early-access version 2553

This commit is contained in:
pineappleEA 2022-03-16 13:04:20 +01:00
parent 24d73467bc
commit d28dfaacfe
7 changed files with 44 additions and 5 deletions

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@ -1,7 +1,7 @@
yuzu emulator early access yuzu emulator early access
============= =============
This is the source code for early-access 2552. This is the source code for early-access 2553.
## Legal Notice ## Legal Notice

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@ -569,9 +569,9 @@ std::pair<s32, Errno> BSD::AcceptImpl(s32 fd, std::vector<u8>& write_buffer) {
new_descriptor.socket = std::move(result.socket); new_descriptor.socket = std::move(result.socket);
new_descriptor.is_connection_based = descriptor.is_connection_based; new_descriptor.is_connection_based = descriptor.is_connection_based;
ASSERT(write_buffer.size() == sizeof(SockAddrIn));
const SockAddrIn guest_addr_in = Translate(result.sockaddr_in); const SockAddrIn guest_addr_in = Translate(result.sockaddr_in);
std::memcpy(write_buffer.data(), &guest_addr_in, sizeof(guest_addr_in)); const size_t length = std::min(sizeof(guest_addr_in), write_buffer.size());
std::memcpy(write_buffer.data(), &guest_addr_in, length);
return {new_fd, Errno::SUCCESS}; return {new_fd, Errno::SUCCESS};
} }

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@ -12,6 +12,7 @@ set(SHADER_FILES
block_linear_unswizzle_3d.comp block_linear_unswizzle_3d.comp
convert_abgr8_to_d24s8.frag convert_abgr8_to_d24s8.frag
convert_d24s8_to_abgr8.frag convert_d24s8_to_abgr8.frag
convert_s8d24_to_abgr8.frag
convert_depth_to_float.frag convert_depth_to_float.frag
convert_float_to_depth.frag convert_float_to_depth.frag
full_screen_triangle.vert full_screen_triangle.vert

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@ -0,0 +1,23 @@
// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#version 450
layout(binding = 0) uniform sampler2D depth_tex;
layout(binding = 1) uniform isampler2D stencil_tex;
layout(location = 0) out vec4 color;
void main() {
ivec2 coord = ivec2(gl_FragCoord.xy);
uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
highp uint depth_val =
uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
highp uvec4 components =
uvec4((uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu, stencil_val);
color.rgba = vec4(components) / (exp2(8.0) - 1.0);
}

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@ -9,6 +9,7 @@
#include "video_core/host_shaders/convert_d24s8_to_abgr8_frag_spv.h" #include "video_core/host_shaders/convert_d24s8_to_abgr8_frag_spv.h"
#include "video_core/host_shaders/convert_depth_to_float_frag_spv.h" #include "video_core/host_shaders/convert_depth_to_float_frag_spv.h"
#include "video_core/host_shaders/convert_float_to_depth_frag_spv.h" #include "video_core/host_shaders/convert_float_to_depth_frag_spv.h"
#include "video_core/host_shaders/convert_s8d24_to_abgr8_frag_spv.h"
#include "video_core/host_shaders/full_screen_triangle_vert_spv.h" #include "video_core/host_shaders/full_screen_triangle_vert_spv.h"
#include "video_core/host_shaders/vulkan_blit_color_float_frag_spv.h" #include "video_core/host_shaders/vulkan_blit_color_float_frag_spv.h"
#include "video_core/host_shaders/vulkan_blit_depth_stencil_frag_spv.h" #include "video_core/host_shaders/vulkan_blit_depth_stencil_frag_spv.h"
@ -370,6 +371,7 @@ BlitImageHelper::BlitImageHelper(const Device& device_, VKScheduler& scheduler_,
convert_float_to_depth_frag(BuildShader(device, CONVERT_FLOAT_TO_DEPTH_FRAG_SPV)), convert_float_to_depth_frag(BuildShader(device, CONVERT_FLOAT_TO_DEPTH_FRAG_SPV)),
convert_abgr8_to_d24s8_frag(BuildShader(device, CONVERT_ABGR8_TO_D24S8_FRAG_SPV)), convert_abgr8_to_d24s8_frag(BuildShader(device, CONVERT_ABGR8_TO_D24S8_FRAG_SPV)),
convert_d24s8_to_abgr8_frag(BuildShader(device, CONVERT_D24S8_TO_ABGR8_FRAG_SPV)), convert_d24s8_to_abgr8_frag(BuildShader(device, CONVERT_D24S8_TO_ABGR8_FRAG_SPV)),
convert_s8d24_to_abgr8_frag(BuildShader(device, CONVERT_S8D24_TO_ABGR8_FRAG_SPV)),
linear_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_LINEAR>)), linear_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_LINEAR>)),
nearest_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_NEAREST>)) { nearest_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_NEAREST>)) {
if (device.IsExtShaderStencilExportSupported()) { if (device.IsExtShaderStencilExportSupported()) {
@ -474,6 +476,13 @@ void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
ConvertDepthStencil(*convert_d24s8_to_abgr8_pipeline, dst_framebuffer, src_image_view); ConvertDepthStencil(*convert_d24s8_to_abgr8_pipeline, dst_framebuffer, src_image_view);
} }
void BlitImageHelper::ConvertS8D24ToABGR8(const Framebuffer* dst_framebuffer,
ImageView& src_image_view) {
ConvertPipelineColorTargetEx(convert_s8d24_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
convert_s8d24_to_abgr8_frag);
ConvertDepthStencil(*convert_s8d24_to_abgr8_pipeline, dst_framebuffer, src_image_view);
}
void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer, void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
const ImageView& src_image_view) { const ImageView& src_image_view) {
const VkPipelineLayout layout = *one_texture_pipeline_layout; const VkPipelineLayout layout = *one_texture_pipeline_layout;

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@ -56,6 +56,8 @@ public:
void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view); void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
void ConvertS8D24ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
private: private:
void Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer, void Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
const ImageView& src_image_view); const ImageView& src_image_view);
@ -99,6 +101,7 @@ private:
vk::ShaderModule convert_float_to_depth_frag; vk::ShaderModule convert_float_to_depth_frag;
vk::ShaderModule convert_abgr8_to_d24s8_frag; vk::ShaderModule convert_abgr8_to_d24s8_frag;
vk::ShaderModule convert_d24s8_to_abgr8_frag; vk::ShaderModule convert_d24s8_to_abgr8_frag;
vk::ShaderModule convert_s8d24_to_abgr8_frag;
vk::Sampler linear_sampler; vk::Sampler linear_sampler;
vk::Sampler nearest_sampler; vk::Sampler nearest_sampler;
@ -112,6 +115,7 @@ private:
vk::Pipeline convert_r16_to_d16_pipeline; vk::Pipeline convert_r16_to_d16_pipeline;
vk::Pipeline convert_abgr8_to_d24s8_pipeline; vk::Pipeline convert_abgr8_to_d24s8_pipeline;
vk::Pipeline convert_d24s8_to_abgr8_pipeline; vk::Pipeline convert_d24s8_to_abgr8_pipeline;
vk::Pipeline convert_s8d24_to_abgr8_pipeline;
}; };
} // namespace Vulkan } // namespace Vulkan

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@ -1067,10 +1067,12 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
} }
break; break;
case PixelFormat::A8B8G8R8_UNORM: case PixelFormat::A8B8G8R8_UNORM:
if (src_view.format == PixelFormat::S8_UINT_D24_UNORM || if (src_view.format == PixelFormat::S8_UINT_D24_UNORM) {
src_view.format == PixelFormat::D24_UNORM_S8_UINT) {
return blit_image_helper.ConvertD24S8ToABGR8(dst, src_view); return blit_image_helper.ConvertD24S8ToABGR8(dst, src_view);
} }
if (src_view.format == PixelFormat::D24_UNORM_S8_UINT) {
return blit_image_helper.ConvertS8D24ToABGR8(dst, src_view);
}
break; break;
case PixelFormat::R32_FLOAT: case PixelFormat::R32_FLOAT:
if (src_view.format == PixelFormat::D32_FLOAT) { if (src_view.format == PixelFormat::D32_FLOAT) {