||||
{
|
||||
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
|
||||
Source* src = new Source(TEX0, TEXA);
|
||||
@@ -6296,6 +6339,41 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
|
||||
m_temporary_source = src;
|
||||
}
|
||||
|
||||
// We can check for a recent upload to see if we can find out out what the actual size is.
|
||||
if (!region.HasEither() && m_temporary_source == nullptr && CLAMP.WMS == CLAMP_CLAMP && CLAMP.WMT == CLAMP_CLAMP)
|
||||
{
|
||||
if (src_range->z < tw && src_range->w < th)
|
||||
{
|
||||
auto& transfers = GSRendererHW::GetInstance()->m_draw_transfers;
|
||||
|
||||
if (transfers.size() > 0)
|
||||
{
|
||||
const int last_draw = transfers.back().draw;
|
||||
|
||||
for (auto iter = transfers.rbegin(); iter != transfers.rend(); ++iter)
|
||||
{
|
||||
if (last_draw - iter->draw > 10)
|
||||
break;
|
||||
|
||||
// If the format, and location doesn't overlap
|
||||
if (iter->blit.DBP == TEX0.TBP0 && iter->blit.DBW == TEX0.TBW && iter->blit.DPSM == TEX0.PSM)
|
||||
{
|
||||
const int new_max_x = std::min(tw, std::max(iter->rect.z, Common::AlignUpPow2(src_range->z, psm.pgs.x)));
|
||||
const int new_max_y = std::min(th, std::max(iter->rect.w, Common::AlignUpPow2(src_range->w, psm.pgs.y)));
|
||||
|
||||
if (new_max_x != tw && new_max_y != th)
|
||||
{
|
||||
region.SetX(0, new_max_x);
|
||||
region.SetY(0, new_max_y);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// maintain the clut even when paltex is on for the dump/replacement texture lookup
|
||||
bool paltex = (GSConfig.GPUPaletteConversion && psm.pal > 0) || gpu_clut;
|
||||
const u32* clut = (psm.pal > 0) ? static_cast<const u32*>(g_gs_renderer->m_mem.m_clut) : nullptr;
|
||||
@@ -7923,7 +8001,7 @@ bool GSTextureCache::Target::ResizeTexture(int new_unscaled_width, int new_unsca
|
||||
// Can't do partial copies in DirectX for depth textures, and it's probably not ideal in other
|
||||
// APIs either. So use a fullscreen quad setting depth instead.
|
||||
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
|
||||
g_gs_device->StretchRect(m_texture, tex, GSVector4(rc), ShaderConvert::DEPTH_COPY, false);
|
||||
g_gs_device->StretchRect(m_texture, tex, GSVector4(rc), ShaderConvert::DEPTH_COPY, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -8650,6 +8728,7 @@ GSTextureCache::SourceRegion GSTextureCache::SourceRegion::Create(GIFRegTEX0 TEX
|
||||
GL_CACHE("TC: Region repeat optimization: %d width -> %d", 1 << TEX0.TW, region.GetWidth());
|
||||
}
|
||||
}
|
||||
|
||||
if (CLAMP.WMT == CLAMP_REGION_CLAMP && CLAMP.MAXV >= CLAMP.MINV)
|
||||
{
|
||||
const u32 rh = CLAMP.MAXV - CLAMP.MINV + 1;
|
||||
|
||||
@@ -32,8 +32,18 @@ public:
|
||||
|
||||
constexpr static bool CheckOverlap(const u32 a_bp, const u32 a_bp_end, const u32 b_bp, const u32 b_bp_end) noexcept
|
||||
{
|
||||
const bool valid = a_bp <= a_bp_end && b_bp <= b_bp_end;
|
||||
const bool overlap = a_bp <= b_bp_end && a_bp_end >= b_bp;
|
||||
u32 b_bp_start_synced = b_bp;
|
||||
u32 b_bp_end_synced = b_bp_end;
|
||||
|
||||
// Check for wrapping
|
||||
if (a_bp_end > GS_MAX_BLOCKS && b_bp_end < a_bp)
|
||||
{
|
||||
b_bp_start_synced += GS_MAX_BLOCKS;
|
||||
b_bp_end_synced += GS_MAX_BLOCKS;
|
||||
}
|
||||
|
||||
const bool valid = a_bp <= a_bp_end && b_bp_start_synced <= b_bp_end_synced;
|
||||
const bool overlap = a_bp <= b_bp_end_synced && a_bp_end >= b_bp_start_synced;
|
||||
return valid && overlap;
|
||||
}
|
||||
|
||||
@@ -268,7 +278,7 @@ public:
|
||||
void UpdateValidChannels(u32 psm, u32 fbmsk);
|
||||
|
||||
/// Resizes target texture, DOES NOT RESCALE.
|
||||
bool ResizeTexture(int new_unscaled_width, int new_unscaled_height, bool recycle_old = true, bool require_offset = false, GSVector4i offset = GSVector4i::zero(), bool keep_old = false);
|
||||
bool ResizeTexture(int new_unscaled_width, int new_unscaled_height, bool recycle_old = true, bool require_new_rect = false, GSVector4i new_rect = GSVector4i::zero(), bool keep_old = false);
|
||||
|
||||
private:
|
||||
void UpdateTextureDebugName();
|
||||
@@ -445,7 +455,7 @@ protected:
|
||||
std::unique_ptr<GSDownloadTexture> m_uint16_download_texture;
|
||||
std::unique_ptr<GSDownloadTexture> m_uint32_download_texture;
|
||||
|
||||
Source* CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* t, int x_offset, int y_offset, const GSVector2i* lod, const GSVector4i* src_range, GSTexture* gpu_clut, SourceRegion region, bool force_temporary = false);
|
||||
Source* CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GIFRegCLAMP& CLAMP, Target* t, int x_offset, int y_offset, const GSVector2i* lod, const GSVector4i* src_range, GSTexture* gpu_clut, SourceRegion region, bool force_temporary = false);
|
||||
|
||||
bool PreloadTarget(GIFRegTEX0 TEX0, const GSVector2i& size, const GSVector2i& valid_size, bool is_frame,
|
||||
bool preload, bool preserve_target, const GSVector4i draw_rect, Target* dst, GSTextureCache::Source* src = nullptr);
|
||||
@@ -522,7 +532,7 @@ public:
|
||||
bool HasTargetInHeightCache(u32 bp, u32 fbw, u32 psm, u32 max_age = std::numeric_limits<u32>::max(), bool move_front = true);
|
||||
bool Has32BitTarget(u32 bp);
|
||||
|
||||
void InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 write_psm = PSMCT32, u32 write_bw = 1);
|
||||
void InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 write_psm = PSMCT32, u32 write_bw = 1, u32 fb_mask = 0x00000000, bool ignore_exact = false);
|
||||
void InvalidateVideoMemType(int type, u32 bp, u32 write_psm = PSMCT32, u32 write_fbmsk = 0, bool dirty_only = false);
|
||||
void InvalidateVideoMemSubTarget(GSTextureCache::Target* rt);
|
||||
void InvalidateVideoMem(const GSOffset& off, const GSVector4i& r, bool target = true);
|
||||
|
||||
@@ -2081,6 +2081,7 @@ static_assert(offsetof(GSHWDrawConfig::PSConstantBuffer, HalfTexel) == of
|
||||
static_assert(offsetof(GSHWDrawConfig::PSConstantBuffer, MinMax) == offsetof(GSMTLMainPSUniform, uv_min_max));
|
||||
static_assert(offsetof(GSHWDrawConfig::PSConstantBuffer, STRange) == offsetof(GSMTLMainPSUniform, st_range));
|
||||
static_assert(offsetof(GSHWDrawConfig::PSConstantBuffer, ChannelShuffle) == offsetof(GSMTLMainPSUniform, channel_shuffle));
|
||||
static_assert(offsetof(GSHWDrawConfig::PSConstantBuffer, ChannelShuffleOffset) == offsetof(GSMTLMainPSUniform, channel_shuffle_offset));
|
||||
static_assert(offsetof(GSHWDrawConfig::PSConstantBuffer, TCOffsetHack) == offsetof(GSMTLMainPSUniform, tc_offset));
|
||||
static_assert(offsetof(GSHWDrawConfig::PSConstantBuffer, STScale) == offsetof(GSMTLMainPSUniform, st_scale));
|
||||
static_assert(offsetof(GSHWDrawConfig::PSConstantBuffer, DitherMatrix) == offsetof(GSMTLMainPSUniform, dither_matrix));
|
||||
|
||||
@@ -129,6 +129,7 @@ struct GSMTLMainPSUniform
|
||||
unsigned int green_mask;
|
||||
unsigned int green_shift;
|
||||
} channel_shuffle;
|
||||
vector_float2 channel_shuffle_offset;
|
||||
vector_float2 tc_offset;
|
||||
vector_float2 st_scale;
|
||||
matrix_float4x4 dither_matrix;
|
||||
|
||||
@@ -509,7 +509,7 @@ struct PSMain
|
||||
|
||||
uint fetch_raw_depth()
|
||||
{
|
||||
return tex_depth.read(ushort2(in.p.xy)) * 0x1p32f;
|
||||
return tex_depth.read(ushort2(in.p.xy + cb.channel_shuffle_offset)) * 0x1p32f;
|
||||
}
|
||||
|
||||
float4 fetch_raw_color()
|
||||
@@ -517,7 +517,7 @@ struct PSMain
|
||||
if (PS_TEX_IS_FB)
|
||||
return current_color;
|
||||
else
|
||||
return tex.read(ushort2(in.p.xy));
|
||||
return tex.read(ushort2(in.p.xy + cb.channel_shuffle_offset));
|
||||
}
|
||||
|
||||
float4 fetch_c(ushort2 uv)
|
||||
@@ -790,7 +790,7 @@ struct PSMain
|
||||
void fog(thread float4& C, float f)
|
||||
{
|
||||
if (PS_FOG)
|
||||
C.rgb = trunc(mix(cb.fog_color, C.rgb, f));
|
||||
C.rgb = trunc(mix(cb.fog_color, C.rgb, (f * 255.0f) / 256.0f));
|
||||
}
|
||||
|
||||
float4 ps_color()
|
||||
|
||||
@@ -770,6 +770,11 @@ bool GSDeviceOGL::CheckFeatures()
|
||||
m_features.line_expand ? "hardware" : (m_features.vs_expand ? "vertex expanding" : "UNSUPPORTED"),
|
||||
m_features.vs_expand ? "vertex expanding" : "CPU");
|
||||
|
||||
if (!GLAD_GL_ARB_conservative_depth)
|
||||
{
|
||||
Console.Warning("GLAD_GL_ARB_conservative_depth is not supported. This will reduce performance.");
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1293,6 +1298,16 @@ std::string GSDeviceOGL::GenGlslHeader(const std::string_view entry, GLenum type
|
||||
else
|
||||
header += "#define HAS_FRAMEBUFFER_FETCH 0\n";
|
||||
|
||||
if (GLAD_GL_ARB_conservative_depth)
|
||||
{
|
||||
header += "#extension GL_ARB_conservative_depth : enable\n";
|
||||
header += "#define HAS_CONSERVATIVE_DEPTH 1\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
header += "#define HAS_CONSERVATIVE_DEPTH 0\n";
|
||||
}
|
||||
|
||||
// Allow to puts several shader in 1 files
|
||||
switch (type)
|
||||
{
|
||||
|
||||
@@ -481,72 +481,26 @@ bool GSDeviceVK::CreateDevice(VkSurfaceKHR surface, bool enable_validation_layer
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(m_physical_device, &queue_family_count, queue_family_properties.data());
|
||||
DevCon.WriteLn("%u vulkan queue families", queue_family_count);
|
||||
|
||||
std::vector<uint32_t> queue_family_users(queue_family_count, 0);
|
||||
|
||||
// Find graphics and present queues.
|
||||
m_graphics_queue_family_index = queue_family_count;
|
||||
m_present_queue_family_index = queue_family_count;
|
||||
u32 present_queue_index = 0;
|
||||
m_spin_queue_family_index = queue_family_count;
|
||||
u32 spin_queue_index = 0;
|
||||
|
||||
// Graphics Queue
|
||||
for (uint32_t i = 0; i < queue_family_count; i++)
|
||||
{
|
||||
if (queue_family_properties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
|
||||
VkBool32 graphics_supported = queue_family_properties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT;
|
||||
if (graphics_supported)
|
||||
{
|
||||
m_graphics_queue_family_index = i;
|
||||
queue_family_users[i]++;
|
||||
break;
|
||||
// Quit now, no need for a present queue.
|
||||
if (!surface)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Spinwait Queue
|
||||
for (uint32_t i = 0; i < queue_family_count; i++)
|
||||
{
|
||||
if (queue_family_properties[i].queueCount == queue_family_users[i])
|
||||
continue;
|
||||
if (!(queue_family_properties[i].queueFlags & VK_QUEUE_COMPUTE_BIT))
|
||||
continue;
|
||||
if (queue_family_properties[i].timestampValidBits == 0)
|
||||
continue; // We need timing
|
||||
|
||||
if (!(queue_family_properties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT))
|
||||
if (surface)
|
||||
{
|
||||
m_spin_queue_family_index = i;
|
||||
break;
|
||||
}
|
||||
else if (m_spin_queue_family_index == queue_family_count)
|
||||
m_spin_queue_family_index = i;
|
||||
}
|
||||
|
||||
if (m_spin_queue_family_index != queue_family_count)
|
||||
{
|
||||
spin_queue_index = queue_family_users[m_spin_queue_family_index];
|
||||
queue_family_users[m_spin_queue_family_index]++;
|
||||
m_spin_queue_is_graphics_queue = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// No spare queue? Try the graphics queue.
|
||||
if ((queue_family_properties[m_graphics_queue_family_index].queueFlags & VK_QUEUE_COMPUTE_BIT) &&
|
||||
(queue_family_properties[m_graphics_queue_family_index].timestampValidBits != 0))
|
||||
{
|
||||
m_spin_queue_family_index = m_graphics_queue_family_index;
|
||||
spin_queue_index = 0;
|
||||
m_spin_queue_is_graphics_queue = true;
|
||||
}
|
||||
else
|
||||
m_spin_queue_is_graphics_queue = false;
|
||||
}
|
||||
|
||||
// Present Queue
|
||||
if (surface)
|
||||
{
|
||||
for (uint32_t i = 0; i < queue_family_count; i++)
|
||||
{
|
||||
if (queue_family_properties[i].queueCount == queue_family_users[i])
|
||||
continue;
|
||||
|
||||
VkBool32 present_supported;
|
||||
VkResult res = vkGetPhysicalDeviceSurfaceSupportKHR(m_physical_device, i, surface, &present_supported);
|
||||
if (res != VK_SUCCESS)
|
||||
@@ -555,48 +509,35 @@ bool GSDeviceVK::CreateDevice(VkSurfaceKHR surface, bool enable_validation_layer
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!present_supported)
|
||||
continue;
|
||||
|
||||
// Perfer aync compute queue
|
||||
if ((queue_family_properties[i].queueFlags & VK_QUEUE_COMPUTE_BIT) &&
|
||||
!(queue_family_properties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT))
|
||||
{
|
||||
m_present_queue_family_index = i;
|
||||
break;
|
||||
}
|
||||
else if (m_present_queue_family_index == queue_family_count)
|
||||
m_present_queue_family_index = i;
|
||||
}
|
||||
|
||||
if (m_present_queue_family_index != queue_family_count)
|
||||
{
|
||||
present_queue_index = queue_family_users[m_present_queue_family_index];
|
||||
queue_family_users[m_present_queue_family_index]++;
|
||||
}
|
||||
else
|
||||
{
|
||||
// No spare queue? Try the graphics queue.
|
||||
VkBool32 present_supported;
|
||||
VkResult res = vkGetPhysicalDeviceSurfaceSupportKHR(m_physical_device, m_graphics_queue_family_index, surface, &present_supported);
|
||||
if (res != VK_SUCCESS)
|
||||
{
|
||||
LOG_VULKAN_ERROR(res, "vkGetPhysicalDeviceSurfaceSupportKHR failed: ");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (present_supported)
|
||||
{
|
||||
m_present_queue_family_index = m_graphics_queue_family_index;
|
||||
present_queue_index = 0;
|
||||
m_present_queue_family_index = i;
|
||||
}
|
||||
|
||||
// Prefer one queue family index that does both graphics and present.
|
||||
if (graphics_supported && present_supported)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Swap spin and present to simplify queue priorities logic.
|
||||
if (!m_spin_queue_is_graphics_queue && m_present_queue_family_index == m_spin_queue_family_index)
|
||||
std::swap(spin_queue_index, present_queue_index);
|
||||
|
||||
for (uint32_t i = 0; i < queue_family_count; i++)
|
||||
{
|
||||
// Pick a queue for spinning
|
||||
if (!(queue_family_properties[i].queueFlags & VK_QUEUE_COMPUTE_BIT))
|
||||
continue; // We need compute
|
||||
if (queue_family_properties[i].timestampValidBits == 0)
|
||||
continue; // We need timing
|
||||
const bool queue_is_used = i == m_graphics_queue_family_index || i == m_present_queue_family_index;
|
||||
if (queue_is_used && m_spin_queue_family_index != queue_family_count)
|
||||
continue; // Found a non-graphics queue to use
|
||||
spin_queue_index = 0;
|
||||
m_spin_queue_family_index = i;
|
||||
if (queue_is_used && queue_family_properties[i].queueCount > 1)
|
||||
spin_queue_index = 1;
|
||||
if (!(queue_family_properties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT))
|
||||
break; // Async compute queue, definitely pick this one
|
||||
}
|
||||
if (m_graphics_queue_family_index == queue_family_count)
|
||||
{
|
||||
Console.Error("VK: Failed to find an acceptable graphics queue.");
|
||||
@@ -614,16 +555,14 @@ bool GSDeviceVK::CreateDevice(VkSurfaceKHR surface, bool enable_validation_layer
|
||||
device_info.flags = 0;
|
||||
device_info.queueCreateInfoCount = 0;
|
||||
|
||||
// Low priority for the spin queue
|
||||
static constexpr float queue_priorities[] = {1.0f, 1.0f, 0.0f};
|
||||
|
||||
static constexpr float queue_priorities[] = {1.0f, 0.0f}; // Low priority for the spin queue
|
||||
std::array<VkDeviceQueueCreateInfo, 3> queue_infos;
|
||||
VkDeviceQueueCreateInfo& graphics_queue_info = queue_infos[device_info.queueCreateInfoCount++];
|
||||
graphics_queue_info.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
|
||||
graphics_queue_info.pNext = nullptr;
|
||||
graphics_queue_info.flags = 0;
|
||||
graphics_queue_info.queueFamilyIndex = m_graphics_queue_family_index;
|
||||
graphics_queue_info.queueCount = queue_family_users[m_graphics_queue_family_index];
|
||||
graphics_queue_info.queueCount = 1;
|
||||
graphics_queue_info.pQueuePriorities = queue_priorities;
|
||||
|
||||
if (surface != VK_NULL_HANDLE && m_graphics_queue_family_index != m_present_queue_family_index)
|
||||
@@ -633,19 +572,19 @@ bool GSDeviceVK::CreateDevice(VkSurfaceKHR surface, bool enable_validation_layer
|
||||
present_queue_info.pNext = nullptr;
|
||||
present_queue_info.flags = 0;
|
||||
present_queue_info.queueFamilyIndex = m_present_queue_family_index;
|
||||
present_queue_info.queueCount = queue_family_users[m_present_queue_family_index];
|
||||
present_queue_info.queueCount = 1;
|
||||
present_queue_info.pQueuePriorities = queue_priorities;
|
||||
}
|
||||
|
||||
if (m_spin_queue_family_index == m_graphics_queue_family_index)
|
||||
{
|
||||
if (spin_queue_index == 1)
|
||||
graphics_queue_info.pQueuePriorities = queue_priorities + 1;
|
||||
if (spin_queue_index != 0)
|
||||
graphics_queue_info.queueCount = 2;
|
||||
}
|
||||
else if (m_spin_queue_family_index == m_present_queue_family_index)
|
||||
{
|
||||
if (spin_queue_index == 1)
|
||||
queue_infos[1].pQueuePriorities = queue_priorities + 1;
|
||||
if (spin_queue_index != 0)
|
||||
queue_infos[1].queueCount = 2; // present queue
|
||||
}
|
||||
else if (m_spin_queue_family_index != queue_family_count)
|
||||
{
|
||||
@@ -655,7 +594,7 @@ bool GSDeviceVK::CreateDevice(VkSurfaceKHR surface, bool enable_validation_layer
|
||||
spin_queue_info.flags = 0;
|
||||
spin_queue_info.queueFamilyIndex = m_spin_queue_family_index;
|
||||
spin_queue_info.queueCount = 1;
|
||||
spin_queue_info.pQueuePriorities = queue_priorities + 2;
|
||||
spin_queue_info.pQueuePriorities = queue_priorities + 1;
|
||||
}
|
||||
|
||||
device_info.pQueueCreateInfos = queue_infos.data();
|
||||
@@ -744,11 +683,13 @@ bool GSDeviceVK::CreateDevice(VkSurfaceKHR surface, bool enable_validation_layer
|
||||
vkGetDeviceQueue(m_device, m_graphics_queue_family_index, 0, &m_graphics_queue);
|
||||
if (surface)
|
||||
{
|
||||
vkGetDeviceQueue(m_device, m_present_queue_family_index, present_queue_index, &m_present_queue);
|
||||
vkGetDeviceQueue(m_device, m_present_queue_family_index, 0, &m_present_queue);
|
||||
}
|
||||
m_spinning_supported = m_spin_queue_family_index != queue_family_count &&
|
||||
queue_family_properties[m_graphics_queue_family_index].timestampValidBits > 0 &&
|
||||
m_device_properties.limits.timestampPeriod > 0;
|
||||
m_spin_queue_is_graphics_queue =
|
||||
m_spin_queue_family_index == m_graphics_queue_family_index && spin_queue_index == 0;
|
||||
|
||||
m_gpu_timing_supported = (m_device_properties.limits.timestampComputeAndGraphics != 0 &&
|
||||
queue_family_properties[m_graphics_queue_family_index].timestampValidBits > 0 &&
|
||||
@@ -1354,7 +1295,7 @@ void GSDeviceVK::SubmitCommandBuffer(VKSwapChain* present_swap_chain)
|
||||
|
||||
present_swap_chain->ResetImageAcquireResult();
|
||||
|
||||
const VkResult res = vkQueuePresentKHR(m_present_queue, &present_info);
|
||||
res = vkQueuePresentKHR(m_present_queue, &present_info);
|
||||
if (res != VK_SUCCESS && res != VK_SUBOPTIMAL_KHR)
|
||||
{
|
||||
// VK_ERROR_OUT_OF_DATE_KHR is not fatal, just means we need to recreate our swap chain.
|
||||
@@ -3190,7 +3131,7 @@ void GSDeviceVK::UpdateCLUTTexture(
|
||||
GSTexture* sTex, float sScale, u32 offsetX, u32 offsetY, GSTexture* dTex, u32 dOffset, u32 dSize)
|
||||
{
|
||||
// Super annoying, but apparently NVIDIA doesn't like floats/ints packed together in the same vec4?
|
||||
struct Uniforms
|
||||
struct alignas(16) Uniforms
|
||||
{
|
||||
u32 offsetX, offsetY, dOffset, pad1;
|
||||
float scale;
|
||||
@@ -3209,7 +3150,7 @@ void GSDeviceVK::UpdateCLUTTexture(
|
||||
void GSDeviceVK::ConvertToIndexedTexture(
|
||||
GSTexture* sTex, float sScale, u32 offsetX, u32 offsetY, u32 SBW, u32 SPSM, GSTexture* dTex, u32 DBW, u32 DPSM)
|
||||
{
|
||||
struct Uniforms
|
||||
struct alignas(16) Uniforms
|
||||
{
|
||||
u32 SBW;
|
||||
u32 DBW;
|
||||
@@ -3230,7 +3171,7 @@ void GSDeviceVK::ConvertToIndexedTexture(
|
||||
|
||||
void GSDeviceVK::FilteredDownsampleTexture(GSTexture* sTex, GSTexture* dTex, u32 downsample_factor, const GSVector2i& clamp_min, const GSVector4& dRect)
|
||||
{
|
||||
struct Uniforms
|
||||
struct alignas(16) Uniforms
|
||||
{
|
||||
GSVector2i clamp_min;
|
||||
int downsample_factor;
|
||||
@@ -4493,16 +4434,13 @@ void GSDeviceVK::RenderImGui()
|
||||
|
||||
UpdateImGuiTextures();
|
||||
|
||||
const float uniforms[2][2] = {{
|
||||
2.0f / static_cast<float>(m_window_info.surface_width),
|
||||
2.0f / static_cast<float>(m_window_info.surface_height),
|
||||
},
|
||||
{
|
||||
-1.0f,
|
||||
-1.0f,
|
||||
}};
|
||||
const GSVector4 uniforms(
|
||||
2.0f / static_cast<float>(m_window_info.surface_width),
|
||||
2.0f / static_cast<float>(m_window_info.surface_height),
|
||||
-1.0f,
|
||||
-1.0f);
|
||||
|
||||
SetUtilityPushConstants(uniforms, sizeof(uniforms));
|
||||
SetUtilityPushConstants(&uniforms, sizeof(uniforms));
|
||||
SetPipeline(m_imgui_pipeline);
|
||||
|
||||
if (m_utility_sampler != m_linear_sampler)
|
||||
|
||||
@@ -4461,7 +4461,7 @@ void FullscreenUI::DrawBIOSSettingsPage()
|
||||
});
|
||||
}
|
||||
|
||||
MenuHeading(FSUI_CSTR("Options and Patches"));
|
||||
MenuHeading(FSUI_CSTR("Fast Boot Options"));
|
||||
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_FORWARD_FAST, "Fast Boot"), FSUI_CSTR("Skips the intro screen, and bypasses region checks."),
|
||||
"EmuCore", "EnableFastBoot", true);
|
||||
|
||||
@@ -9509,7 +9509,7 @@ TRANSLATE_NOOP("FullscreenUI", "Resets configuration to defaults (excluding cont
|
||||
TRANSLATE_NOOP("FullscreenUI", "BIOS Configuration");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Changes the BIOS image used to start future sessions.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "BIOS Selection");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Options and Patches");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Fast Boot Options");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Skips the intro screen, and bypasses region checks.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Speed Control");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Sets the speed when running without fast forwarding.");
|
||||
|
||||
@@ -1923,7 +1923,6 @@ Pcsx2Config::Pcsx2Config()
|
||||
{
|
||||
bitset = 0;
|
||||
// Set defaults for fresh installs / reset settings
|
||||
McdFolderAutoManage = true;
|
||||
EnablePatches = true;
|
||||
EnableFastBoot = true;
|
||||
EnableRecordingTools = true;
|
||||
@@ -1979,7 +1978,6 @@ void Pcsx2Config::LoadSaveCore(SettingsWrapper& wrap)
|
||||
SettingsWrapBitBool(HostFs);
|
||||
|
||||
SettingsWrapBitBool(BackupSavestate);
|
||||
SettingsWrapBitBool(McdFolderAutoManage);
|
||||
|
||||
SettingsWrapBitBool(WarnAboutUnsafeSettings);
|
||||
|
||||
|
||||
@@ -611,7 +611,7 @@ void FileMcd_EmuOpen()
|
||||
|
||||
|
||||
Mcd::impl.Open();
|
||||
Mcd::implFolder.SetFiltering(EmuConfig.McdFolderAutoManage);
|
||||
Mcd::implFolder.SetFiltering(true);
|
||||
Mcd::implFolder.Open();
|
||||
}
|
||||
|
||||
@@ -823,7 +823,7 @@ int FileMcd_ReIndex(uint port, uint slot, const std::string& filter)
|
||||
// return Mcd::impl.ReIndex( combinedSlot, filter );
|
||||
// break;
|
||||
case MemoryCardType::Folder:
|
||||
if (!Mcd::implFolder.ReIndex(combinedSlot, EmuConfig.McdFolderAutoManage, filter))
|
||||
if (!Mcd::implFolder.ReIndex(combinedSlot, true, filter))
|
||||
return -1;
|
||||
break;
|
||||
default:
|
||||
@@ -930,7 +930,7 @@ std::vector<AvailableMcdInfo> FileMcd_GetAvailableCards(bool include_in_use_card
|
||||
Pcsx2Config::McdOptions config;
|
||||
config.Enabled = true;
|
||||
config.Type = MemoryCardType::Folder;
|
||||
sourceFolderMemoryCard.Open(fd.FileName, config, (8 * 1024 * 1024) / FolderMemoryCard::ClusterSize, EmuConfig.McdFolderAutoManage, "");
|
||||
sourceFolderMemoryCard.Open(fd.FileName, config, (8 * 1024 * 1024) / FolderMemoryCard::ClusterSize, true, "");
|
||||
|
||||
mcds.push_back({std::move(basename), std::move(fd.FileName), fd.ModificationTime,
|
||||
MemoryCardType::Folder, MemoryCardFileType::Unknown, 0u, sourceFolderMemoryCard.IsFormatted()});
|
||||
|
||||
@@ -200,7 +200,6 @@ void SPU2::DoFullDump()
|
||||
fprintf(dump, " - Sound Start Address: %x\n", Cores[c].Voices[v].StartA);
|
||||
fprintf(dump, " - Next Data Address: %x\n", Cores[c].Voices[v].NextA);
|
||||
fprintf(dump, " - Play Status: %s\n", (Cores[c].Voices[v].ADSR.Phase > 0) ? "Playing" : "Not Playing");
|
||||
fprintf(dump, " - Block Sample: %d\n", Cores[c].Voices[v].SCurrent);
|
||||
}
|
||||
fprintf(dump, "#### END OF DUMP.\n\n");
|
||||
}
|
||||
|
||||
@@ -89,55 +89,13 @@ int g_counter_cache_ignores = 0;
|
||||
#define XAFLAG_LOOP (1ul << 1)
|
||||
#define XAFLAG_LOOP_START (1ul << 2)
|
||||
|
||||
static __forceinline s32 GetNextDataBuffered(V_Core& thiscore, uint voiceidx)
|
||||
static __forceinline void GetNextDataBuffered(V_Core& thiscore, uint voiceidx)
|
||||
{
|
||||
V_Voice& vc(thiscore.Voices[voiceidx]);
|
||||
|
||||
if ((vc.SCurrent & 3) == 0)
|
||||
if (vc.SBuffer == nullptr)
|
||||
{
|
||||
IncrementNextA(thiscore, voiceidx);
|
||||
|
||||
if ((vc.NextA & 7) == 0) // vc.SCurrent == 24 equivalent
|
||||
{
|
||||
if (vc.LoopFlags & XAFLAG_LOOP_END)
|
||||
{
|
||||
thiscore.Regs.ENDX |= (1 << voiceidx);
|
||||
vc.NextA = vc.LoopStartA | 1;
|
||||
if (!(vc.LoopFlags & XAFLAG_LOOP))
|
||||
{
|
||||
vc.Stop();
|
||||
|
||||
if (IsDevBuild)
|
||||
{
|
||||
if (SPU2::MsgVoiceOff())
|
||||
SPU2::ConLog("* SPU2: Voice Off by EndPoint: %d \n", voiceidx);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
vc.NextA++; // no, don't IncrementNextA here. We haven't read the header yet.
|
||||
}
|
||||
}
|
||||
|
||||
if (vc.SCurrent == 28)
|
||||
{
|
||||
vc.SCurrent = 0;
|
||||
|
||||
// We'll need the loop flags and buffer pointers regardless of cache status:
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
if (Cores[i].IRQEnable && Cores[i].IRQA == (vc.NextA & 0xFFFF8))
|
||||
SetIrqCall(i);
|
||||
|
||||
s16* memptr = GetMemPtr(vc.NextA & 0xFFFF8);
|
||||
vc.LoopFlags = *memptr >> 8; // grab loop flags from the upper byte.
|
||||
|
||||
if ((vc.LoopFlags & XAFLAG_LOOP_START) && !vc.LoopMode)
|
||||
{
|
||||
vc.LoopStartA = vc.NextA & 0xFFFF8;
|
||||
}
|
||||
|
||||
const int cacheIdx = vc.NextA / pcm_WordsPerBlock;
|
||||
const int cacheIdx = (vc.NextA & 0xFFFF8) / pcm_WordsPerBlock;
|
||||
PcmCacheEntry& cacheLine = pcm_cache_data[cacheIdx];
|
||||
vc.SBuffer = cacheLine.Sampledata;
|
||||
|
||||
@@ -172,46 +130,18 @@ static __forceinline s32 GetNextDataBuffered(V_Core& thiscore, uint voiceidx)
|
||||
g_counter_cache_misses++;
|
||||
}
|
||||
|
||||
|
||||
s16* memptr = GetMemPtr(vc.NextA & 0xFFFF8);
|
||||
XA_decode_block(vc.SBuffer, memptr, vc.Prev1, vc.Prev2);
|
||||
}
|
||||
}
|
||||
|
||||
return vc.SBuffer[vc.SCurrent++];
|
||||
}
|
||||
|
||||
static __forceinline void GetNextDataDummy(V_Core& thiscore, uint voiceidx)
|
||||
{
|
||||
V_Voice& vc(thiscore.Voices[voiceidx]);
|
||||
|
||||
IncrementNextA(thiscore, voiceidx);
|
||||
|
||||
if ((vc.NextA & 7) == 0) // vc.SCurrent == 24 equivalent
|
||||
// Get the sample index for NextA, we have to subtract 1 to ignore the loop header
|
||||
int sampleIdx = ((vc.NextA % pcm_WordsPerBlock) - 1) * 4;
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (vc.LoopFlags & XAFLAG_LOOP_END)
|
||||
{
|
||||
thiscore.Regs.ENDX |= (1 << voiceidx);
|
||||
vc.NextA = vc.LoopStartA | 1;
|
||||
}
|
||||
else
|
||||
vc.NextA++; // no, don't IncrementNextA here. We haven't read the header yet.
|
||||
vc.DecodeFifo[(vc.DecPosWrite + i) % 32] = vc.SBuffer[sampleIdx + i];
|
||||
}
|
||||
|
||||
if (vc.SCurrent == 28)
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
if (Cores[i].IRQEnable && Cores[i].IRQA == (vc.NextA & 0xFFFF8))
|
||||
SetIrqCall(i);
|
||||
|
||||
vc.LoopFlags = *GetMemPtr(vc.NextA & 0xFFFF8) >> 8; // grab loop flags from the upper byte.
|
||||
|
||||
if ((vc.LoopFlags & XAFLAG_LOOP_START) && !vc.LoopMode)
|
||||
vc.LoopStartA = vc.NextA & 0xFFFF8;
|
||||
|
||||
vc.SCurrent = 0;
|
||||
}
|
||||
|
||||
vc.SP -= 0x1000 * (4 - (vc.SCurrent & 3));
|
||||
vc.SCurrent += 4 - (vc.SCurrent & 3);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
@@ -237,6 +167,69 @@ static __forceinline StereoOut32 ApplyVolume(const StereoOut32& data, const V_Vo
|
||||
ApplyVolume(data.Right, volume.Right.Value));
|
||||
}
|
||||
|
||||
static __forceinline void UpdateBlockHeader(V_Core& thiscore, uint voiceidx)
|
||||
{
|
||||
V_Voice& vc(thiscore.Voices[voiceidx]);
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
if (Cores[i].IRQEnable && Cores[i].IRQA == (vc.NextA & 0xFFFF8))
|
||||
SetIrqCall(i);
|
||||
|
||||
s16* memptr = GetMemPtr(vc.NextA & 0xFFFF8);
|
||||
vc.LoopFlags = *memptr >> 8; // grab loop flags from the upper byte.
|
||||
|
||||
if ((vc.LoopFlags & XAFLAG_LOOP_START) && !vc.LoopMode)
|
||||
{
|
||||
vc.LoopStartA = vc.NextA & 0xFFFF8;
|
||||
}
|
||||
}
|
||||
|
||||
static __forceinline void DecodeSamples(uint coreidx, uint voiceidx)
|
||||
{
|
||||
V_Core& thiscore(Cores[coreidx]);
|
||||
V_Voice& vc(thiscore.Voices[voiceidx]);
|
||||
|
||||
// Update the block header on every audio frame
|
||||
UpdateBlockHeader(thiscore, voiceidx);
|
||||
|
||||
// When a voice is started at 0 pitch, NAX quickly advances to SSA + 5
|
||||
// So that would mean the decode buffer holds around 12 samples
|
||||
if (((int)(vc.DecPosWrite - vc.DecPosRead)) > 12) {
|
||||
// Sufficient data buffered
|
||||
return;
|
||||
}
|
||||
|
||||
if (vc.ADSR.Phase > V_ADSR::PHASE_STOPPED)
|
||||
{
|
||||
GetNextDataBuffered(thiscore, voiceidx);
|
||||
}
|
||||
|
||||
vc.DecPosWrite += 4;
|
||||
|
||||
IncrementNextA(thiscore, voiceidx);
|
||||
if ((vc.NextA & 7) == 0)
|
||||
{
|
||||
if (vc.LoopFlags & XAFLAG_LOOP_END)
|
||||
{
|
||||
thiscore.Regs.ENDX |= (1 << voiceidx);
|
||||
vc.NextA = vc.LoopStartA;
|
||||
if (!(vc.LoopFlags & XAFLAG_LOOP))
|
||||
{
|
||||
vc.Stop();
|
||||
|
||||
if (IsDevBuild)
|
||||
{
|
||||
if (SPU2::MsgVoiceOff())
|
||||
SPU2::ConLog("* SPU2: Voice Off by EndPoint: %d \n", voiceidx);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IncrementNextA(thiscore, voiceidx);
|
||||
vc.SBuffer = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
static void __forceinline UpdatePitch(uint coreidx, uint voiceidx)
|
||||
{
|
||||
V_Voice& vc(Cores[coreidx].Voices[voiceidx]);
|
||||
@@ -278,33 +271,27 @@ static __forceinline void CalculateADSR(V_Core& thiscore, uint voiceidx)
|
||||
pxAssume(vc.ADSR.Value >= 0); // ADSR should never be negative...
|
||||
}
|
||||
|
||||
__forceinline static s32 GaussianInterpolate(s32 pv4, s32 pv3, s32 pv2, s32 pv1, s32 i)
|
||||
static __forceinline void ConsumeSamples(V_Core& thiscore, uint voiceidx)
|
||||
{
|
||||
s32 out = 0;
|
||||
out = (interpTable[i][0] * pv4) >> 15;
|
||||
out += (interpTable[i][1] * pv3) >> 15;
|
||||
out += (interpTable[i][2] * pv2) >> 15;
|
||||
out += (interpTable[i][3] * pv1) >> 15;
|
||||
V_Voice& vc(thiscore.Voices[voiceidx]);
|
||||
|
||||
return out;
|
||||
int consumed = vc.SP >> 12;
|
||||
vc.SP &= 0xfff;
|
||||
vc.DecPosRead += consumed;
|
||||
}
|
||||
|
||||
static __forceinline s32 GetVoiceValues(V_Core& thiscore, uint voiceidx)
|
||||
{
|
||||
V_Voice& vc(thiscore.Voices[voiceidx]);
|
||||
|
||||
while (vc.SP >= 0)
|
||||
{
|
||||
vc.PV4 = vc.PV3;
|
||||
vc.PV3 = vc.PV2;
|
||||
vc.PV2 = vc.PV1;
|
||||
vc.PV1 = GetNextDataBuffered(thiscore, voiceidx);
|
||||
vc.SP -= 0x1000;
|
||||
}
|
||||
int phase = (vc.SP & 0x0ff0) >> 4;
|
||||
s32 out = 0;
|
||||
out += (interpTable[phase][0] * vc.DecodeFifo[(vc.DecPosRead + 0) % 32]) >> 15;
|
||||
out += (interpTable[phase][1] * vc.DecodeFifo[(vc.DecPosRead + 1) % 32]) >> 15;
|
||||
out += (interpTable[phase][2] * vc.DecodeFifo[(vc.DecPosRead + 2) % 32]) >> 15;
|
||||
out += (interpTable[phase][3] * vc.DecodeFifo[(vc.DecPosRead + 3) % 32]) >> 15;
|
||||
|
||||
const s32 mu = vc.SP + 0x1000;
|
||||
|
||||
return GaussianInterpolate(vc.PV4, vc.PV3, vc.PV2, vc.PV1, (mu & 0x0ff0) >> 4);
|
||||
return out;
|
||||
}
|
||||
|
||||
// This is Dr. Hell's noise algorithm as implemented in pcsxr
|
||||
@@ -382,21 +369,13 @@ static __forceinline StereoOut32 MixVoice(uint coreidx, uint voiceidx)
|
||||
V_Core& thiscore(Cores[coreidx]);
|
||||
V_Voice& vc(thiscore.Voices[voiceidx]);
|
||||
|
||||
// If this assertion fails, it mans SCurrent is being corrupted somewhere, or is not initialized
|
||||
// properly. Invalid values in SCurrent will cause errant IRQs and corrupted audio.
|
||||
pxAssertMsg((vc.SCurrent <= 28) && (vc.SCurrent != 0), "Current sample should always range from 1->28");
|
||||
|
||||
// Most games don't use much volume slide effects. So only call the UpdateVolume
|
||||
// methods when needed by checking the flag outside the method here...
|
||||
// (Note: Ys 6 : Ark of Nephistm uses these effects)
|
||||
|
||||
vc.Volume.Update();
|
||||
|
||||
// SPU2 Note: The spu2 continues to process voices for eternity, always, so we
|
||||
// have to run through all the motions of updating the voice regardless of it's
|
||||
// audible status. Otherwise IRQs might not trigger and emulation might fail.
|
||||
|
||||
UpdatePitch(coreidx, voiceidx);
|
||||
DecodeSamples(coreidx, voiceidx);
|
||||
|
||||
StereoOut32 voiceOut(0, 0);
|
||||
s32 Value = 0;
|
||||
@@ -419,11 +398,14 @@ static __forceinline StereoOut32 MixVoice(uint coreidx, uint voiceidx)
|
||||
|
||||
voiceOut = ApplyVolume(StereoOut32(Value, Value), vc.Volume);
|
||||
}
|
||||
else
|
||||
{
|
||||
while (vc.SP >= 0)
|
||||
GetNextDataDummy(thiscore, voiceidx); // Dummy is enough
|
||||
}
|
||||
|
||||
// SPU2 Note: The spu2 continues to process voices for eternity, always, so we
|
||||
// have to run through all the motions of updating the voice regardless of it's
|
||||
// audible status. Otherwise IRQs might not trigger and emulation might fail.
|
||||
|
||||
UpdatePitch(coreidx, voiceidx);
|
||||
|
||||
ConsumeSamples(thiscore, voiceidx);
|
||||
|
||||
// Write-back of raw voice data (post ADSR applied)
|
||||
if (voiceidx == 1)
|
||||
@@ -533,7 +515,8 @@ StereoOut32 V_Core::Mix(const VoiceMixSet& inVoices, const StereoOut32& Input, c
|
||||
return TD + ApplyVolume(RV, FxVol);
|
||||
}
|
||||
|
||||
static StereoOut32 DCFilter(StereoOut32 input) {
|
||||
static StereoOut32 DCFilter(StereoOut32 input)
|
||||
{
|
||||
// A simple DC blocking high-pass filter
|
||||
// Implementation from http://peabody.sapp.org/class/dmp2/lab/dcblock/
|
||||
// The magic number 0x7f5c is ceil(INT16_MAX * 0.995)
|
||||
@@ -634,9 +617,9 @@ __forceinline void spu2Mix()
|
||||
if (SPU2::MsgCache())
|
||||
{
|
||||
SPU2::ConLog(" * SPU2 > CacheStats > Hits: %d Misses: %d Ignores: %d\n",
|
||||
g_counter_cache_hits,
|
||||
g_counter_cache_misses,
|
||||
g_counter_cache_ignores);
|
||||
g_counter_cache_hits,
|
||||
g_counter_cache_misses,
|
||||
g_counter_cache_ignores);
|
||||
}
|
||||
|
||||
g_counter_cache_hits =
|
||||
|
||||
@@ -256,29 +256,16 @@ struct V_Voice
|
||||
// Sample pointer (19:12 bit fixed point)
|
||||
s32 SP;
|
||||
|
||||
// Sample pointer for Cubic Interpolation
|
||||
// Cubic interpolation mixes a sample behind Linear, so that it
|
||||
// can have sample data to either side of the end points from which
|
||||
// to extrapolate. This SP represents that late sample position.
|
||||
s32 SPc;
|
||||
|
||||
// Previous sample values - used for interpolation
|
||||
// Inverted order of these members to match the access order in the
|
||||
// code (might improve cache hits).
|
||||
s32 PV4;
|
||||
s32 PV3;
|
||||
s32 PV2;
|
||||
s32 PV1;
|
||||
|
||||
// Last outputted audio value, used for voice modulation.
|
||||
s32 OutX;
|
||||
s32 NextCrest; // temp value for Crest calculation
|
||||
|
||||
// SBuffer now points directly to an ADPCM cache entry.
|
||||
s16* SBuffer;
|
||||
|
||||
// sample position within the current decoded packet.
|
||||
s32 SCurrent;
|
||||
// Each voice has a buffer of decoded samples
|
||||
s32 DecodeFifo[32];
|
||||
u32 DecPosWrite;
|
||||
u32 DecPosRead;
|
||||
|
||||
// it takes a few ticks for voices to start on the real SPU2?
|
||||
void Start();
|
||||
|
||||
@@ -181,7 +181,6 @@ void V_Core::Init(int index)
|
||||
VoiceGates[v].WetR = -1;
|
||||
|
||||
Voices[v].Volume = V_VolumeSlideLR(0, 0); // V_VolumeSlideLR::Max;
|
||||
Voices[v].SCurrent = 28;
|
||||
|
||||
Voices[v].ADSR.Counter = 0;
|
||||
Voices[v].ADSR.Value = 0;
|
||||
@@ -190,6 +189,10 @@ void V_Core::Init(int index)
|
||||
Voices[v].NextA = 0x2801;
|
||||
Voices[v].StartA = 0x2800;
|
||||
Voices[v].LoopStartA = 0x2800;
|
||||
|
||||
memset(Voices[v].DecodeFifo, 0, sizeof(Voices[v].DecodeFifo));
|
||||
Voices[v].DecPosRead = 0;
|
||||
Voices[v].DecPosWrite = 0;
|
||||
}
|
||||
|
||||
DMAICounter = 0;
|
||||
@@ -212,23 +215,18 @@ void V_Voice::Start()
|
||||
}
|
||||
|
||||
ADSR.Attack();
|
||||
SCurrent = 28;
|
||||
LoopMode = 0;
|
||||
|
||||
// When SP >= 0 the next sample will be grabbed, we don't want this to happen
|
||||
// instantly because in the case of pitch being 0 we want to delay getting
|
||||
// the next block header. This is a hack to work around the fact that unlike
|
||||
// the HW we don't update the block header on every cycle.
|
||||
SP = -1;
|
||||
SP = 0;
|
||||
|
||||
LoopFlags = 0;
|
||||
NextA = StartA | 1;
|
||||
Prev1 = 0;
|
||||
Prev2 = 0;
|
||||
|
||||
PV1 = PV2 = 0;
|
||||
PV3 = PV4 = 0;
|
||||
NextCrest = -0x8000;
|
||||
SBuffer = nullptr;
|
||||
DecPosRead = 0;
|
||||
DecPosWrite = 0;
|
||||
}
|
||||
|
||||
void V_Voice::Stop()
|
||||
@@ -989,12 +987,10 @@ static void RegWrite_VoiceAddr(u16 value)
|
||||
// Wallace And Gromit: Curse Of The Were-Rabbit.
|
||||
|
||||
thisvoice.NextA = ((u32)(value & 0x0F) << 16) | (thisvoice.NextA & 0xFFF8) | 1;
|
||||
thisvoice.SCurrent = 28;
|
||||
break;
|
||||
|
||||
case 5:
|
||||
thisvoice.NextA = (thisvoice.NextA & 0x0F0000) | (value & 0xFFF8) | 1;
|
||||
thisvoice.SCurrent = 28;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -1212,7 +1208,6 @@ static void RegWrite_Core(u16 value)
|
||||
for (uint v = 0; v < 24; ++v)
|
||||
{
|
||||
Cores[1].Voices[v].Volume = V_VolumeSlideLR(0, 0); // V_VolumeSlideLR::Max;
|
||||
Cores[1].Voices[v].SCurrent = 28;
|
||||
|
||||
Cores[1].Voices[v].ADSR.Value = 0;
|
||||
Cores[1].Voices[v].ADSR.Phase = 0;
|
||||
|
||||
@@ -26,7 +26,7 @@ enum class FreezeAction
|
||||
// [SAVEVERSION+]
|
||||
// This informs the auto updater that the users savestates will be invalidated.
|
||||
|
||||
static const u32 g_SaveVersion = (0x9A55 << 16) | 0x0000;
|
||||
static const u32 g_SaveVersion = (0x9A57 << 16) | 0x0000;
|
||||
|
||||
|
||||
// the freezing data between submodules and core
|
||||
|
||||
@@ -3,4 +3,4 @@
|
||||
|
||||
/// Version number for GS and other shaders. Increment whenever any of the contents of the
|
||||
/// shaders change, to invalidate the cache.
|
||||
static constexpr u32 SHADER_CACHE_VERSION = 78;
|
||||
static constexpr u32 SHADER_CACHE_VERSION = 81;
|
||||
|
||||
@@ -2993,8 +2993,6 @@ void VMManager::CheckForMemoryCardConfigChanges(const Pcsx2Config& old_config)
|
||||
}
|
||||
}
|
||||
|
||||
changed |= (EmuConfig.McdFolderAutoManage != old_config.McdFolderAutoManage);
|
||||
|
||||
if (!changed)
|
||||
return;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user