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mainline-0
Author | SHA1 | Date | |
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af0eed53bb | ||
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27a604f9ad |
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@ -90,6 +90,18 @@ Status BufferQueueConsumer::AcquireBuffer(BufferItem* out_buffer,
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LOG_DEBUG(Service_Nvnflinger, "acquiring slot={}", slot);
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LOG_DEBUG(Service_Nvnflinger, "acquiring slot={}", slot);
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// If the front buffer is still being tracked, update its slot state
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if (core->StillTracking(*front)) {
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slots[slot].acquire_called = true;
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slots[slot].needs_cleanup_on_release = false;
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slots[slot].buffer_state = BufferState::Acquired;
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// TODO: for now, avoid resetting the fence, so that when we next return this
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// slot to the producer, it will wait for the fence to pass. We should fix this
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// by properly waiting for the fence in the BufferItemConsumer.
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// slots[slot].fence = Fence::NoFence();
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}
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// If the buffer has previously been acquired by the consumer, set graphic_buffer to nullptr to
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// If the buffer has previously been acquired by the consumer, set graphic_buffer to nullptr to
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// avoid unnecessarily remapping this buffer on the consumer side.
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// avoid unnecessarily remapping this buffer on the consumer side.
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if (out_buffer->acquire_called) {
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if (out_buffer->acquire_called) {
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@ -132,11 +144,28 @@ Status BufferQueueConsumer::ReleaseBuffer(s32 slot, u64 frame_number, const Fenc
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++current;
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++current;
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}
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}
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slots[slot].buffer_state = BufferState::Free;
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if (slots[slot].buffer_state == BufferState::Acquired) {
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// TODO: for now, avoid resetting the fence, so that when we next return this
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// slot to the producer, it can wait for its own fence to pass. We should fix this
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// by properly waiting for the fence in the BufferItemConsumer.
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// slots[slot].fence = release_fence;
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slots[slot].buffer_state = BufferState::Free;
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listener = core->connected_producer_listener;
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listener = core->connected_producer_listener;
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LOG_DEBUG(Service_Nvnflinger, "releasing slot {}", slot);
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LOG_DEBUG(Service_Nvnflinger, "releasing slot {}", slot);
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} else if (slots[slot].needs_cleanup_on_release) {
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LOG_DEBUG(Service_Nvnflinger, "releasing a stale buffer slot {} (state = {})", slot,
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slots[slot].buffer_state);
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slots[slot].needs_cleanup_on_release = false;
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return Status::StaleBufferSlot;
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} else {
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LOG_ERROR(Service_Nvnflinger,
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"attempted to release buffer slot {} but its state was {}", slot,
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slots[slot].buffer_state);
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return Status::BadValue;
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}
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core->SignalDequeueCondition();
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core->SignalDequeueCondition();
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}
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}
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@ -74,6 +74,10 @@ void BufferQueueCore::FreeBufferLocked(s32 slot) {
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slots[slot].graphic_buffer.reset();
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slots[slot].graphic_buffer.reset();
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if (slots[slot].buffer_state == BufferState::Acquired) {
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slots[slot].needs_cleanup_on_release = true;
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}
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slots[slot].buffer_state = BufferState::Free;
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slots[slot].buffer_state = BufferState::Free;
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slots[slot].frame_number = UINT32_MAX;
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slots[slot].frame_number = UINT32_MAX;
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slots[slot].acquire_called = false;
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slots[slot].acquire_called = false;
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@ -31,6 +31,7 @@ struct BufferSlot final {
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u64 frame_number{};
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u64 frame_number{};
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Fence fence;
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Fence fence;
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bool acquire_called{};
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bool acquire_called{};
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bool needs_cleanup_on_release{};
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bool attached_by_consumer{};
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bool attached_by_consumer{};
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bool is_preallocated{};
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bool is_preallocated{};
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};
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};
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@ -1039,37 +1039,16 @@ void RasterizerVulkan::UpdateDepthBias(Tegra::Engines::Maxwell3D::Regs& regs) {
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regs.zeta.format == Tegra::DepthFormat::X8Z24_UNORM ||
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regs.zeta.format == Tegra::DepthFormat::X8Z24_UNORM ||
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regs.zeta.format == Tegra::DepthFormat::S8Z24_UNORM ||
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regs.zeta.format == Tegra::DepthFormat::S8Z24_UNORM ||
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regs.zeta.format == Tegra::DepthFormat::V8Z24_UNORM;
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regs.zeta.format == Tegra::DepthFormat::V8Z24_UNORM;
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bool force_unorm = ([&] {
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if (is_d24 && !device.SupportsD24DepthBuffer() &&
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if (!is_d24 || device.SupportsD24DepthBuffer()) {
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Settings::values.renderer_amdvlk_depth_bias_workaround) {
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return false;
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}
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if (device.IsExtDepthBiasControlSupported()) {
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return true;
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}
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if (!Settings::values.renderer_amdvlk_depth_bias_workaround) {
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return false;
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}
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// the base formulas can be obtained from here:
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// the base formulas can be obtained from here:
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// https://docs.microsoft.com/en-us/windows/win32/direct3d11/d3d10-graphics-programming-guide-output-merger-stage-depth-bias
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// https://docs.microsoft.com/en-us/windows/win32/direct3d11/d3d10-graphics-programming-guide-output-merger-stage-depth-bias
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const double rescale_factor =
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const double rescale_factor =
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static_cast<double>(1ULL << (32 - 24)) / (static_cast<double>(0x1.ep+127));
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static_cast<double>(1ULL << (32 - 24)) / (static_cast<double>(0x1.ep+127));
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units = static_cast<float>(static_cast<double>(units) * rescale_factor);
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units = static_cast<float>(static_cast<double>(units) * rescale_factor);
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return false;
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}
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})();
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scheduler.Record([constant = units, clamp = regs.depth_bias_clamp,
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scheduler.Record([constant = units, clamp = regs.depth_bias_clamp,
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factor = regs.slope_scale_depth_bias, force_unorm,
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factor = regs.slope_scale_depth_bias](vk::CommandBuffer cmdbuf) {
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precise = device.HasExactDepthBiasControl()](vk::CommandBuffer cmdbuf) {
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if (force_unorm) {
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VkDepthBiasRepresentationInfoEXT info{
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.sType = VK_STRUCTURE_TYPE_DEPTH_BIAS_REPRESENTATION_INFO_EXT,
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.pNext = nullptr,
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.depthBiasRepresentation =
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VK_DEPTH_BIAS_REPRESENTATION_LEAST_REPRESENTABLE_VALUE_FORCE_UNORM_EXT,
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.depthBiasExact = precise ? VK_TRUE : VK_FALSE,
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};
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cmdbuf.SetDepthBias(constant, clamp, factor, &info);
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return;
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}
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cmdbuf.SetDepthBias(constant, clamp, factor);
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cmdbuf.SetDepthBias(constant, clamp, factor);
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});
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});
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}
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}
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@ -1130,13 +1130,6 @@ void Device::RemoveUnsuitableExtensions() {
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RemoveExtensionFeatureIfUnsuitable(extensions.custom_border_color, features.custom_border_color,
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RemoveExtensionFeatureIfUnsuitable(extensions.custom_border_color, features.custom_border_color,
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VK_EXT_CUSTOM_BORDER_COLOR_EXTENSION_NAME);
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VK_EXT_CUSTOM_BORDER_COLOR_EXTENSION_NAME);
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// VK_EXT_depth_bias_control
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extensions.depth_bias_control =
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features.depth_bias_control.depthBiasControl &&
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features.depth_bias_control.leastRepresentableValueForceUnormRepresentation;
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RemoveExtensionFeatureIfUnsuitable(extensions.depth_bias_control, features.depth_bias_control,
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VK_EXT_DEPTH_BIAS_CONTROL_EXTENSION_NAME);
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// VK_EXT_depth_clip_control
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// VK_EXT_depth_clip_control
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extensions.depth_clip_control = features.depth_clip_control.depthClipControl;
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extensions.depth_clip_control = features.depth_clip_control.depthClipControl;
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RemoveExtensionFeatureIfUnsuitable(extensions.depth_clip_control, features.depth_clip_control,
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RemoveExtensionFeatureIfUnsuitable(extensions.depth_clip_control, features.depth_clip_control,
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@ -41,7 +41,6 @@ VK_DEFINE_HANDLE(VmaAllocator)
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// Define all features which may be used by the implementation and require an extension here.
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// Define all features which may be used by the implementation and require an extension here.
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#define FOR_EACH_VK_FEATURE_EXT(FEATURE) \
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#define FOR_EACH_VK_FEATURE_EXT(FEATURE) \
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FEATURE(EXT, CustomBorderColor, CUSTOM_BORDER_COLOR, custom_border_color) \
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FEATURE(EXT, CustomBorderColor, CUSTOM_BORDER_COLOR, custom_border_color) \
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FEATURE(EXT, DepthBiasControl, DEPTH_BIAS_CONTROL, depth_bias_control) \
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FEATURE(EXT, DepthClipControl, DEPTH_CLIP_CONTROL, depth_clip_control) \
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FEATURE(EXT, DepthClipControl, DEPTH_CLIP_CONTROL, depth_clip_control) \
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FEATURE(EXT, ExtendedDynamicState, EXTENDED_DYNAMIC_STATE, extended_dynamic_state) \
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FEATURE(EXT, ExtendedDynamicState, EXTENDED_DYNAMIC_STATE, extended_dynamic_state) \
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FEATURE(EXT, ExtendedDynamicState2, EXTENDED_DYNAMIC_STATE_2, extended_dynamic_state2) \
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FEATURE(EXT, ExtendedDynamicState2, EXTENDED_DYNAMIC_STATE_2, extended_dynamic_state2) \
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@ -97,7 +96,6 @@ VK_DEFINE_HANDLE(VmaAllocator)
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#define FOR_EACH_VK_RECOMMENDED_EXTENSION(EXTENSION_NAME) \
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#define FOR_EACH_VK_RECOMMENDED_EXTENSION(EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_CONDITIONAL_RENDERING_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_CONDITIONAL_RENDERING_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_CONSERVATIVE_RASTERIZATION_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_CONSERVATIVE_RASTERIZATION_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_DEPTH_BIAS_CONTROL_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_DEPTH_RANGE_UNRESTRICTED_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_DEPTH_RANGE_UNRESTRICTED_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_EXTENDED_DYNAMIC_STATE_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_EXTENDED_DYNAMIC_STATE_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_EXTENDED_DYNAMIC_STATE_2_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_EXTENDED_DYNAMIC_STATE_2_EXTENSION_NAME) \
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@ -150,9 +148,6 @@ VK_DEFINE_HANDLE(VmaAllocator)
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// Define features where the absence of the feature may result in a degraded experience.
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// Define features where the absence of the feature may result in a degraded experience.
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#define FOR_EACH_VK_RECOMMENDED_FEATURE(FEATURE_NAME) \
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#define FOR_EACH_VK_RECOMMENDED_FEATURE(FEATURE_NAME) \
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FEATURE_NAME(custom_border_color, customBorderColors) \
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FEATURE_NAME(custom_border_color, customBorderColors) \
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FEATURE_NAME(depth_bias_control, depthBiasControl) \
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FEATURE_NAME(depth_bias_control, leastRepresentableValueForceUnormRepresentation) \
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FEATURE_NAME(depth_bias_control, depthBiasExact) \
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FEATURE_NAME(extended_dynamic_state, extendedDynamicState) \
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FEATURE_NAME(extended_dynamic_state, extendedDynamicState) \
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FEATURE_NAME(format_a4b4g4r4, formatA4B4G4R4) \
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FEATURE_NAME(format_a4b4g4r4, formatA4B4G4R4) \
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FEATURE_NAME(index_type_uint8, indexTypeUint8) \
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FEATURE_NAME(index_type_uint8, indexTypeUint8) \
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@ -479,11 +474,6 @@ public:
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return extensions.depth_clip_control;
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return extensions.depth_clip_control;
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}
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}
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/// Returns true if the device supports VK_EXT_depth_bias_control.
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bool IsExtDepthBiasControlSupported() const {
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return extensions.depth_bias_control;
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}
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/// Returns true if the device supports VK_EXT_shader_viewport_index_layer.
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/// Returns true if the device supports VK_EXT_shader_viewport_index_layer.
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bool IsExtShaderViewportIndexLayerSupported() const {
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bool IsExtShaderViewportIndexLayerSupported() const {
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return extensions.shader_viewport_index_layer;
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return extensions.shader_viewport_index_layer;
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@ -649,10 +639,6 @@ public:
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return features.robustness2.nullDescriptor;
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return features.robustness2.nullDescriptor;
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}
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}
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bool HasExactDepthBiasControl() const {
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return features.depth_bias_control.depthBiasExact;
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}
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u32 GetMaxVertexInputAttributes() const {
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u32 GetMaxVertexInputAttributes() const {
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return properties.properties.limits.maxVertexInputAttributes;
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return properties.properties.limits.maxVertexInputAttributes;
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}
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}
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