early-access version 2160

This commit is contained in:
pineappleEA 2021-10-25 16:18:43 +02:00
parent 6e75c4b219
commit a7deacc21a
8 changed files with 56 additions and 29 deletions

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@ -1,7 +1,7 @@
yuzu emulator early access
=============
This is the source code for early-access 2159.
This is the source code for early-access 2160.
## Legal Notice

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@ -49,6 +49,11 @@ public:
/// Gets the current running thread
[[nodiscard]] KThread* GetCurrentThread() const;
/// Gets the idle thread
[[nodiscard]] KThread* GetIdleThread() const {
return idle_thread;
}
/// Returns true if the scheduler is idle
[[nodiscard]] bool IsIdle() const {
return GetCurrentThread() == idle_thread;

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@ -886,7 +886,24 @@ static ResultCode GetInfo(Core::System& system, u64* result, u64 info_id, Handle
*result = out_ticks;
return ResultSuccess;
}
case GetInfoType::IdleTickCount: {
if (handle == 0) {
LOG_ERROR(Kernel_SVC, "Thread handle does not exist, handle=0x{:08X}",
static_cast<Handle>(handle));
return ResultInvalidHandle;
}
if (info_sub_id != 0xFFFFFFFFFFFFFFFF && info_sub_id != system.CurrentCoreIndex()) {
LOG_ERROR(Kernel_SVC, "Core is not the current core, got {}", info_sub_id);
return ResultInvalidCombination;
}
const auto& scheduler = *system.Kernel().CurrentScheduler();
const auto* const idle_thread = scheduler.GetIdleThread();
*result = idle_thread->GetCpuTime();
return ResultSuccess;
}
default:
LOG_ERROR(Kernel_SVC, "Unimplemented svcGetInfo id=0x{:016X}", info_id);
return ResultInvalidEnumValue;

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@ -166,7 +166,12 @@ void OGLFramebuffer::Create() {
return;
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
glCreateFramebuffers(1, &handle);
// Bind to READ_FRAMEBUFFER to stop Nvidia's driver from creating an EXT_framebuffer instead of
// a core framebuffer. EXT framebuffer attachments have to match in size and can be shared
// across contexts. yuzu doesn't share framebuffers across contexts and we need attachments with
// mismatching size, this is why core framebuffers are preferred.
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_READ_FRAMEBUFFER, handle);
}
void OGLFramebuffer::Release() {

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@ -478,10 +478,6 @@ TextureCacheRuntime::TextureCacheRuntime(const Device& device_, ProgramManager&
for (size_t i = 0; i < rescale_draw_fbos.size(); ++i) {
rescale_draw_fbos[i].Create();
rescale_read_fbos[i].Create();
// Make sure the framebuffer is created without DSA
glBindFramebuffer(GL_READ_FRAMEBUFFER, rescale_draw_fbos[i].handle);
glBindFramebuffer(GL_READ_FRAMEBUFFER, rescale_read_fbos[i].handle);
}
}
}
@ -1224,13 +1220,8 @@ Sampler::Sampler(TextureCacheRuntime& runtime, const TSCEntry& config) {
Framebuffer::Framebuffer(TextureCacheRuntime& runtime, std::span<ImageView*, NUM_RT> color_buffers,
ImageView* depth_buffer, const VideoCommon::RenderTargets& key) {
// Bind to READ_FRAMEBUFFER to stop Nvidia's driver from creating an EXT_framebuffer instead of
// a core framebuffer. EXT framebuffer attachments have to match in size and can be shared
// across contexts. yuzu doesn't share framebuffers across contexts and we need attachments with
// mismatching size, this is why core framebuffers are preferred.
GLuint handle;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_READ_FRAMEBUFFER, handle);
framebuffer.Create();
GLuint handle = framebuffer.handle;
GLsizei num_buffers = 0;
std::array<GLenum, NUM_RT> gl_draw_buffers;
@ -1278,7 +1269,6 @@ Framebuffer::Framebuffer(TextureCacheRuntime& runtime, std::span<ImageView*, NUM
const std::string name = VideoCommon::Name(key);
glObjectLabel(GL_FRAMEBUFFER, handle, static_cast<GLsizei>(name.size()), name.data());
}
framebuffer.handle = handle;
}
void BGRCopyPass::CopyBGR(Image& dst_image, Image& src_image,

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@ -77,7 +77,7 @@ struct ImageBase {
void CheckBadOverlapState();
void CheckAliasState();
bool HasScaled() {
bool HasScaled() const {
return has_scaled;
}

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@ -192,19 +192,8 @@ void TextureCache<P>::SynchronizeComputeDescriptors() {
}
template <class P>
void TextureCache<P>::UpdateRenderTargets(bool is_clear) {
using namespace VideoCommon::Dirty;
bool TextureCache<P>::RescaleRenderTargets(bool is_clear) {
auto& flags = maxwell3d.dirty.flags;
if (!flags[Dirty::RenderTargets]) {
for (size_t index = 0; index < NUM_RT; ++index) {
ImageViewId& color_buffer_id = render_targets.color_buffer_ids[index];
PrepareImageView(color_buffer_id, true, is_clear && IsFullClear(color_buffer_id));
}
const ImageViewId depth_buffer_id = render_targets.depth_buffer_id;
PrepareImageView(depth_buffer_id, true, is_clear && IsFullClear(depth_buffer_id));
return;
}
u32 scale_rating = 0;
bool rescaled = false;
std::array<ImageId, NUM_RT> tmp_color_images{};
@ -281,8 +270,6 @@ void TextureCache<P>::UpdateRenderTargets(bool is_clear) {
scale_rating = 1;
}
} while (has_deleted_images);
// Rescale End
const auto set_rating = [this, scale_rating](ImageId image_id) {
if (image_id != CORRUPT_ID) {
Image& image = slot_images[image_id];
@ -297,6 +284,24 @@ void TextureCache<P>::UpdateRenderTargets(bool is_clear) {
}
set_rating(tmp_depth_image);
return rescaled;
}
template <class P>
void TextureCache<P>::UpdateRenderTargets(bool is_clear) {
using namespace VideoCommon::Dirty;
auto& flags = maxwell3d.dirty.flags;
if (!flags[Dirty::RenderTargets]) {
for (size_t index = 0; index < NUM_RT; ++index) {
ImageViewId& color_buffer_id = render_targets.color_buffer_ids[index];
PrepareImageView(color_buffer_id, true, is_clear && IsFullClear(color_buffer_id));
}
const ImageViewId depth_buffer_id = render_targets.depth_buffer_id;
PrepareImageView(depth_buffer_id, true, is_clear && IsFullClear(depth_buffer_id));
return;
}
const bool rescaled = RescaleRenderTargets(is_clear);
if (is_rescaling != rescaled) {
flags[Dirty::RescaleViewports] = true;
flags[Dirty::RescaleScissors] = true;

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@ -119,6 +119,11 @@ public:
/// Refresh the state for compute image view and sampler descriptors
void SynchronizeComputeDescriptors();
/// Updates the Render Targets if they can be rescaled
/// @param is_clear True when the render targets are being used for clears
/// @retval True if the Render Targets have been rescaled.
bool RescaleRenderTargets(bool is_clear);
/// Update bound render targets and upload memory if necessary
/// @param is_clear True when the render targets are being used for clears
void UpdateRenderTargets(bool is_clear);