early-access version 3993
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5 changed files with 43 additions and 47 deletions
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yuzu emulator early access
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=============
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This is the source code for early-access 3992.
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This is the source code for early-access 3993.
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## Legal Notice
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@ -27,6 +27,8 @@ object InputHandler {
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0x054C -> getInputDS5ButtonKey(event.keyCode)
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0x057E -> getInputJoyconButtonKey(event.keyCode)
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0x1532 -> getInputRazerButtonKey(event.keyCode)
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0x3537 -> getInputRedmagicButtonKey(event.keyCode)
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0x358A -> getInputBackboneLabsButtonKey(event.keyCode)
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else -> getInputGenericButtonKey(event.keyCode)
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}
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@ -227,6 +229,42 @@ object InputHandler {
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}
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}
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private fun getInputRedmagicButtonKey(key: Int): Int {
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return when (key) {
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KeyEvent.KEYCODE_BUTTON_A -> NativeLibrary.ButtonType.BUTTON_B
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KeyEvent.KEYCODE_BUTTON_B -> NativeLibrary.ButtonType.BUTTON_A
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KeyEvent.KEYCODE_BUTTON_X -> NativeLibrary.ButtonType.BUTTON_Y
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KeyEvent.KEYCODE_BUTTON_Y -> NativeLibrary.ButtonType.BUTTON_X
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KeyEvent.KEYCODE_BUTTON_L1 -> NativeLibrary.ButtonType.TRIGGER_L
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KeyEvent.KEYCODE_BUTTON_R1 -> NativeLibrary.ButtonType.TRIGGER_R
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KeyEvent.KEYCODE_BUTTON_L2 -> NativeLibrary.ButtonType.TRIGGER_ZL
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KeyEvent.KEYCODE_BUTTON_R2 -> NativeLibrary.ButtonType.TRIGGER_ZR
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KeyEvent.KEYCODE_BUTTON_THUMBL -> NativeLibrary.ButtonType.STICK_L
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KeyEvent.KEYCODE_BUTTON_THUMBR -> NativeLibrary.ButtonType.STICK_R
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KeyEvent.KEYCODE_BUTTON_START -> NativeLibrary.ButtonType.BUTTON_PLUS
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KeyEvent.KEYCODE_BUTTON_SELECT -> NativeLibrary.ButtonType.BUTTON_MINUS
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else -> -1
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}
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}
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private fun getInputBackboneLabsButtonKey(key: Int): Int {
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return when (key) {
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KeyEvent.KEYCODE_BUTTON_A -> NativeLibrary.ButtonType.BUTTON_B
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KeyEvent.KEYCODE_BUTTON_B -> NativeLibrary.ButtonType.BUTTON_A
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KeyEvent.KEYCODE_BUTTON_X -> NativeLibrary.ButtonType.BUTTON_Y
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KeyEvent.KEYCODE_BUTTON_Y -> NativeLibrary.ButtonType.BUTTON_X
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KeyEvent.KEYCODE_BUTTON_L1 -> NativeLibrary.ButtonType.TRIGGER_L
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KeyEvent.KEYCODE_BUTTON_R1 -> NativeLibrary.ButtonType.TRIGGER_R
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KeyEvent.KEYCODE_BUTTON_L2 -> NativeLibrary.ButtonType.TRIGGER_ZL
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KeyEvent.KEYCODE_BUTTON_R2 -> NativeLibrary.ButtonType.TRIGGER_ZR
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KeyEvent.KEYCODE_BUTTON_THUMBL -> NativeLibrary.ButtonType.STICK_L
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KeyEvent.KEYCODE_BUTTON_THUMBR -> NativeLibrary.ButtonType.STICK_R
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KeyEvent.KEYCODE_BUTTON_START -> NativeLibrary.ButtonType.BUTTON_PLUS
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KeyEvent.KEYCODE_BUTTON_SELECT -> NativeLibrary.ButtonType.BUTTON_MINUS
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else -> -1
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}
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}
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private fun getInputGenericButtonKey(key: Int): Int {
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return when (key) {
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KeyEvent.KEYCODE_BUTTON_A -> NativeLibrary.ButtonType.BUTTON_A
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@ -1034,37 +1034,16 @@ 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::S8Z24_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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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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if (is_d24 && !device.SupportsD24DepthBuffer() &&
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Settings::values.renderer_amdvlk_depth_bias_workaround) {
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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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const double rescale_factor =
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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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return false;
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})();
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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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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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scheduler.Record([constant = units, clamp = regs.depth_bias_clamp,
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factor = regs.slope_scale_depth_bias](vk::CommandBuffer cmdbuf) {
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cmdbuf.SetDepthBias(constant, clamp, factor);
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});
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}
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@ -1123,13 +1123,6 @@ void Device::RemoveUnsuitableExtensions() {
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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_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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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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@ -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 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, 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, 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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#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_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_EXTENDED_DYNAMIC_STATE_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_EXTENDED_DYNAMIC_STATE_2_EXTENSION_NAME) \
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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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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(format_a4b4g4r4, formatA4B4G4R4) \
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FEATURE_NAME(index_type_uint8, indexTypeUint8) \
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return extensions.depth_clip_control;
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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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bool IsExtShaderViewportIndexLayerSupported() const {
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return extensions.shader_viewport_index_layer;
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return features.robustness2.nullDescriptor;
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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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return properties.properties.limits.maxVertexInputAttributes;
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}
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