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vk-dynamic
Author | SHA1 | Date | |
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20ef8e47e6 |
@ -20,6 +20,18 @@ layout (push_constant, std140) uniform DrawInfo {
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layout (set = 0, binding = 0) uniform sampler2D screen_textures[3];
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void main() {
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color = texture(screen_textures[screen_id_l], frag_tex_coord);
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// Not all vulkan drivers support shaderSampledImageArrayDynamicIndexing, so index manually.
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vec4 GetScreen(int screen_id) {
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switch (screen_id) {
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case 0:
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return texture(screen_textures[0], frag_tex_coord);
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case 1:
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return texture(screen_textures[1], frag_tex_coord);
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case 2:
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return texture(screen_textures[2], frag_tex_coord);
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}
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}
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void main() {
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color = GetScreen(screen_id_l);
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}
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@ -32,8 +32,20 @@ layout (push_constant, std140) uniform DrawInfo {
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layout (set = 0, binding = 0) uniform sampler2D screen_textures[3];
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// Not all vulkan drivers support shaderSampledImageArrayDynamicIndexing, so index manually.
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vec4 GetScreen(int screen_id) {
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switch (screen_id) {
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case 0:
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return texture(screen_textures[0], frag_tex_coord);
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case 1:
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return texture(screen_textures[1], frag_tex_coord);
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case 2:
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return texture(screen_textures[2], frag_tex_coord);
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}
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}
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void main() {
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vec4 color_tex_l = texture(screen_textures[screen_id_l], frag_tex_coord);
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vec4 color_tex_r = texture(screen_textures[screen_id_r], frag_tex_coord);
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vec4 color_tex_l = GetScreen(screen_id_l);
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vec4 color_tex_r = GetScreen(screen_id_r);
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color = vec4(color_tex_l.rgb*l+color_tex_r.rgb*r, color_tex_l.a);
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}
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@ -20,10 +20,22 @@ layout (push_constant, std140) uniform DrawInfo {
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layout (set = 0, binding = 0) uniform sampler2D screen_textures[3];
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// Not all vulkan drivers support shaderSampledImageArrayDynamicIndexing, so index manually.
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vec4 GetScreen(int screen_id) {
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switch (screen_id) {
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case 0:
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return texture(screen_textures[0], frag_tex_coord);
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case 1:
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return texture(screen_textures[1], frag_tex_coord);
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case 2:
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return texture(screen_textures[2], frag_tex_coord);
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}
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}
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void main() {
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float screen_row = o_resolution.x * frag_tex_coord.x;
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if (int(screen_row) % 2 == reverse_interlaced)
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color = texture(screen_textures[screen_id_l], frag_tex_coord);
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color = GetScreen(screen_id_l);
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else
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color = texture(screen_textures[screen_id_r], frag_tex_coord);
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color = GetScreen(screen_id_r);
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}
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@ -337,6 +337,7 @@ void GeometryPipeline::Reconfigure() {
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// The following assumes that when geometry shader is in use, the shader unit 3 is configured as
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// a geometry shader unit.
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// TODO: what happens if this is not true?
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ASSERT(regs.pipeline.gs_unit_exclusive_configuration == 1);
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ASSERT(regs.gs.shader_mode == ShaderRegs::ShaderMode::GS);
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ASSERT(regs.pipeline.use_gs == PipelineRegs::UseGS::Yes);
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@ -35,7 +35,7 @@ PicaCore::PicaCore(Memory::MemorySystem& memory_, std::shared_ptr<DebugContext>
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gs_unit,
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gs_setup},
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shader_engine{CreateEngine(Settings::values.use_shader_jit.GetValue())} {
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InitializeRegs();
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SetFramebufferDefaults();
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const auto submit_vertex = [this](const AttributeBuffer& buffer) {
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const auto add_triangle = [this](const OutputVertex& v0, const OutputVertex& v1,
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@ -54,7 +54,7 @@ PicaCore::PicaCore(Memory::MemorySystem& memory_, std::shared_ptr<DebugContext>
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PicaCore::~PicaCore() = default;
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void PicaCore::InitializeRegs() {
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void PicaCore::SetFramebufferDefaults() {
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auto& framebuffer_top = regs.framebuffer_config[0];
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auto& framebuffer_sub = regs.framebuffer_config[1];
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@ -77,11 +77,6 @@ void PicaCore::InitializeRegs() {
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framebuffer_sub.stride = 3 * 240;
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framebuffer_sub.color_format.Assign(PixelFormat::RGB8);
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framebuffer_sub.active_fb = 0;
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// Tales of Abyss expects this register to have the following default values.
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auto& gs = regs.internal.gs;
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gs.max_input_attribute_index.Assign(1);
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gs.shader_mode.Assign(ShaderRegs::ShaderMode::VS);
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}
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void PicaCore::BindRasterizer(VideoCore::RasterizerInterface* rasterizer) {
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@ -259,13 +254,6 @@ void PicaCore::WriteInternalReg(u32 id, u32 value, u32 mask) {
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break;
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}
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case PICA_REG_INDEX(vs.output_mask):
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if (!regs.internal.pipeline.gs_unit_exclusive_configuration &&
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regs.internal.pipeline.use_gs == PipelineRegs::UseGS::No) {
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regs.internal.gs.output_mask.Assign(value);
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}
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break;
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case PICA_REG_INDEX(vs.bool_uniforms):
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vs_setup.WriteUniformBoolReg(regs.internal.vs.bool_uniforms.Value());
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if (!regs.internal.pipeline.gs_unit_exclusive_configuration &&
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@ -39,7 +39,7 @@ public:
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void ProcessCmdList(PAddr list, u32 size);
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private:
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void InitializeRegs();
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void SetFramebufferDefaults();
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void WriteInternalReg(u32 id, u32 value, u32 mask);
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@ -35,7 +35,6 @@ struct ShaderRegs {
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union {
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// Number of input attributes to shader unit - 1
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u32 input_buffer_config;
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BitField<0, 4, u32> max_input_attribute_index;
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BitField<8, 8, u32> input_to_uniform;
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BitField<24, 8, ShaderMode> shader_mode;
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@ -341,8 +341,8 @@ static constexpr void MortonCopy(u32 width, u32 height, u32 start_offset, u32 en
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*/
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template <bool decode, PixelFormat format, bool converted = false>
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static constexpr void LinearCopy(std::span<u8> src_buffer, std::span<u8> dst_buffer) {
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std::size_t src_size = src_buffer.size();
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std::size_t dst_size = dst_buffer.size();
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const std::size_t src_size = src_buffer.size();
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const std::size_t dst_size = dst_buffer.size();
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if constexpr (converted) {
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constexpr u32 encoded_bytes_per_pixel = GetFormatBpp(format) / 8;
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@ -352,9 +352,6 @@ static constexpr void LinearCopy(std::span<u8> src_buffer, std::span<u8> dst_buf
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constexpr u32 dst_bytes_per_pixel =
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decode ? decoded_bytes_per_pixel : encoded_bytes_per_pixel;
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src_size = Common::AlignDown(src_size, src_bytes_per_pixel);
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dst_size = Common::AlignDown(dst_size, dst_bytes_per_pixel);
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for (std::size_t src_index = 0, dst_index = 0; src_index < src_size && dst_index < dst_size;
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src_index += src_bytes_per_pixel, dst_index += dst_bytes_per_pixel) {
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const auto src_pixel = src_buffer.subspan(src_index, src_bytes_per_pixel);
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