early-access version 2160
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@ -1,7 +1,7 @@
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yuzu emulator early access
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=============
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This is the source code for early-access 2159.
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This is the source code for early-access 2160.
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## Legal Notice
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@ -49,6 +49,11 @@ public:
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/// Gets the current running thread
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[[nodiscard]] KThread* GetCurrentThread() const;
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/// Gets the idle thread
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[[nodiscard]] KThread* GetIdleThread() const {
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return idle_thread;
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}
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/// Returns true if the scheduler is idle
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[[nodiscard]] bool IsIdle() const {
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return GetCurrentThread() == idle_thread;
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@ -886,7 +886,24 @@ static ResultCode GetInfo(Core::System& system, u64* result, u64 info_id, Handle
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*result = out_ticks;
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return ResultSuccess;
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}
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case GetInfoType::IdleTickCount: {
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if (handle == 0) {
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LOG_ERROR(Kernel_SVC, "Thread handle does not exist, handle=0x{:08X}",
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static_cast<Handle>(handle));
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return ResultInvalidHandle;
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}
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if (info_sub_id != 0xFFFFFFFFFFFFFFFF && info_sub_id != system.CurrentCoreIndex()) {
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LOG_ERROR(Kernel_SVC, "Core is not the current core, got {}", info_sub_id);
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return ResultInvalidCombination;
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}
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const auto& scheduler = *system.Kernel().CurrentScheduler();
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const auto* const idle_thread = scheduler.GetIdleThread();
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*result = idle_thread->GetCpuTime();
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return ResultSuccess;
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}
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default:
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LOG_ERROR(Kernel_SVC, "Unimplemented svcGetInfo id=0x{:016X}", info_id);
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return ResultInvalidEnumValue;
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@ -166,7 +166,12 @@ void OGLFramebuffer::Create() {
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return;
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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glCreateFramebuffers(1, &handle);
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// Bind to READ_FRAMEBUFFER to stop Nvidia's driver from creating an EXT_framebuffer instead of
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// a core framebuffer. EXT framebuffer attachments have to match in size and can be shared
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// across contexts. yuzu doesn't share framebuffers across contexts and we need attachments with
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// mismatching size, this is why core framebuffers are preferred.
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glGenFramebuffers(1, &handle);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, handle);
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}
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void OGLFramebuffer::Release() {
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@ -478,10 +478,6 @@ TextureCacheRuntime::TextureCacheRuntime(const Device& device_, ProgramManager&
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for (size_t i = 0; i < rescale_draw_fbos.size(); ++i) {
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rescale_draw_fbos[i].Create();
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rescale_read_fbos[i].Create();
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// Make sure the framebuffer is created without DSA
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glBindFramebuffer(GL_READ_FRAMEBUFFER, rescale_draw_fbos[i].handle);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, rescale_read_fbos[i].handle);
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}
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}
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}
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@ -1224,13 +1220,8 @@ Sampler::Sampler(TextureCacheRuntime& runtime, const TSCEntry& config) {
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Framebuffer::Framebuffer(TextureCacheRuntime& runtime, std::span<ImageView*, NUM_RT> color_buffers,
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ImageView* depth_buffer, const VideoCommon::RenderTargets& key) {
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// Bind to READ_FRAMEBUFFER to stop Nvidia's driver from creating an EXT_framebuffer instead of
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// a core framebuffer. EXT framebuffer attachments have to match in size and can be shared
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// across contexts. yuzu doesn't share framebuffers across contexts and we need attachments with
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// mismatching size, this is why core framebuffers are preferred.
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GLuint handle;
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glGenFramebuffers(1, &handle);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, handle);
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framebuffer.Create();
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GLuint handle = framebuffer.handle;
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GLsizei num_buffers = 0;
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std::array<GLenum, NUM_RT> gl_draw_buffers;
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@ -1278,7 +1269,6 @@ Framebuffer::Framebuffer(TextureCacheRuntime& runtime, std::span<ImageView*, NUM
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const std::string name = VideoCommon::Name(key);
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glObjectLabel(GL_FRAMEBUFFER, handle, static_cast<GLsizei>(name.size()), name.data());
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}
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framebuffer.handle = handle;
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}
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void BGRCopyPass::CopyBGR(Image& dst_image, Image& src_image,
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@ -77,7 +77,7 @@ struct ImageBase {
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void CheckBadOverlapState();
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void CheckAliasState();
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bool HasScaled() {
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bool HasScaled() const {
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return has_scaled;
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}
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@ -192,19 +192,8 @@ void TextureCache<P>::SynchronizeComputeDescriptors() {
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}
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template <class P>
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void TextureCache<P>::UpdateRenderTargets(bool is_clear) {
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using namespace VideoCommon::Dirty;
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bool TextureCache<P>::RescaleRenderTargets(bool is_clear) {
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auto& flags = maxwell3d.dirty.flags;
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if (!flags[Dirty::RenderTargets]) {
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for (size_t index = 0; index < NUM_RT; ++index) {
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ImageViewId& color_buffer_id = render_targets.color_buffer_ids[index];
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PrepareImageView(color_buffer_id, true, is_clear && IsFullClear(color_buffer_id));
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}
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const ImageViewId depth_buffer_id = render_targets.depth_buffer_id;
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PrepareImageView(depth_buffer_id, true, is_clear && IsFullClear(depth_buffer_id));
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return;
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}
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u32 scale_rating = 0;
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bool rescaled = false;
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std::array<ImageId, NUM_RT> tmp_color_images{};
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@ -281,8 +270,6 @@ void TextureCache<P>::UpdateRenderTargets(bool is_clear) {
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scale_rating = 1;
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}
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} while (has_deleted_images);
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// Rescale End
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const auto set_rating = [this, scale_rating](ImageId image_id) {
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if (image_id != CORRUPT_ID) {
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Image& image = slot_images[image_id];
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@ -297,6 +284,24 @@ void TextureCache<P>::UpdateRenderTargets(bool is_clear) {
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}
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set_rating(tmp_depth_image);
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return rescaled;
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}
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template <class P>
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void TextureCache<P>::UpdateRenderTargets(bool is_clear) {
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using namespace VideoCommon::Dirty;
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auto& flags = maxwell3d.dirty.flags;
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if (!flags[Dirty::RenderTargets]) {
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for (size_t index = 0; index < NUM_RT; ++index) {
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ImageViewId& color_buffer_id = render_targets.color_buffer_ids[index];
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PrepareImageView(color_buffer_id, true, is_clear && IsFullClear(color_buffer_id));
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}
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const ImageViewId depth_buffer_id = render_targets.depth_buffer_id;
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PrepareImageView(depth_buffer_id, true, is_clear && IsFullClear(depth_buffer_id));
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return;
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}
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const bool rescaled = RescaleRenderTargets(is_clear);
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if (is_rescaling != rescaled) {
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flags[Dirty::RescaleViewports] = true;
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flags[Dirty::RescaleScissors] = true;
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/// Refresh the state for compute image view and sampler descriptors
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void SynchronizeComputeDescriptors();
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/// Updates the Render Targets if they can be rescaled
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/// @param is_clear True when the render targets are being used for clears
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/// @retval True if the Render Targets have been rescaled.
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bool RescaleRenderTargets(bool is_clear);
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/// Update bound render targets and upload memory if necessary
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/// @param is_clear True when the render targets are being used for clears
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void UpdateRenderTargets(bool is_clear);
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