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https://github.com/shadps4-emu/shadPS4.git
synced 2025-01-19 13:08:27 +00:00
texture_cache: Improve support for stencil reads (#1758)
* texture_cache: Improve support for stencil reads * libraries: Supress some spammy logs * core: Support loading font libraries * texture_cache: Remove assert
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5c3734e89d
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@ -80,7 +80,7 @@ int PS4_SYSV_ABI sceAudio3dPortGetAttributesSupported(OrbisAudio3dPortId uiPortI
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int PS4_SYSV_ABI sceAudio3dPortGetQueueLevel(OrbisAudio3dPortId uiPortId, u32* pQueueLevel,
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u32* pQueueAvailable) {
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LOG_INFO(Lib_Audio3d, "uiPortId = {}", uiPortId);
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LOG_TRACE(Lib_Audio3d, "uiPortId = {}", uiPortId);
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return ORBIS_OK;
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}
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@ -971,7 +971,7 @@ s32 PS4_SYSV_ABI sceGnmFindResourcesPublic() {
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}
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void PS4_SYSV_ABI sceGnmFlushGarlic() {
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LOG_WARNING(Lib_GnmDriver, "(STUBBED) called");
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LOG_TRACE(Lib_GnmDriver, "(STUBBED) called");
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}
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int PS4_SYSV_ABI sceGnmGetCoredumpAddress() {
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@ -2,6 +2,7 @@
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <cmath>
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#include <cstdio>
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#include "common/assert.h"
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#include "common/logging/log.h"
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@ -65,6 +66,15 @@ char* PS4_SYSV_ABI internal_strncpy(char* dest, const char* src, std::size_t cou
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return std::strncpy(dest, src, count);
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}
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int PS4_SYSV_ABI internal_strncpy_s(char* dest, size_t destsz, const char* src, size_t count) {
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#ifdef _WIN64
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return strncpy_s(dest, destsz, src, count);
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#else
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std::strcpy(dest, src);
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return 0;
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#endif
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}
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char* PS4_SYSV_ABI internal_strcat(char* dest, const char* src) {
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return std::strcat(dest, src);
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}
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@ -237,6 +247,8 @@ void RegisterlibSceLibcInternal(Core::Loader::SymbolsResolver* sym) {
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internal_strlen);
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LIB_FUNCTION("6sJWiWSRuqk", "libSceLibcInternal", 1, "libSceLibcInternal", 1, 1,
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internal_strncpy);
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LIB_FUNCTION("YNzNkJzYqEg", "libSceLibcInternal", 1, "libSceLibcInternal", 1, 1,
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internal_strncpy_s);
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LIB_FUNCTION("Ls4tzzhimqQ", "libSceLibcInternal", 1, "libSceLibcInternal", 1, 1,
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internal_strcat);
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LIB_FUNCTION("ob5xAW4ln-0", "libSceLibcInternal", 1, "libSceLibcInternal", 1, 1,
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@ -266,7 +266,7 @@ void Emulator::Run(const std::filesystem::path& file) {
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}
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void Emulator::LoadSystemModules(const std::filesystem::path& file, std::string game_serial) {
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constexpr std::array<SysModules, 10> ModulesToLoad{
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constexpr std::array<SysModules, 13> ModulesToLoad{
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{{"libSceNgs2.sprx", &Libraries::Ngs2::RegisterlibSceNgs2},
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{"libSceFiber.sprx", &Libraries::Fiber::RegisterlibSceFiber},
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{"libSceUlt.sprx", nullptr},
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@ -276,7 +276,10 @@ void Emulator::LoadSystemModules(const std::filesystem::path& file, std::string
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{"libSceDiscMap.sprx", &Libraries::DiscMap::RegisterlibSceDiscMap},
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{"libSceRtc.sprx", &Libraries::Rtc::RegisterlibSceRtc},
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{"libSceJpegEnc.sprx", &Libraries::JpegEnc::RegisterlibSceJpegEnc},
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{"libSceCesCs.sprx", nullptr}}};
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{"libSceCesCs.sprx", nullptr},
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{"libSceFont.sprx", nullptr},
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{"libSceFontFt.sprx", nullptr},
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{"libSceFreeTypeOt.sprx", nullptr}}};
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std::vector<std::filesystem::path> found_modules;
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const auto& sys_module_path = Common::FS::GetUserPath(Common::FS::PathType::SysModuleDir);
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@ -431,6 +431,10 @@ struct Liverpool {
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return u64(z_read_base) << 8;
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}
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u64 StencilAddress() const {
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return u64(stencil_read_base) << 8;
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}
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u32 NumSamples() const {
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return 1u << z_info.num_samples; // spec doesn't say it is a log2
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}
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@ -616,18 +616,24 @@ void Rasterizer::BindTextures(const Shader::Info& stage, Shader::Backend::Bindin
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auto& [image_id, desc] = image_bindings.emplace_back(std::piecewise_construct, std::tuple{},
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std::tuple{tsharp, image_desc});
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image_id = texture_cache.FindImage(desc);
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auto& image = texture_cache.GetImage(image_id);
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if (image.binding.is_bound) {
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auto* image = &texture_cache.GetImage(image_id);
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if (image->depth_id) {
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// If this image has an associated depth image, it's a stencil attachment.
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// Redirect the access to the actual depth-stencil buffer.
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image_id = image->depth_id;
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image = &texture_cache.GetImage(image_id);
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}
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if (image->binding.is_bound) {
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// The image is already bound. In case if it is about to be used as storage we need
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// to force general layout on it.
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image.binding.force_general |= image_desc.is_storage;
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image->binding.force_general |= image_desc.is_storage;
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}
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if (image.binding.is_target) {
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if (image->binding.is_target) {
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// The image is already bound as target. Since we read and output to it need to force
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// general layout too.
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image.binding.force_general = 1u;
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image->binding.force_general = 1u;
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}
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image.binding.is_bound = 1u;
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image->binding.is_bound = 1u;
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}
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// Second pass to re-bind images that were updated after binding
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@ -145,8 +145,10 @@ Image::Image(const Vulkan::Instance& instance_, Vulkan::Scheduler& scheduler_,
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const ImageInfo& info_)
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: instance{&instance_}, scheduler{&scheduler_}, info{info_},
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image{instance->GetDevice(), instance->GetAllocator()} {
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if (info.pixel_format == vk::Format::eUndefined) {
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return;
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}
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mip_hashes.resize(info.resources.levels);
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ASSERT(info.pixel_format != vk::Format::eUndefined);
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// Here we force `eExtendedUsage` as don't know all image usage cases beforehand. In normal case
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// the texture cache should re-create the resource with the usage requested
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vk::ImageCreateFlags flags{vk::ImageCreateFlagBits::eMutableFormat |
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@ -92,6 +92,10 @@ struct Image {
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return image_view_ids[std::distance(image_view_infos.begin(), it)];
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}
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void AssociateDepth(ImageId image_id) {
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depth_id = image_id;
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}
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boost::container::small_vector<vk::ImageMemoryBarrier2, 32> GetBarriers(
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vk::ImageLayout dst_layout, vk::Flags<vk::AccessFlagBits2> dst_mask,
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vk::PipelineStageFlags2 dst_stage, std::optional<SubresourceRange> subres_range);
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@ -116,6 +120,7 @@ struct Image {
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VAddr track_addr_end = 0;
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std::vector<ImageViewInfo> image_view_infos;
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std::vector<ImageViewId> image_view_ids;
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ImageId depth_id{};
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// Resource state tracking
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struct {
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@ -298,6 +298,9 @@ ImageInfo::ImageInfo(const AmdGpu::Liverpool::DepthBuffer& buffer, u32 num_slice
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resources.layers = num_slices;
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meta_info.htile_addr = buffer.z_info.tile_surface_en ? htile_address : 0;
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stencil_addr = buffer.StencilAddress();
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stencil_size = pitch * size.height * sizeof(u8);
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guest_address = buffer.Address();
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const auto depth_slice_sz = buffer.GetDepthSliceSize();
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guest_size_bytes = depth_slice_sz * num_slices;
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@ -69,7 +69,7 @@ struct ImageInfo {
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} props{}; // Surface properties with impact on various calculation factors
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vk::Format pixel_format = vk::Format::eUndefined;
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vk::ImageType type = vk::ImageType::e1D;
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vk::ImageType type = vk::ImageType::e2D;
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SubresourceExtent resources;
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Extent3D size{1, 1, 1};
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u32 num_bits{};
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@ -170,7 +170,7 @@ ImageView::ImageView(const Vulkan::Instance& instance, const ImageViewInfo& info
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format = image.info.pixel_format;
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aspect = vk::ImageAspectFlagBits::eDepth;
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}
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if (image.aspect_mask & vk::ImageAspectFlagBits::eStencil && format == vk::Format::eR8Unorm) {
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if (image.aspect_mask & vk::ImageAspectFlagBits::eStencil && format == vk::Format::eR8Uint) {
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format = image.info.pixel_format;
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aspect = vk::ImageAspectFlagBits::eStencil;
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}
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@ -443,6 +443,27 @@ ImageView& TextureCache::FindDepthTarget(BaseDesc& desc) {
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}
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}
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// If there is a stencil attachment, link depth and stencil.
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if (desc.info.stencil_addr != 0) {
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ImageId stencil_id{};
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ForEachImageInRegion(desc.info.stencil_addr, desc.info.stencil_size,
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[&](ImageId image_id, Image& image) {
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if (image.info.guest_address == desc.info.stencil_addr) {
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stencil_id = image_id;
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}
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});
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if (!stencil_id) {
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ImageInfo info{};
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info.guest_address = desc.info.stencil_addr;
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info.guest_size_bytes = desc.info.stencil_size;
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info.size = desc.info.size;
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stencil_id = slot_images.insert(instance, scheduler, info);
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RegisterImage(stencil_id);
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}
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Image& image = slot_images[stencil_id];
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image.AssociateDepth(image_id);
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}
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return RegisterImageView(image_id, desc.view_info);
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}
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