Compare commits

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311 Commits
Author SHA1 Message Date
refractionpcsx2 3e631e047f GS-HW: Avoid clear misdetection with DATE enabled 2023-05-02 19:55:32 +01:00
refractionpcsx2 dd2d4edffc VIF-JIT: Get rid of mem read for mask 2023-05-02 18:20:55 +01:00
refractionpcsx2 fd2960c9cb VIF-JIT: Skip src reads on fill writes using regs
Clean up some of the code
2023-05-02 18:20:55 +01:00
refractionpcsx2 c2907ea58f VIF-JIT: Clean up pointless code, optimise protected vector copies 2023-05-02 18:20:55 +01:00
PCSX2 Bot 41f62cf53d PAD: Update to latest controller database. 2023-05-02 11:49:57 +02:00
Ty Lamontagne e462f1ff9c iR3000: Fix memchecks that only log 2023-05-01 07:02:21 +01:00
Ty Lamontagne 5b0b6191d8 iR5900: Fix memchecks that only log 2023-05-01 07:02:21 +01:00
Ty Lamontagne ab9a1e4307 R5900 interpreter: Fix breakpoint exits
Exit exceptions were not being caught, causing a crash.
2023-05-01 07:02:21 +01:00
Ty Lamontagne 029c11c8d2 Debugger: Fix an oversight on how breakpoints are managed 2023-05-01 07:02:21 +01:00
TellowKrinkle e221d31b45 GS:OGL:Shaders: Formatting 2023-04-30 23:48:49 +02:00
lightningterror dfbdaa651c vcxproj.filters: Remove common_header.glsl mention.
No longer exists.
2023-04-30 23:48:49 +02:00
CharlesThobe 9de152b8ee Linux: implement DBus screensaver inhibitor 2023-04-30 19:18:53 +01:00
Mrlinkwii 360f9afb70 GameDB: Fixes for Shin Sangoku Musou Series Collection Joukan 2023-04-30 16:41:40 +01:00
Connor McLaughlin 1b81825218 x86/microVU: Fix typo in VI CRC
Doesn't actually affect anything, only for debugging.
2023-04-30 06:12:01 +01:00
Stenzek b3e6e28827 x86/iR5900: Fast forward timeout loops 2023-04-30 04:52:50 +01:00
Stenzek eaceb27879 x86/microVU: Remove redundant cmp in mVUtestCycles 2023-04-29 18:24:49 +01:00
Stenzek cd9b6c7ac3 x86/microVU: Pack VF cycles into bitfields
The VF cycle count doesn't go above 4, across 32 registers that saves 64
bytes.

Also gets rid of blockhasmbit, since save states are getting invalidated
anyway, it was never used.

[SAVEVERSION+] VU struct changes.
2023-04-29 18:24:49 +01:00
TellowKrinkle d3e527f2a4 GS:MTL: Always end all encoders on FlushEncoders
Previously, texture upload encoders weren't submitted if no rendering had been done, which would result in an assertion failure if the device was destroyed in that state, as the encoders would be released without calling `endEncoding` on them.
2023-04-29 17:37:24 +01:00
TellowKrinkle b47fdcdfab GS: Fix crash when looking up color textures with depth lookups 2023-04-29 17:02:16 +01:00
Stenzek 2550ad7fd1 GS/HW: Detect clears spanning multiple sprites
Fixes GT4 rendering to >1000x1000 targets.
2023-04-29 17:01:15 +01:00
Stenzek 1717f584a0 GS/HW: Add flush reason to draw tracing 2023-04-29 17:01:15 +01:00
Stenzek 0822d3e3e5 GS/HW: Cache possible mem clear value 2023-04-29 17:01:15 +01:00
Stenzek ec41af760a GS/Vulkan: Make primid not require barycentric extension 2023-04-29 16:23:09 +01:00
Stenzek a5ed24ca88 Perf: Support instruction-level profiling with jitdump on Linux 2023-04-29 16:22:37 +01:00
Stenzek b3697579c0 GS/Vulkan: Simplify GPU selection
Hopefully stops a crash on broken drivers.
2023-04-29 16:20:01 +01:00
JordanTheToaster 388da2058b GameDB: FFXII texture fixes
Fixes for broken textures on player model.
2023-04-29 08:01:59 +01:00
Stenzek aa9a0dca4b GS/HW: Fix HW move debug message 2023-04-28 13:34:45 +02:00
Stenzek 2a892da0da GS/HW: Improve split shuffle detection
Fixes transition effects in DBZ BT3 PAL.
2023-04-28 13:34:45 +02:00
Stenzek 9237bf9429 GS/HW: Relax PSM match requirement for move targets
Fixes broken car preview in Tokyo Xtreme Racer Zero.
2023-04-28 13:34:45 +02:00
Stenzek 10533dce02 GS/HW: Swap xyxy() for upld()
In theory more efficient.
2023-04-28 13:34:45 +02:00
Stenzek b5ebc19eff GS/HW: Don't mess with ZMSK for no_ds
Fixes broken depth in Superman Returns.
2023-04-28 13:34:45 +02:00
Stenzek 6535e7e43a GS: Add natvis for vector types 2023-04-28 10:22:45 +01:00
Ty Lamontagne 5f9473ef02 ci: Update labeler debugger directories 2023-04-28 06:15:27 +01:00
Stenzek fbb1c7cb8e GS/OGL: Don't reuse targets when they're the texture
I don't trust drivers to insert a barrier here. At least one of them
gets it wrong.

Also moves the masking of depth/colour to the common renderer for
consistency.
2023-04-27 23:22:09 +01:00
lightningterror 2d97d85ca5 GS-hw: Use correct format specifier for blend log, use constants for mergesprite log. 2023-04-27 21:20:31 +02:00
Stenzek ecd7d0fc35 GS/HW: Fix pipeline/shader duplication 2023-04-27 12:01:34 +01:00
Stenzek 0c389789f3 GS: Fix hang when switching renderer while fullscreen 2023-04-27 09:17:27 +01:00
Stenzek d8239664a8 GS/Vulkan: Re-enable async presentation 2023-04-27 09:17:16 +01:00
rayanHappy c06d4f477a Misc: remove unneeded file and clean up a 32bit check 2023-04-27 09:09:04 +01:00
refractionpcsx2 cdd88a6e5c GS-HW: Fix std::sort comparator for purging hash cache 2023-04-27 09:07:21 +01:00
refractionpcsx2 5a73fa2d23 GS-TC: Update dirty read overlap on local mem invalidate 2023-04-27 09:07:05 +01:00
Stenzek 0367851b8e GS: Make TEXFLUSH a flag instead 2023-04-26 16:00:59 +01:00
Stenzek 33b2f6331c GS/HW: Allow auto flush to be applied only to sprites 2023-04-26 16:00:59 +01:00
Stenzek befbf57191 GS: Refactor exclusive fullscreen yet again
Also acquire render window as late as possible.
Limits the duration that the main window isn't displaying anything.
2023-04-26 16:00:39 +01:00
JordanTheToaster 20d040d5d1 GameDB: Disney Golf Fixes
Fixes for grass rendering to match software with mipmapping and trilinear filtering.
2023-04-26 02:07:15 +01:00
TellowKrinkle 06fdc75945 CMake: Properly fail on windeployqt failure 2023-04-26 02:06:58 +01:00
refractionpcsx2 ded971a3ec Build: Fix Qtdir for windows build workdflows 2023-04-25 22:57:05 +01:00
Stenzek abc0f99ddd Qt: Move themes to its own file
It's getting a bit out of hand.
2023-04-25 21:53:30 +01:00
Stenzek b3a88d6ea7 Qt: Migrate to 6.5.0 on Windows 2023-04-25 21:53:30 +01:00
refractionpcsx2 76014b7cb9 GS-TC: Use the expected rect to expand the target when Tex is RT. 2023-04-25 20:53:31 +01:00
Stenzek 0ab6eb6587 GS: Rework texture pooling behavior
- Split into texture/target pools.
 - Keep textures around when they're used recently regardless of size
   (saves work in the backend/driver).
 - Don't boot textures out of the pool when it's an idle frame.
2023-04-25 20:53:21 +01:00
Stenzek a4e99366fb GS/HW: Put a cap on the hash cache count
As well as VRAM usage. Stops Corvette allocating 16,000+ textures.

Also reduce max age for hash cache sources, since they get kept around
in the latter for another 30 frames.
2023-04-25 20:53:21 +01:00
Stenzek a32ab4cc97 GS: Refactor ResizeTexture() to ResizeRenderTarget() 2023-04-25 20:53:21 +01:00
JordanTheToaster e7f3c42f9d GameDB: Various FIFA 2001-2004 fixes
Fixes for broken player textures and some missing fixes.
2023-04-25 20:53:05 +01:00
Ty Lamontagne d76a0d7416 Debugger: Implement BC0XY branches & their condition evaluation 2023-04-25 17:28:31 +01:00
Stuart Kenny 79f4af8ab5 Qt: Delete SDLRawInput on non win32 builds 2023-04-25 15:05:30 +01:00
Stuart Kenny a5f83329cb FullscreenUI: Only show SDL Raw on win32 builds. 2023-04-25 15:05:30 +01:00
rayanHappy 267479f31d Misc: Cmake and GCC compiler flags cleanups 2023-04-25 15:04:39 +01:00
rayanHappy 164462e510 Misc: Remove ICC compiler support 2023-04-25 15:04:39 +01:00
TellowKrinkle 6331df306f qt:resources: Use black and white icon for forum menu entry 2023-04-25 15:04:26 +01:00
TellowKrinkle 027ceebcbd qt:resources: Use black and white icons for discord menu icon 2023-04-25 15:04:26 +01:00
TellowKrinkle edb2c0080c qt:resources: Use separate black/white github icon 2023-04-25 15:04:26 +01:00
TellowKrinkle caafc87b29 qt:resources: Sort qrc filenames
Many filesystems (e.g. btrfs, apfs) return results in some internal non-alphabetical ordering, which isn't great for minimizing changes to files
2023-04-25 15:04:26 +01:00
TellowKrinkle 5d37cac4a0 qt:resources: Skip dotfiles when generating qrc 2023-04-25 15:04:26 +01:00
Stenzek 8f68e096d4 GS/HW: Avoid render pass restarts to turn off RT
Significantly reduces render passes in Sly 2.
2023-04-24 22:17:25 +01:00
Stenzek 430cad48e3 GS/Metal: Get rid of redundant pointer 2023-04-24 22:17:04 +01:00
Stenzek 757a9532e6 GS: Add Render Pass stats 2023-04-24 22:17:04 +01:00
KamFretoZ f26f8cafa9 Qt: Even more fixes to the Cobalt Theme 2023-04-24 19:24:19 +02:00
KamFretoZ 128a79e355 Qt: Help menu icon fix for macOS user 2023-04-24 19:24:19 +02:00
PCSX2 Bot cc2d99db3a PAD: Update to latest controller database. 2023-04-24 19:21:18 +02:00
KamFretoZ 30a31d931a Qt: Add extra icons to the help menu 2023-04-23 03:56:36 +01:00
KamFretoZ 1c30d449bf Tools: Fix filename lookup error on the python glyph updater script 2023-04-23 03:56:36 +01:00
refractionpcsx2 dc4ce58248 VU-JIT: Avoid writeReg stealing loadReg GPR 2023-04-23 03:54:53 +01:00
Mrlinkwii dc93e861c7 GameDB: various fixes 2023-04-22 23:58:58 +01:00
refractionpcsx2 960daf27e2 GameDB: Add FullVU0SyncHack to the linter 2023-04-22 23:38:05 +01:00
Goatman13 844f21344d GameDB: Add patch for Michigan: Report from Hell 2023-04-22 16:55:27 +01:00
refractionpcsx2 535ad110e3 VU-JIT: Backup non cached VI before writing to it when load != write 2023-04-22 15:15:25 +01:00
JordanTheToaster 0e0d7a5441 GameDB: Various fixes
Fixes for vertical lines in Ring of Red and invisible text in Dynasty Warriors 2.
2023-04-22 03:03:27 +01:00
SeruranBlue ed63221c7e GameDB: Fixes for Air Ranger: Rescue Helicopter (#8711) 2023-04-22 03:02:46 +01:00
seta-san f9c2d7767d CDVD: Fix Error Message in InputIsoFile.cpp 2023-04-21 10:53:48 +01:00
Berylskid cb91478590 UI: Correct Recommended Value for Show Indicators 2023-04-20 10:18:25 +01:00
Mrlinkwii 5dec7fe27d GameDB : fixes for Hanjuku Hero 4 2023-04-19 23:30:31 +01:00
Berylskid 575d487c65 GameDB: Fix Armored Core water and game names (#8702) 2023-04-19 19:14:37 +01:00
Stenzek 2b9289f402 GS/HW: Fix missing init of non-CLUT replacement textures 2023-04-19 13:38:20 +01:00
Mrlinkwii 9273683d3c GameDB: fixes for Dark cloud 2023-04-17 21:06:48 +01:00
PCSX2 Bot 88f8465e7e PAD: Update to latest controller database. 2023-04-17 20:02:50 +02:00
refractionpcsx2 f26031cada Vif: Fix up Instant DMA behaviour 2023-04-16 21:15:26 +01:00
JordanTheToaster 3352d71515 GameDB: Various fixes
Fixes for a potential slowdown in Super Robot Taisen and replace disabling Instant VU with InstantDMA in MGS 3 Subsistence.
2023-04-16 21:10:31 +02:00
Connor McLaughlin 999f9532ee GS: Warning fix 2023-04-16 06:43:22 +01:00
Stenzek d1f62ca9bf GS: Remove GSVertexList
It doesn't appear to be used anywhere.
2023-04-16 06:35:05 +01:00
Stenzek ef9f0cf635 GS: Replace magic alignment number with constant
And ensure it gets used in None preloading.
2023-04-16 06:35:05 +01:00
Stenzek d745564451 GS/HW: Adjust Black/Burnout sky CRC hack
Apparently some stages use a sky height of 128 instead of 256?
2023-04-15 22:01:38 +01:00
Stenzek d37ac992fc GS/HW: Use bitfield extract for VS expand (GL/VK) 2023-04-15 20:10:25 +01:00
Stenzek e7fc3de90c GS/HW: Ensure region texture mipmaps don't go out of bounds 2023-04-15 20:10:15 +01:00
Stenzek bde81380c3 GS/SW: Stop C rasterizer crashing with AA1 2023-04-15 20:10:03 +01:00
Stenzek 839b482cb5 GS: Use 16-bit indices instead of 32-bit
Save some bandwidth.
2023-04-15 20:10:03 +01:00
Stenzek 72f70d4789 GS/Vulkan: Clear textures/RTs at end of frame
Prevents us from updating potentially changed-state descriptors.
2023-04-15 20:09:48 +01:00
Stenzek d646bbf5c1 GS/Vulkan: Prioritize VK_EXT_rasterization_order_attachment_access
.. over the ARM version. But continue to support both.
2023-04-15 20:09:48 +01:00
Stenzek e68aaf6540 GS/Vulkan: Saturate ImGui scissor to zero 2023-04-15 20:09:48 +01:00
Stenzek 20ab5ed0fa GS/Vulkan: Don't assume opaque composite alpha is supported 2023-04-15 20:09:48 +01:00
Stenzek 8590e390a2 GS/Vulkan: Don't enable geometryShader 2023-04-15 20:09:48 +01:00
Stenzek ab1d558420 GS/Vulkan: Make provoking vertex consistent across pipelines 2023-04-15 20:09:48 +01:00
Stenzek 53c9021455 GS/HW: Don't attempt to colour copy into depth target 2023-04-15 20:09:26 +01:00
Stenzek 8bd00e2433 GS: Remove unused scissor variables 2023-04-15 18:01:52 +01:00
Stenzek c045feae50 GS/HW: Skip draws on reset until scissor is set 2023-04-15 18:01:52 +01:00
Stenzek 7531080e51 GS/HW: Only force shader sampling for non-32bit targets
Not sources.
2023-04-15 17:37:34 +01:00
TellowKrinkle bf57ab3e39 GS:OGL: Support vs expand on older GL with SSBO extension 2023-04-15 04:29:10 +01:00
JordanTheToaster dfcb96a4b6 GameDB: Various fixes
Fixes for bloom alignment in Dogz and Catz and broken sun in Ace Combat 4.
2023-04-14 23:01:26 +01:00
refractionpcsx2 5c4fad6725 GameDB: Remove no longer needed Spyro patches 2023-04-14 18:17:44 +01:00
refractionpcsx2 988b1ad03b SPU2: Don't make end IRQ positions inclusive 2023-04-14 18:17:44 +01:00
refractionpcsx2 79705a2514 SPU2: Increase maximum ADSR rate from 0x3FFF to 0x4000 2023-04-14 18:17:44 +01:00
JordanTheToaster 0919b15183 GameDB: Various fixes
Fixes for Dogz and Catz vertical lines and black squares and a workaround for FMVs causing screen shaking in NFS U2.
2023-04-14 13:13:35 +01:00
kenshen112 8162c87884 GameIndex: Added Boss Hang Fix to more regions.
Added Kirie hang fix to Fatal Frame Korea and Asia.
2023-04-14 09:23:35 +01:00
Stuart Kenny 09394ee4b7 Qt: Hide SDL Raw option on non win32 builds 2023-04-13 12:14:15 +01:00
Stenzek 7f7dd60587 GS/HW: VS expand instead of GS for DX/GL/Vulkan 2023-04-13 11:12:11 +01:00
Stenzek 6877abb2ec GS/HW: Remove FFXII CRC hack
No longer needed, and it causes issues with splitting point draws.
2023-04-13 11:12:11 +01:00
Stenzek ce5dd88790 GS/OGL: Fix GL error on shutdown 2023-04-13 11:12:11 +01:00
Stenzek 5bc9d625e7 GL/StreamBuffer: Align CPU side fallback buffers 2023-04-13 11:12:11 +01:00
Connor McLaughlin 1d7a69ad40 AppImage: Include libxcb-cursor 2023-04-13 10:51:09 +01:00
JordanTheToaster f7d87076a3 Qt: Adjust MTVU core count text
The wording here was causing confusion and unneeded arguments over what it actually means.
2023-04-13 09:39:02 +01:00
JordanTheToaster 9d20b4d6a6 GameDB: Soulcalibur 2&3 blending recommendations
Fixes menu transparency when using high blending.
2023-04-13 09:39:02 +01:00
TellowKrinkle 128cf9b57d 3rdparty:macOS: Update to Qt 6.4.3
Gives us 5 more months to decide whether we want to use 6.2 LTS or drop macOS 10.14 and macOS 10.15 support
2023-04-13 08:27:49 +01:00
TellowKrinkle e5b7adb228 3rdparty:linux: Update to Qt 6.5.0 2023-04-13 08:27:49 +01:00
TellowKrinkle bd5ae66fbe 3rdparty: Update SDL to 2.26.5 2023-04-13 08:27:49 +01:00
Romain Tisserand a3af4155f8 3rdparty: Bump libchdr to support raw DVD ISO as CHD 2023-04-12 09:37:46 +01:00
refractionpcsx2 1ec83dc790 SPU2: Fix savestate loading setting incorrect variable 2023-04-11 18:45:27 +01:00
Stenzek f26cc38b80 SPU2: Store DMA pointers as offsets in save state
[SAVEVERSION+] Sadly need to bump save state, don't want to have a mess
of different version handling here.
2023-04-11 15:30:54 +01:00
lightningterror d9f537e9dc GS-hw: Fix Wsign-compare warning. 2023-04-11 01:06:15 +02:00
PCSX2 Bot 94c75df0d0 PAD: Update to latest controller database. 2023-04-10 20:35:28 +02:00
Stenzek 423a8884e8 GS/Vulkan: Don't try to render out of bounds in Interlace() 2023-04-10 16:51:01 +01:00
Stenzek 1f26502c64 GS/HW: Always convert float depth to integer on readback
Even if it's been reinterpreted as a colour format.
2023-04-10 16:51:01 +01:00
dependabot[bot] f61f7bb711 Bump peter-evans/create-pull-request from 4 to 5
Bumps [peter-evans/create-pull-request](https://github.com/peter-evans/create-pull-request) from 4 to 5.
- [Release notes](https://github.com/peter-evans/create-pull-request/releases)
- [Commits](https://github.com/peter-evans/create-pull-request/compare/v4...v5)

---
updated-dependencies:
- dependency-name: peter-evans/create-pull-request
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
2023-04-10 16:13:04 +02:00
KamFretoZ 971acd3fdb Qt: Fills in the settings help description fields 2023-04-09 19:13:09 +01:00
JordanTheToaster bba070bdbf GameDB: PAL ZoE 2 Text fix
Fixes cut off text in PAL versions of Zone of the Enders 2
2023-04-09 19:12:56 +01:00
Connor McLaughlin 6c4152a7e0 GS/HW: Update 32-bit flag for depth buffers too
Jackie Chan Adventures re-uses a previous C32 target pointer as a Z16S
depth buffer, but it does clear it inbetween. So we need to remove the
32-bit flag on the clear.
2023-04-09 17:56:49 +01:00
Stenzek f569ad0970 GS/HW: Allow translating targets for depth sources
Fixes broken half screen in Miami Vice and 10 Pin - Champions Alley.
2023-04-09 17:56:49 +01:00
Stenzek f16a291412 GS/HW: Adjust TextureMinMax end coordinate when point sampling 2023-04-09 17:56:49 +01:00
refractionpcsx2 e0cfa2dff3 EE/COP2: Increase likely clear sync 2023-04-09 17:23:09 +01:00
Stenzek bf9d087e74 GS/HW: Adjust Burnout CRC to fully skip broken post effect 2023-04-09 16:28:57 +01:00
JordanTheToaster b245dd55d6 Github: Change emu bug report template
Missed when changing the other template.
2023-04-09 16:26:23 +01:00
JordanTheToaster 1e3f429169 GameDB: Various fixes
Alieviates high VU % usage in Pilot Down Behind Enemy Lines and sets max blending level to minimum for other Monster Hunter games to fix heavy GPU usage for no reason.
2023-04-09 16:26:23 +01:00
refractionpcsx2 8d429c7e5a GameDB: Update the VU clamp mode on Ultimate Spider-Man 2023-04-09 16:24:46 +01:00
Stenzek b9be3ad3b8 GS/HW: Tiny optimization in source lookup
Don't want to do divides per-target.
2023-04-09 06:01:54 +01:00
refractionpcsx2 3099090e6a GameDB: Add InstantDMA to Jak 3 for holes in face geometry 2023-04-09 05:56:58 +01:00
refractionpcsx2 5e27c65615 EE/COP2: Check for likely zero clears in COP2 synced ops 2023-04-09 05:55:15 +01:00
refractionpcsx2 8b32382e1b GameDB: Add Autoflush and HPO Special to Ultimate Spider-Man 2023-04-09 03:31:41 +01:00
arcum42 60047e8029 common: Remove some unneeded includes. 2023-04-08 20:26:39 +01:00
arcum42 e37fff1213 common: Remove SafeList and SafeAllignedArray as unused. 2023-04-08 20:26:39 +01:00
JordanTheToaster 64a6d8027b GS: Reset performance counters on renderer switch
Resets performance counters on renderer switch.
2023-04-08 13:37:21 +01:00
Stenzek cd4434135e GSRunner: Don't skip dumps with dots in their filename 2023-04-08 13:36:45 +01:00
Stenzek 747e11d7dd GS/HW: Allow region targets for half-right fix 2023-04-08 12:44:33 +01:00
Stenzek 3cae728aba Qt: Recreate new window immediately when switching APIs 2023-04-08 12:42:34 +02:00
Stenzek 7f24a5cf82 GS: Fix crash when resizing window 2023-04-08 04:05:45 +01:00
refractionpcsx2 1b8f5f232a GS-HW: Fix bug with looping invalidation 2023-04-08 00:08:08 +01:00
refractionpcsx2 77d37de18c GameDB: Add mipmapping to Hasbro Family Game Night 2023-04-07 20:34:03 +01:00
Mrlinkwii 5ea3fb8e1e Github: Update issue template 2023-04-07 19:52:50 +01:00
refractionpcsx2 d683aa43d8 GS: Clean up Host->Local code 2023-04-07 17:18:33 +01:00
refractionpcsx2 d4c3501bb8 GS: Retool downloads to buffer full read 2023-04-07 17:18:33 +01:00
Stenzek f2229a0007 GS/OGL: Don't leak shader objects when compiling 2023-04-07 17:18:21 +01:00
Stenzek 2a06bb6e2c GS/OGL: Use VS/GS selectors from base class 2023-04-07 17:18:21 +01:00
lightningterror a06f890ab9 GS: Fix Wunused-variable warning. 2023-04-07 01:26:00 +02:00
refractionpcsx2 bbe22f95d1 GS: Avoid modifying single QW downloads as they go to a register
Also avoid downloading more than requested
2023-04-06 23:26:59 +01:00
Stenzek 631f75a79c GS/HW: Don't break out of target search loop on dirty target 2023-04-06 14:28:19 +01:00
Stenzek c121aae8f1 GS: Add VS natvis files for FastList and TC Targets 2023-04-06 14:27:36 +01:00
refractionpcsx2 fed7629632 GS: Fix typo in ResizeTexture which was causing a crash 2023-04-06 14:27:08 +01:00
Stenzek 0825ca736f GS/HW: Add other StretchRect() calls to texture copies counter
Better reflects GPU work.
2023-04-06 14:20:20 +01:00
Stenzek 660974c9d1 GS/HW: Update target in new format when reinterpreting
Fixes block scrambling in Budokai 3 during screen transitions.
2023-04-06 14:20:20 +01:00
Stenzek 4404b06d2a Qt: Fix lockup when cancelling shutdown and fullscreen 2023-04-06 08:48:07 +01:00
Stenzek daef69099b Qt: Fix improper shutdown with CTRL+C 2023-04-06 08:48:07 +01:00
Stenzek 6362994fd8 GS: Default to Vulkan for suitable GPUs on Linux 2023-04-06 08:48:07 +01:00
Stenzek 398cf43782 GS: Combine HostDisplay with GSDevice
GS/DX11: Don't throw bad_alloc on surface creation fail

GS: Link device and host display construction/destruction

FullscreenUI: Replace HostDisplayTexture with GSTexture

GS: Purge HostDisplayTexture

GS: Move everything in HostDisplay to GSDevice

GS: Move ImGui rendering to GSDevice

GS: Get rid of reset/store API state
2023-04-06 08:48:07 +01:00
refractionpcsx2 77f8a0f5f6 Counters: Retool UpdateVSyncRate 2023-04-06 08:47:35 +01:00
lightningterror d7e54ccbed CDVD: Fix struct member variables not used.
Codacy.
2023-04-05 20:15:18 +02:00
lightningterror 53a8855696 INISettingsInterface: Fix scope of variable warning.
Codacy.
2023-04-05 20:15:18 +02:00
lightningterror bd16ed1340 iR5900: Fix scope of variable warning.
Codacy.
2023-04-05 20:15:18 +02:00
lightningterror dd365fe334 GS-hw/tc: Fix Wsign-compare warnings. 2023-04-05 20:15:18 +02:00
refractionpcsx2 2a6ba739bc GS-HW: Fix stretch rects errantly discarding data 2023-04-05 16:29:36 +01:00
refractionpcsx2 a863466f70 GS-HW: Better handle double half clears + masked channels + invalidate
Also add Auto Flush to Power Drome US, apparently it wasn't there.
2023-04-05 16:29:36 +01:00
refractionpcsx2 32f07f4aae GS-HW: Read back TC on GS CSR Reset 2023-04-05 16:29:36 +01:00
refractionpcsx2 3ed0e010be GS-TC: Improve handing of wrapping targets in tex in rt 2023-04-05 16:29:36 +01:00
GiladNir fb3c0c8138 GameDB: Added fixes for Fatal Frame and Siren 2023-04-05 15:10:48 +01:00
Stenzek 58ded2e0d0 GS/HW: Fix incorrect hashing of non-palette textures 2023-04-05 15:01:42 +01:00
Stenzek 369b9a4808 Misc: Fix up a few recent clang warnings 2023-04-05 12:43:45 +01:00
Stenzek 0bd57986a9 GS/HW: Don't try to use forced trilinear on shuffles 2023-04-05 12:43:45 +01:00
refractionpcsx2 559b88438b GS: Fix some Scanmask situations in PCRTC 2023-04-04 17:33:32 +01:00
refractionpcsx2 5d140f7db3 GS: Fix missing PSM references. 2023-04-04 17:32:59 +01:00
Stenzek 7b512ce296 GS/HW: Fix Final Fantasy XII CRC hack 2023-04-04 17:27:57 +01:00
refractionpcsx2 ada291c0f6 GS: Remove redundant PSM enum naming 2023-04-04 13:56:44 +01:00
refractionpcsx2 857cb36707 GS-HW: Add CRC hack for NFS Undercover to handle weird shuffle 2023-04-04 13:56:44 +01:00
refractionpcsx2 4a702e0585 EE: Clear reset required status on JIT overflow reset 2023-04-04 11:16:31 +01:00
refractionpcsx2 eac420f205 GameDB: Replace Tex in RT with Partial Target Invalidation, Dark Cloud 2 2023-04-03 21:54:31 +01:00
TellowKrinkle 23d4fa9d9e GS:MTL: Process uv in place
The separate uv_out made it easy to make mistakes, especially when copying code from other renderers
2023-04-03 20:21:15 +01:00
From: TellowKrinkle f6523f34d8 GS:MTL: Implement region rect 2023-04-03 20:21:15 +01:00
TellowKrinkle 82971d3ef7 GS:MTL: Test and sample depth should be supported
Untested, but we restart the render pass if it's detected, which should be accurate, even if it's not the most efficient.
2023-04-03 20:21:15 +01:00
PCSX2 Bot 8d9a5111a1 PAD: Update to latest controller database. 2023-04-03 18:10:16 +02:00
Stenzek e8dac0051c GS: Move expanded dither storage to software renderer
Hardware doesn't use it.
2023-04-03 14:19:46 +01:00
Stenzek 72802aa125 GS/HW: Move channel shuffle test to top of Draw() 2023-04-03 14:19:46 +01:00
Stenzek f77a5c23fc GS/HW: Get rid of GSFrameInfo 2023-04-03 14:19:46 +01:00
Stenzek cf772fcdd6 GS: Reuse backup environment instead of copying 2023-04-03 14:19:46 +01:00
Stenzek 4313c64d9d GS: Remove unused offsets (tex/fzb) 2023-04-03 14:19:46 +01:00
refractionpcsx2 38bf916231 GS: Update fixes for Sacred Blaze 2023-04-02 19:44:11 +01:00
refractionpcsx2 cf59c0b854 GS/Counters: Catch SMODE changes and update VSync rate 2023-04-02 16:19:11 +01:00
refractionpcsx2 10e192deed GS/Counters: Use progressive check, not GSSetCRT for interlace mode 2023-04-02 16:19:11 +01:00
refractionpcsx2 b3fb6e7822 GS: Don't reset CRT mode on reset 2023-04-02 13:11:27 +02:00
Stenzek 3f640ed7eb GS/HW: Fix blue screen in GT4 transitions 2023-04-02 13:10:08 +02:00
Stenzek cc814585ee GS/OGL: Fix incorrect binding in multi stretch rect 2023-04-02 04:29:56 +01:00
refractionpcsx2 b0d26c8242 EE: Correct FPU_MUL_HACK result value 2023-04-02 04:09:47 +01:00
Stuart Kenny 4133be28c6 USB: Remove force feedback logspam 2023-04-02 01:56:00 +01:00
JordanTheToaster 6e81879436 GameDB: Various fixes
Fixes for Driv3r and VP2.
2023-04-01 23:45:10 +01:00
refractionpcsx2 5ea670ece4 GS-HW: Handle triangle memory clears 2023-04-01 16:47:29 +01:00
Stenzek e8e9702d7e GS/HW: Swap Crash WoC CRC hack for native palette draws 2023-04-01 15:45:14 +01:00
Stenzek 4cbdbaabdb GS/HW: Add NativePaletteDraw upscaling fix 2023-04-01 15:45:14 +01:00
Stenzek f332d4f880 GS/HW: Set no_ds if Z tests are disabled and masked 2023-04-01 15:45:14 +01:00
Stenzek 5ce418cdaf GS/HW: Set m_channel_shuffle if late tests succeed 2023-04-01 15:45:14 +01:00
Stenzek 81ab2b9cd1 GS/HW: Minor texture cache cleanups 2023-04-01 15:45:14 +01:00
Stenzek c441d76b7b GS/HW: Fix some asserts tripping in debug builds 2023-04-01 15:45:14 +01:00
Stenzek fcbc027abc GS: Unify D3D device creation paths
Also makes Vulkan the device for Intel Arc GPUs.
2023-04-01 14:15:18 +01:00
Stenzek 8989b69ce8 GS: Fix crash on shutdown when using software renderer 2023-04-01 14:14:19 +01:00
Stenzek e9a624ab54 Qt: Fix main window closing on fullscreen shutdown 2023-04-01 14:14:00 +01:00
Stuart Kenny 8a9df89bf6 SDLInputSource: SDL raw input as config option. 2023-04-01 02:32:01 +01:00
JordanTheToaster e95d75e01f GameDB: Fix missing Tekken 5 demo
Fixes for missing Tekken 5 demo that caused camera issues.
2023-04-01 01:44:17 +01:00
Mrlinkwii bbe58b07a8 GameDB: fixes for Super Trucks Racing 2023-03-31 21:29:46 +01:00
tangomike99 7886c9ea27 GameDB: Fix fog line in Over the Hedge 2023-03-31 21:29:34 +01:00
tangomike99 1c072f38bb GameDB: Fix blurriness in Sitting Ducks 2023-03-31 21:29:34 +01:00
KamFretoZ 6c2bbdef1f Qt: Theme Polishes for Pizza and Cobalt 2023-03-31 20:16:33 +01:00
Stenzek a5ebb388a0 CMake: Enable RAIntegration on Windows builds 2023-03-31 15:46:33 +01:00
Buzzardsoul 9c91c700ac GameDB: Add roundsprite 2 to Samurai Warriors 2 2023-03-31 11:59:44 +01:00
Stenzek 28b111b669 x86/iFPU: Inline FPU_MUL_HACK to dynarec
Fixes Tales of Destiny crashing on clang builds (clang was using r8,
which was allocated by a caller, msvc was not).
2023-03-31 11:39:46 +01:00
Stenzek 1be6e1f374 Misc: Fix a bunch of warnings 2023-03-31 11:39:46 +01:00
Stenzek fff8592b4e GS/HW: Fix GT4/T5 CRC hacks in DirectX renderers 2023-03-31 11:24:31 +01:00
lightningterror 4af3856d15 GS: Bump shader cache version. 2023-03-31 10:18:27 +01:00
lightningterror 8a06fb1840 GS: Fix fxaa bad shader on opengl. 2023-03-31 10:18:27 +01:00
Stuart Kenny e2e2ab62f4 MSBuild: Enable DirectX in cmake SDL build 2023-03-31 10:12:14 +01:00
Ty Lamontagne e7e3f30fce 3rdparty: Update SDL2 2023-03-31 02:06:32 +01:00
Stenzek affc45e752 GSDumpReplayer: Fix crash when downloading Z24 targets
e.g. Lego Racers 2
2023-03-30 21:55:50 +01:00
Stenzek d70334ee57 GS/HW: Slight shader simplification
- Don't declare texture if it's not read from. Stops Vulkan validation
   layers whinging.

 - Get rid of OpenGL common_header.glsl, and use name linking instead of
   leftovers from separate shader objects.
2023-03-30 21:55:50 +01:00
Stenzek 1c600c7068 GS/HW: Remove m_used from SourceMap
Not used anymore, since we don't age the TC when there's no draws.
2023-03-30 21:55:50 +01:00
Stenzek 7a93f1fc23 GS/HW: Remove KOF2002/SVCChaos CRC hacks
10 Pin - Champions Alley needs texture-inside-RT in LookupDepthSource(),
but otherwise nothing else appears to break if we fall back to normal
lookup for Z sources.

Relaxes the page alignment requirement for split texture shuffle
detection, Psi-Ops does an A->A copy with coordinates offset by +8.
2023-03-30 21:55:50 +01:00
Stenzek 9c2f7aeb6a GS/HW: Get rid of reset-32bits-fmt flag hack
Doesn't appear to be needed anymore.
2023-03-30 21:55:50 +01:00
Stenzek 8af2d17d1f GS/HW: Cache target widths as well as heights
Avoids redundant resizes.

Also align widths to page sizes, like heights.
2023-03-30 21:55:50 +01:00
Stenzek 65d78eff57 GS/HW: Sample depth buffer instead copying when safe
OpenGL and Vulkan only.
2023-03-30 21:55:50 +01:00
Stenzek 8be9e2dc71 GameDB: Remove preload/CPU FB for Crash WoC
Fog effect works correctly now (at least at 1x).
2023-03-30 21:55:50 +01:00
Stenzek faecc6913b GS/HW: Texture cache improvements
GS/HW: Only use temporary source for recursive draw

.. and don't insert it into the page map.

GS/HW: Lookup page list for depth sources

GS/HW: Avoid target copies by using shader sampling

GS/HW: Make texture cache a global pointer

GS/HW: Remove GetID() from GSTexture

It only made sense for OpenGL, was always zero in Vulkan.

GS/HW: Rewrite texture sampling hazard detection

Also avoid redundant channel shuffle setup.

GS/HW: Turn Haunting Ground CRC into an OI fix
2023-03-30 21:55:50 +01:00
Stenzek ed90c8868f GS/HW: Don't leave ZBUF_TEX0 partially uninitialized 2023-03-30 21:55:50 +01:00
Stenzek 71edce43ca GS/HW: Fix incorrect condition for continuing channel shuffle 2023-03-30 21:55:50 +01:00
Stenzek 4e9ef34f58 GS/HW: Fix incorrect end block computation in Overlaps() 2023-03-30 21:55:50 +01:00
Stenzek de55596926 GS/Vulkan: Include source code in shader debug info 2023-03-30 21:55:50 +01:00
JordanTheToaster 316bc422bc GameDB: Various fixes
Fixes lack of sun intensity in WRC texture distortion in Ultimate Spiderman and missing serials and fixes for those serials for Sakura Taisen.
2023-03-30 20:40:03 +01:00
Stenzek c73ae3dfb3 x86/iR5900: Get rid of eeRecIsReset
It was preventing the rec being reset inbetween launching different games.
2023-03-30 19:45:11 +01:00
Stenzek 27b45276ae SPU2: Remove GetLongName() from SndOutModule
Unused since WX.
2023-03-30 16:55:17 +01:00
JordanTheToaster b00852fada GameDB: More WWE text fixes
Adds the text fix to WWE 2007 to 2010
2023-03-30 11:03:29 +01:00
refractionpcsx2 663f61f4e1 GS-TC: only escape Local Mem Invalidate early on exact BP match 2023-03-30 11:03:10 +01:00
refractionpcsx2 110bc64ee4 GS-TC: Fix up page translation logic, clean up variables 2023-03-30 11:03:10 +01:00
refractionpcsx2 3764e773b3 GS-HW: Check what channel is being read during a possible split shuffle 2023-03-30 11:03:01 +01:00
icup321 682f0c7984 GameDB: Add Mipmap/Trilinear to SpongeBob Movie & Incredibles
Update settings for The Incredibles + ROTU and The SpongeBob Movie Game
2023-03-30 09:46:43 +01:00
JordanTheToaster 93014bfede CI: Switch Windows Qt builds to Clang
Switches the Qt builds over to using Clang by default which should be a bit faster overall.
2023-03-30 09:27:10 +01:00
JordanTheToaster 4dd946bc8a CI: Remove separate Windows builds
Removes the AVX2 and SSE4 builds in favour of the unified Qt build.
2023-03-29 20:00:51 -05:00
JordanTheToaster 2222007516 GameDB: WWE 2011 Text fixes
Fixes for the broken text in WWE 2011.
2023-03-29 17:28:55 +01:00
refractionpcsx2 b09e3b0613 GS: Split ModXY in to its own function 2023-03-29 17:08:41 +01:00
refractionpcsx2 3a193956ff GS: Provide HPO Normal offsets when there is no RT. 2023-03-29 17:08:41 +01:00
Mrlinkwii 786eedf2f2 GameDB: fixes for various games 2023-03-29 15:18:16 +01:00
Stuart Kenny f217519e97 GameDB: Fix WRC 4 car discolouration 2023-03-29 11:50:13 +01:00
Buzzardsoul 4caaa70726 GameDB: Add Mipmap and Trilinear to The Incredibles 2023-03-28 21:54:57 +01:00
JordanTheToaster 02a27a6974 GameDB: Rogue Galaxy character fix
Fixes broken characters in Rogue Galaxy.
2023-03-28 19:52:17 +02:00
Stenzek 6d7eceb4f1 GS/HW: Remove JakGames/JakX CRC hack 2023-03-28 11:21:47 +01:00
Stenzek f52e72b026 GS/HW: Swap OI_JakGames CRC hack for CPU sprite render 2023-03-28 11:21:47 +01:00
Stenzek ebeb646e4d GS/HW: Relax CPU sprite render requirements further via levels 2023-03-28 11:21:47 +01:00
refractionpcsx2 70c1620a87 GameDB: Add Partial Target Invalidation for Fatal Frame III
aka Project Zero 3
2023-03-28 11:09:44 +01:00
refractionpcsx2 d45964d0c7 GS-HW: improve dirty handling with expanded tex is rt's 2023-03-28 11:09:44 +01:00
refractionpcsx2 e67aa73e75 GS-HW: Round up rect for hardware draws 2023-03-28 11:09:44 +01:00
refractionpcsx2 cb2fe3792a GS-HW: Resize RT used as larger source 2023-03-28 11:09:44 +01:00
Stenzek 2b94cfe782 GS/HW: Allow strip channel shuffles to be detected
Fixes fog wall in WRC 4.
2023-03-27 18:29:01 +02:00
PCSX2 Bot a1c99f3e7a PAD: Update to latest controller database. 2023-03-27 18:28:13 +02:00
Stenzek 57fa3ac653 ChdFileReader: Prefer using TOC for file size over header
The header is incorrect, and pads each track to 4 frames.
2023-03-27 10:21:10 +01:00
refractionpcsx2 01b6e1b88d CDVD: Add missing TOC information 2023-03-27 10:21:10 +01:00
refractionpcsx2 294aca82c4 GS-TC: Give option to match target on exact memory addresses
Chances of it being the wrong thing but having the same start/end address is pretty slim. Hopefully
2023-03-26 22:28:23 +01:00
refractionpcsx2 d080e7e7bd VTLB: Show rough EE PC when a TLB miss happens 2023-03-26 22:14:28 +01:00
refractionpcsx2 66a13d4c3a GS-TC: Only stop checking for RT's if whole read is inside that RT. 2023-03-26 15:28:14 +01:00
JordanTheToaster 87c76ad010 GameDB: Various fixes
Helps alleviate some issues in Shrek 2 and removes round sprite and merge sprite from Driv3r as they cause issues
2023-03-25 06:16:25 +00:00
Dreadmoth 822d292e2f GameDB: Ratchet & Clank 1&2
Fixes broken pause menu.
2023-03-25 06:06:24 +00:00
KamFretoZ 42155dd11b Qt: Add a New Light Theme and Cobalt Theme Fix (#8471) 2023-03-24 12:03:05 +00:00
Stenzek 9b1a2d9eaf GS/DX11: Fix incorrect UBO for P8 conversion 2023-03-24 11:43:51 +00:00
TellowKrinkle 8d0307cedd UI: Fix build with achievements disabled 2023-03-23 23:48:40 -05:00
refractionpcsx2 72b38ce712 CDVD: Don't auto mount disc again if game ejects it. 2023-03-23 20:40:45 +00:00
refractionpcsx2 caf8eedd76 CDVD: Correct SCMD error states and init SCMD result 2023-03-23 20:40:45 +00:00
refractionpcsx2 181b05daf0 CDVD: Don't let it try to close the tray if it isn't open 2023-03-23 20:40:45 +00:00
refractionpcsx2 92b21ac9c2 CDVD: Correct status sequence during disc swap. 2023-03-23 20:40:45 +00:00
Berylskid ad12a3f735 UI: Correct Recommended Values for a few items (#8465) 2023-03-22 13:25:31 +00:00
Stenzek badca7c20b GS/HW: Fix texture replacement precaching option 2023-03-22 10:03:31 +00:00
Stenzek 7cdcfd4b1a Qt: Remove backup AppImage on next launch 2023-03-21 13:48:50 +00:00
Stenzek b02af117f8 CMake: Swap -g for -g1 in Linux Release builds
-g tends to blow the AppImage sizes up a bit too much...
2023-03-21 13:48:16 +00:00
Stenzek 87d269512e GS/HW: Compiler warning fixes 2023-03-21 13:15:31 +00:00
Stenzek 3346349bba GS: Remove GSDeviceNull
It hasn't been used in a while, we just use a normal device
and null renderer instead.
2023-03-21 13:15:31 +00:00
Mrlinkwii 280a41806f GameDB: fixes for Metal Gear Solid 3 Snake Eater 2023-03-20 21:27:03 +00:00
Ikko Eltociear Ashimine 134937082d Counters: fix typo
recieve -> receive
2023-03-20 15:46:56 +00:00
Stenzek 1499994143 CI: Update Linux to Qt 6.4.3 and SDL2 2.26.4 2023-03-20 15:46:32 +00:00
Stenzek 5805142fd7 CrashHandler: Print backtrace on Linux 2023-03-20 15:46:32 +00:00
Stenzek 5fc855e519 CMake: Add libbacktrace module 2023-03-20 15:46:32 +00:00
Stenzek 8c8bf22892 CI: Build libbacktrace in Linux deps 2023-03-20 15:46:32 +00:00
Stenzek ec927e5dd9 CMake: Force debug symbols in Linux Release builds 2023-03-20 15:46:32 +00:00
refractionpcsx2 3a042d8c14 GS: Compensate for misaligned 24bit partial local->host transfers 2023-03-20 14:35:31 +00:00
JordanTheToaster fc88d1de85 GameDB: From Soft game fixes
Adds partial target invalidation to every From Soft game because they used way too much glue.
2023-03-20 11:19:49 +00:00
JordanTheToaster 6cf48e9e2b GameDB: Various fixes
Fixes R&C 3 broken pause menu and broken textures in AC Last Raven.
2023-03-20 10:05:00 +00:00
refractionpcsx2 db22377a0d GS: Remove ExpandTarget on EE Write 2023-03-19 23:32:17 +00:00
Silent 443cc08229 VMManager: Fix "X widescreen patches loaded" text when loading from files 2023-03-19 23:31:52 +00:00
Stenzek 6ad222117d GS: Reduce MAD buffering draw size
It's silly to draw to the whole double-sized render target, but discard
half the pixels.

Also centralizes the constant setup, get rid of the duplication.
2023-03-19 23:31:37 +00:00
Stenzek b26acad721 GS: Sample LOD 0 explicitly in interlace shaders
Can't use normal sampling because the derivates are undefined in
non-uniform control flow (in MAD).
2023-03-19 23:31:37 +00:00
refractionpcsx2 76e8bfe42f GS-TC: Make sure drawn/target coords match for adjusting drawn rect 2023-03-19 15:18:54 +00:00
refractionpcsx2 1f6704dbda GS-TC: mask target rect with drawn area before download. 2023-03-19 15:18:54 +00:00
Toastarrr 33ea4e6225 Debugger: fix memory search crash 2023-03-19 13:44:11 +00:00
Toastarrr d9cecbde7d Debugger: use unsigned long long for memory search 2023-03-19 13:44:11 +00:00
291 changed files with 15361 additions and 16848 deletions
+4 -1
View File
@@ -20,11 +20,14 @@ body:
### Please Avoid Issues Pertaining to the Following:
- We are **not** accepting bug reports for **PSX mode** at this time
- If you are interested in helping contribute to PSX mode please do so on the forums. Otherwise our recommendation is that you use a [proper PSX emulator](https://emulation.gametechwiki.com/index.php/PlayStation_emulators)
- If you are interested in helping contribute to PSX mode please do so on the forums. Otherwise our recommendation is that you use [Duckstation](https://github.com/stenzek/duckstation/releases/tag/latest)
- We do **not** accept issues relating to **upscaling** at this time
- We are aware of the various problems with upscaling. The issue spans many games and having hundreds of issues for the same fundamental issues isn't particularly helpful. There are several workarounds for graphical problems that come as a result of upscaling
- Please try your game at native resolution before creating an issue
- If your bug is the result of upscaling please use the forums or discord for assistance with various upscaling workarounds. Additionally, the unofficial PCSX2 [Wiki](https://wiki.pcsx2.net/Main_Page) often lists various fixes for upscaling issues
- We do **not** accept issues relating to Widescreen/no-interlace patches at this time
- Any issues pertaining to Widescreen/no-interlace patches please forward them to the [patches repository](https://github.com/PCSX2/pcsx2_patches).
- type: textarea
id: desc
attributes:
+4 -1
View File
@@ -20,11 +20,14 @@ body:
### Please Avoid Issues Pertaining to the Following:
- We are **not** accepting bug reports for **PSX mode** at this time
- If you are interested in helping contribute to PSX mode please do so on the forums. Otherwise our recommendation is that you use a [proper PSX emulator](https://emulation.gametechwiki.com/index.php/PlayStation_emulators)
- If you are interested in helping contribute to PSX mode please do so on the forums. Otherwise our recommendation is that you use [Duckstation](https://github.com/stenzek/duckstation/releases/tag/latest)
- We do **not** accept issues relating to **upscaling** at this time
- We are aware of the various problems with upscaling. The issue spans many games and having hundreds of issues for the same fundamental issues isn't particularly helpful. There are several workarounds for graphical problems that come as a result of upscaling
- Please try your game at native resolution before creating an issue
- If your bug is the result of upscaling please use the forums or discord for assistance with various upscaling workarounds. Additionally, the unofficial PCSX2 [Wiki](https://wiki.pcsx2.net/Main_Page) often lists various fixes for upscaling issues
- We do **not** accept issues relating to Widescreen/no-interlace patches at this time
- Any issues pertaining to Widescreen/no-interlace patches please forward them to the [patches repository](https://github.com/PCSX2/pcsx2_patches).
- type: textarea
id: desc
attributes:
+2 -2
View File
@@ -39,8 +39,8 @@
'Debugger':
- 'pcsx2/DebugTools/*'
- 'pcsx2/DebugTools/**/*'
- 'pcsx2/gui/Debugger/*'
- 'pcsx2/gui/Debugger/**/*'
- 'pcsx2-qt/Debugger/*'
- 'pcsx2-qt/Debugger/**/*'
'IPC':
- 'pcsx2/IPC*'
- 'pcsx2/**/IPC*'
@@ -19,7 +19,7 @@ jobs:
mv ./game_controller_db.txt ${{github.workspace}}/bin/resources/game_controller_db.txt
- name: Create Pull Request
uses: peter-evans/create-pull-request@v4
uses: peter-evans/create-pull-request@v5
with:
title: "PAD: Update to latest controller database"
commit-message: "PAD: Update to latest controller database."
+1 -21
View File
@@ -28,25 +28,7 @@ jobs:
jobName: Qt
configuration: CMake
buildSystem: cmake
secrets: inherit
build_qt_sse4:
if: github.repository == 'PCSX2/pcsx2'
name: "Windows - SSE4"
uses: ./.github/workflows/windows_build_qt.yml
with:
jobName: Qt
configuration: Release
simd: "SSE4"
secrets: inherit
build_qt_avx2:
if: github.repository == 'PCSX2/pcsx2'
name: "Windows - AVX2"
uses: ./.github/workflows/windows_build_qt.yml
with:
jobName: Qt
configuration: Release AVX2
cmakeFlags: -DCMAKE_C_COMPILER=clang-cl -DCMAKE_CXX_COMPILER=clang-cl
secrets: inherit
# MacOS
@@ -65,8 +47,6 @@ jobs:
needs:
- build_linux_qt
- build_windows_qt
- build_qt_sse4
- build_qt_avx2
- build_macos_qt
name: "Upload Artifacts"
runs-on: ubuntu-latest
@@ -87,6 +87,7 @@ declare -a SYSLIBS=(
"libvorbis.so.0"
"libvorbisenc.so.2"
"libxcb.so.1"
"libxcb-cursor.so.0"
"libxcb-render.so.0"
"libxcb-shm.so.0"
"libxkbcommon.so.0"
@@ -157,6 +158,7 @@ declare -a SYSLIBS=(
"libhx509.so.5"
"libsqlite3.so.0"
"libcrypt.so.1"
"libdbus-1.so.3"
)
declare -a DEPLIBS=(
@@ -206,6 +208,9 @@ mkdir "$OUTDIR/usr"
echo "Copying binary and resources..."
cp -a "$BUILDDIR/bin" "$OUTDIR/usr"
# Get rid of unit tests, we don't want them bloating the squashfs.
rm -fv "$OUTDIR"/usr/bin/*_test
# Patch RPATH so the binary goes hunting for shared libraries in the AppDir instead of system.
echo "Patching RPATH in ${BINARY}..."
patchelf --set-rpath '$ORIGIN/../lib' "$OUTDIR/usr/bin/$BINARY"
@@ -4,23 +4,26 @@ set -e
INSTALLDIR="$HOME/deps"
NPROCS="$(getconf _NPROCESSORS_ONLN)"
SDL=SDL2-2.26.0
QT=6.3.1
SDL=SDL2-2.26.5
QT=6.5.0
LIBBACKTRACE=ad106d5fdd5d960bd33fae1c48a351af567fd075
mkdir -p deps-build
cd deps-build
cat > SHASUMS <<EOF
8000d7169febce93c84b6bdf376631f8179132fd69f7015d4dadb8b9c2bdb295 $SDL.tar.gz
0a64421d9c2469c2c48490a032ab91d547017c9cc171f3f8070bc31888f24e03 qtbase-everywhere-src-$QT.tar.xz
7b19f418e6f7b8e23344082dd04440aacf5da23c5a73980ba22ae4eba4f87df7 qtsvg-everywhere-src-$QT.tar.xz
c412750f2aa3beb93fce5f30517c607f55daaeb7d0407af206a8adf917e126c1 qttools-everywhere-src-$QT.tar.xz
d7bdd55e2908ded901dcc262157100af2a490bf04d31e32995f6d91d78dfdb97 qttranslations-everywhere-src-$QT.tar.xz
6f14fea2d172a5b4170be3efcb0e58535f6605b61bcd823f6d5c9d165bb8c0f0 qtwayland-everywhere-src-$QT.tar.xz
ad8fea3da1be64c83c45b1d363a6b4ba8fd60f5bde3b23ec73855709ec5eabf7 $SDL.tar.gz
fd6f417fe9e3a071cf1424a5152d926a34c4a3c5070745470be6cf12a404ed79 $LIBBACKTRACE.zip
fde1aa7b4fbe64ec1b4fc576a57f4688ad1453d2fab59cbadd948a10a6eaf5ef qtbase-everywhere-src-$QT.tar.xz
64ca7e61f44d51e28bcbb4e0509299b53a9a7e38879e00a7fe91643196067a4f qtsvg-everywhere-src-$QT.tar.xz
49c33d96b0a44988be954269b8ce3d1a495b439726e03a6be7c0d50a686369c4 qttools-everywhere-src-$QT.tar.xz
fc85d0fd8393f518653ccada1014177a56df6e73f30f3b64eea0c2e4a0067a3d qttranslations-everywhere-src-$QT.tar.xz
ccc57fa277fc5f1c1c2c4733eae80a60996b67a067233c47809e542aa31759a3 qtwayland-everywhere-src-$QT.tar.xz
EOF
curl -L \
-O "https://libsdl.org/release/$SDL.tar.gz" \
-O "https://github.com/ianlancetaylor/libbacktrace/archive/$LIBBACKTRACE.zip" \
-O "https://download.qt.io/official_releases/qt/${QT%.*}/$QT/submodules/qtbase-everywhere-src-$QT.tar.xz" \
-O "https://download.qt.io/official_releases/qt/${QT%.*}/$QT/submodules/qtsvg-everywhere-src-$QT.tar.xz" \
-O "https://download.qt.io/official_releases/qt/${QT%.*}/$QT/submodules/qttools-everywhere-src-$QT.tar.xz" \
@@ -37,6 +40,14 @@ make "-j$NPROCS"
make install
cd ..
echo "Building libbacktrace..."
unzip "$LIBBACKTRACE.zip"
cd "libbacktrace-$LIBBACKTRACE"
./configure --prefix="$HOME/deps"
make
make install
cd ..
# Couple notes:
# -fontconfig is needed otherwise Qt Widgets render only boxes.
# -qt-doubleconversion avoids a dependency on libdouble-conversion.
@@ -65,19 +76,6 @@ cd ../../
echo "Building Qt Wayland..."
tar xf "qtwayland-everywhere-src-$QT.tar.xz"
cd "qtwayland-everywhere-src-$QT"
# qtwayland does not build without qml/qtdeclarative in 6.3.1. Work around it.
patch -u src/compositor/CMakeLists.txt <<EOF
--- src/compositor/CMakeLists.txt 2022-06-08 13:44:30.000000000 +1000
+++ src/compositor/CMakeLists.txt 2022-07-17 20:05:25.461881785 +1000
@@ -46,7 +46,6 @@
global/qtwaylandcompositorglobal.h
global/qtwaylandqmlinclude.h
global/qwaylandcompositorextension.cpp global/qwaylandcompositorextension.h global/qwaylandcompositorextension_p.h
- global/qwaylandquickextension.cpp global/qwaylandquickextension.h
global/qwaylandutils_p.h
hardware_integration/qwlclientbufferintegration.cpp hardware_integration/qwlclientbufferintegration_p.h
wayland_wrapper/qwlbuffermanager.cpp wayland_wrapper/qwlbuffermanager_p.h
EOF
mkdir build
cd build
cmake -G Ninja -DCMAKE_PREFIX_PATH="$INSTALLDIR" -DCMAKE_INSTALL_PREFIX="$INSTALLDIR" -DCMAKE_BUILD_TYPE=Release ..
@@ -103,6 +101,30 @@ patch -u src/linguist/CMakeLists.txt <<EOF
add_subdirectory(linguist)
endif()
EOF
# Also force disable clang scanning, it gets very confused.
patch -u configure.cmake <<EOF
--- configure.cmake
+++ configure.cmake
@@ -14,12 +14,12 @@
# Presumably because 6.0 ClangConfig.cmake files are not good enough?
# In any case explicitly request a minimum version of 8.x for now, otherwise
# building with CMake will fail at compilation time.
-qt_find_package(WrapLibClang 8 PROVIDED_TARGETS WrapLibClang::WrapLibClang)
+#qt_find_package(WrapLibClang 8 PROVIDED_TARGETS WrapLibClang::WrapLibClang)
# special case end
-if(TARGET WrapLibClang::WrapLibClang)
- set(TEST_libclang "ON" CACHE BOOL "Required libclang version found." FORCE)
-endif()
+#if(TARGET WrapLibClang::WrapLibClang)
+# set(TEST_libclang "ON" CACHE BOOL "Required libclang version found." FORCE)
+#endif()
EOF
mkdir build
cd build
cmake -G Ninja -DCMAKE_PREFIX_PATH="$INSTALLDIR" -DCMAKE_INSTALL_PREFIX="$INSTALLDIR" -DCMAKE_BUILD_TYPE=Release -DFEATURE_assistant=OFF -DFEATURE_clang=OFF -DFEATURE_designer=OFF -DFEATURE_kmap2qmap=OFF -DFEATURE_pixeltool=OFF -DFEATURE_pkg_config=OFF -DFEATURE_qev=OFF -DFEATURE_qtattributionsscanner=OFF -DFEATURE_qtdiag=OFF -DFEATURE_qtplugininfo=OFF ..
@@ -6,11 +6,11 @@ export MACOSX_DEPLOYMENT_TARGET=10.14
INSTALLDIR="$HOME/deps"
NPROCS="$(getconf _NPROCESSORS_ONLN)"
SDL=SDL2-2.26.0
SDL=SDL2-2.26.5
PNG=1.6.37
JPG=9e
SOUNDTOUCH=soundtouch-2.3.1
QT=6.3.1
QT=6.4.3
mkdir deps-build
cd deps-build
@@ -21,14 +21,14 @@ export CFLAGS="-I$INSTALLDIR/include -Os $CFLAGS"
export CXXFLAGS="-I$INSTALLDIR/include -Os $CXXFLAGS"
cat > SHASUMS <<EOF
8000d7169febce93c84b6bdf376631f8179132fd69f7015d4dadb8b9c2bdb295 $SDL.tar.gz
ad8fea3da1be64c83c45b1d363a6b4ba8fd60f5bde3b23ec73855709ec5eabf7 $SDL.tar.gz
505e70834d35383537b6491e7ae8641f1a4bed1876dbfe361201fc80868d88ca libpng-$PNG.tar.xz
4077d6a6a75aeb01884f708919d25934c93305e49f7e3f36db9129320e6f4f3d jpegsrc.v$JPG.tar.gz
6900996607258496ce126924a19fe9d598af9d892cf3f33d1e4daaa9b42ae0b1 $SOUNDTOUCH.tar.gz
0a64421d9c2469c2c48490a032ab91d547017c9cc171f3f8070bc31888f24e03 qtbase-everywhere-src-$QT.tar.xz
7b19f418e6f7b8e23344082dd04440aacf5da23c5a73980ba22ae4eba4f87df7 qtsvg-everywhere-src-$QT.tar.xz
c412750f2aa3beb93fce5f30517c607f55daaeb7d0407af206a8adf917e126c1 qttools-everywhere-src-$QT.tar.xz
d7bdd55e2908ded901dcc262157100af2a490bf04d31e32995f6d91d78dfdb97 qttranslations-everywhere-src-$QT.tar.xz
5087c9e5b0165e7bc3c1a4ab176b35d0cd8f52636aea903fa377bdba00891a60 qtbase-everywhere-src-$QT.tar.xz
88315f886cf81898705e487cedba6e6160724359d23c518c92c333c098879a4a qtsvg-everywhere-src-$QT.tar.xz
867df829cd5cd3ae8efe62e825503123542764b13c96953511e567df70c5a091 qttools-everywhere-src-$QT.tar.xz
79e56b7800d49649a8a8010818538c367a829e0b7a09d5f60bd3aecf5abe972c qttranslations-everywhere-src-$QT.tar.xz
EOF
curl -L \
+2 -2
View File
@@ -32,11 +32,11 @@ on:
qt_binary_url:
required: false
type: string
default: https://github.com/PCSX2/pcsx2-windows-dependencies/releases/download/2022-11-20/qt-6.4.0-x64.7z
default: https://github.com/PCSX2/pcsx2-windows-dependencies/releases/download/2023-04-25/qt-6.5.0-x64.7z
qt_dir:
required: false
type: string
default: 3rdparty\qt\6.4.0\msvc2022_64
default: 3rdparty\qt\6.5.0\msvc2022_64
cheats_url:
required: false
type: string
+10
View File
@@ -0,0 +1,10 @@
add_library(rainterface
RA_Consoles.h
RA_Emulators.h
RA_Interface.cpp
RA_Interface.h
)
target_include_directories(rainterface PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}")
target_include_directories(rainterface INTERFACE "${CMAKE_CURRENT_SOURCE_DIR}")
+1 -1
View File
@@ -18,7 +18,7 @@ set(SDL_X11 OFF CACHE BOOL "")
set(SDL_WAYLAND OFF CACHE BOOL "")
set(SDL_RPI OFF CACHE BOOL "")
set(SDL_COCOA ON CACHE BOOL "")
set(SDL_DIRECTX OFF CACHE BOOL "")
set(SDL_DIRECTX ON CACHE BOOL "")
set(SDL_WASAPI OFF CACHE BOOL "")
set(SDL_RENDER_D3D OFF CACHE BOOL "")
set(SDL_RENDER_METAL OFF CACHE BOOL "")
+1658 -781
View File
File diff suppressed because it is too large Load Diff
+31 -11
View File
@@ -105,6 +105,8 @@
03000000a30c00002800000000000000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a3,lefty:a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows,
03000000050b00000579000000000000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
03000000050b00000679000000000000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
03000000503200000110000000000000,Atari VCS Classic Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,start:b3,platform:Windows,
03000000503200000210000000000000,Atari VCS Modern Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows,
03000000e4150000103f000000000000,Batarang,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
03000000d6200000e557000000000000,Batarang PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000c01100001352000000000000,Battalife Joystick,a:b6,b:b7,back:b2,leftshoulder:b0,leftx:a0,lefty:a1,rightshoulder:b1,start:b3,x:b4,y:b5,platform:Windows,
@@ -184,13 +186,14 @@
03000000ad1b000028f0000000000000,Fightpad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
03000000ad1b00002ef0000000000000,Fightpad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
03000000ad1b000038f0000000000000,Fightpad TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,rightshoulder:b5,righttrigger:b9,start:b7,x:b2,y:b3,platform:Windows,
03005036852100000000000000000000,Final Fantasy XIV Online Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000f806000001a3000000000000,Firestorm,a:b9,b:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b0,leftstick:b10,lefttrigger:b1,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,start:b12,x:b8,y:b4,platform:Windows,
03000000b50700000399000000000000,Firestorm 2,a:b2,b:b4,back:b10,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b8,righttrigger:b9,start:b11,x:b3,y:b5,platform:Windows,
03000000b50700001302000000000000,Firestorm D3,a:b0,b:b2,leftshoulder:b4,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,x:b1,y:b3,platform:Windows,
03000000b40400001024000000000000,Flydigi Apex,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
03000000151900004000000000000000,Flydigi Vader 2,a:b11,b:b10,back:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,leftstick:b1,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b0,righttrigger:b4,rightx:a3,righty:a4,start:b2,x:b9,y:b8,platform:Windows,
03000000b40400001124000000000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b4,paddle2:b5,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b2,y:b3,platform:Windows,
03000000b40400001224000000000000,Flydigi Vader 2 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b15,paddle2:b16,paddle3:b17,paddle4:b18,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows,
03000000151900004000000000000000,Flydigi Vader 2,a:b27,b:b26,back:b19,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b23,leftstick:b17,lefttrigger:b21,leftx:a0,lefty:a1,misc1:b15,paddle1:b11,paddle2:b10,paddle3:b13,paddle4:b12,rightshoulder:b22,rightstick:b16,righttrigger:b20,rightx:a3,righty:a4,start:b18,x:b25,y:b24,platform:Windows,
03000000b40400001124000000000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b14,paddle1:b4,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b2,y:b3,platform:Windows,
03000000b40400001224000000000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b2,paddle1:b16,paddle2:b17,paddle3:b14,paddle4:b15,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
030000008305000000a0000000000000,G08XU,a:b0,b:b1,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b5,x:b2,y:b3,platform:Windows,
0300000066f700000100000000000000,Game VIB Joystick,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Windows,
03000000260900002625000000000000,GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,lefttrigger:a4,leftx:a0,lefty:a1,righttrigger:a5,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Windows,
@@ -302,7 +305,7 @@
03000000242e00000b20000000000000,Hyperkin Admiral N64 Controller,+rightx:b11,+righty:b13,-rightx:b8,-righty:b12,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,platform:Windows,
03000000242e0000ff0b000000000000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,platform:Windows,
03000000790000004e95000000000000,Hyperkin N64 Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a5,righty:a2,start:b9,platform:Windows,
03000000242e00006a38000000000000,Hyperkin Trooper 2,a:b0,b:b1,back:b4,start:b5,leftshoulder:b2,rightshoulder:b3,leftx:a0,lefty:a1,platform:Windows,
03000000242e00006a38000000000000,Hyperkin Trooper 2,a:b0,b:b1,back:b4,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b3,start:b5,platform:Windows,
03000000d81d00000e00000000000000,iBuffalo AC02 Arcade Joystick,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,rightx:a2,righty:a5,start:b8,x:b4,y:b5,platform:Windows,
03000000d81d00000f00000000000000,iBuffalo BSGP1204 Series,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000d81d00001000000000000000,iBuffalo BSGP1204P Series,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
@@ -375,7 +378,7 @@
030000009f000000adbb000000000000,MaxJoypad Virtual Controller,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
03000000250900000128000000000000,Mayflash Arcade Stick,a:b1,b:b2,back:b8,leftshoulder:b0,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b7,start:b9,x:b5,y:b6,platform:Windows,
030000008f0e00001330000000000000,Mayflash Controller Adapter,a:b1,b:b2,back:b8,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3~,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
03000000242f00003700000000000000,Mayflash F101,a:b1,b:b2,back:b8,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
03000000242f00003700000000000000,Mayflash F101,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
03000000790000003018000000000000,Mayflash F300 Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
03000000242f00003900000000000000,Mayflash F300 Elite Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000790000004418000000000000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
@@ -534,6 +537,7 @@
030000009b2800003200000000000000,Raphnet GC and N64 Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:+a5,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:+a2,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Windows,
030000009b2800006000000000000000,Raphnet GC and N64 Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:+a5,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:+a2,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Windows,
030000009b2800001800000000000000,Raphnet Jaguar Adapter,a:b2,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b0,righttrigger:b10,start:b3,x:b11,y:b12,platform:Windows,
030000009b2800006300000000000000,Raphnet N64 Adapter,+rightx:b9,+righty:b7,-rightx:b8,-righty:b6,a:b0,b:b1,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b4,lefttrigger:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b3,platform:Windows,
030000009b2800000200000000000000,Raphnet NES Adapter,a:b7,b:b6,back:b5,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,start:b4,platform:Windows,
030000009b2800004400000000000000,Raphnet PS1 and PS2 Adapter,a:b1,b:b2,back:b5,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b9,rightx:a3,righty:a4,start:b4,x:b0,y:b3,platform:Windows,
030000009b2800004300000000000000,Raphnet Saturn,a:b0,b:b1,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows,
@@ -546,6 +550,7 @@
030000009b2800002c00000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows,
030000009b2800008000000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows,
03000000321500000003000000000000,Razer Hydra,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
03000000f8270000bf0b000000000000,Razer Kishi,a:b6,b:b7,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b18,leftshoulder:b12,leftstick:b19,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b13,rightstick:b20,righttrigger:b15,rightx:a2,righty:a5,start:b17,x:b9,y:b10,platform:Windows,
03000000321500000204000000000000,Razer Panthera PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000321500000104000000000000,Razer Panthera PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000321500000010000000000000,Razer Raiju,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
@@ -658,6 +663,8 @@
03000000ba2200000701000000000000,Technology Innovation PS2 Adapter,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b2,platform:Windows,
03000000c61100001000000000000000,Tencent Xianyou Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,x:b3,y:b4,platform:Windows,
03000000790000002601000000000000,TGZ,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows,
03000000591c00002400000000000000,THEC64 Joystick,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows,
03000000591c00002600000000000000,THEGamepad,a:b2,b:b1,back:b6,leftx:a0,lefty:a1,start:b7,x:b3,y:b0,platform:Windows,
030000004f04000015b3000000000000,Thrustmaster Dual Analog 4,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows,
030000004f04000023b3000000000000,Thrustmaster Dual Trigger PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000004f0400000ed0000000000000,ThrustMaster eSwap Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
@@ -813,6 +820,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
03000000050b00000045000031000000,ASUS Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
03000000050b00000579000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b42,paddle1:b9,paddle2:b11,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X,
03000000050b00000679000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b23,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X,
03000000503200000110000047010000,Atari VCS Classic Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b3,start:b2,platform:Mac OS X,
03000000503200000210000047010000,Atari VCS Modern Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a2,righty:a3,start:b8,x:b2,y:b3,platform:Mac OS X,
03000000c62400001a89000000010000,BDA MOGA XP5-X Plus,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X,
03000000c62400001b89000000010000,BDA MOGA XP5-X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
03000000d62000002a79000000010000,BDA PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
@@ -825,8 +834,9 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
03000000791d00000103000009010000,Dual Box Wii Classic Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,
030000006e0500000720000010020000,Elecom JC-W01U,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Mac OS X,
030000006f0e00008401000003010000,Faceoff Premiere Wired Pro Controller for Nintendo Switch,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b13,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000151900004000000001000000,Flydigi Vader 2,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
03000000b40400001124000000000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b4,paddle2:b5,paddle3:b17,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b2,y:b3,platform:Mac OS X,
03000000151900004000000001000000,Flydigi Vader 2,a:b14,b:b15,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Mac OS X,
03000000b40400001124000001040000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b14,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
03000000b40400001224000003030000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b2,paddle1:b16,paddle2:b17,paddle3:b14,paddle4:b15,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
03000000790000004618000000010000,GameCube Controller Adapter,a:b4,b:b0,dpdown:b56,dpleft:b60,dpright:b52,dpup:b48,lefttrigger:a12,leftx:a0,lefty:a4,rightshoulder:b28,righttrigger:a16,rightx:a20,righty:a8,start:b36,x:b8,y:b12,platform:Mac OS X,
03000000ac0500001a06000002020000,GameSir-T3 2.02,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
03000000ad1b000001f9000000000000,Gamestop BB070 X360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
@@ -974,6 +984,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
030000000d0f0000f600000000010000,Switch Hori Pad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
03000000457500002211000000010000,SZMY Power PC Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000790000001c18000003100000,TGZ Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
03000000591c00002400000021000000,THEC64 Joystick,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Mac OS X,
03000000591c00002600000021000000,THEGamepad,a:b2,b:b1,back:b6,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b0,platform:Mac OS X,
030000004f04000015b3000000000000,Thrustmaster Dual Analog 3.2,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Mac OS X,
030000004f0400000ed0000000020000,ThrustMaster eSwap Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000004f04000000b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Mac OS X,
@@ -1132,14 +1144,17 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
030000006e0500000720000010010000,Elecom W01U,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Linux,
030000007d0400000640000010010000,Eliminator AfterShock,a:b1,b:b2,back:b9,dpdown:+a3,dpleft:-a5,dpright:+a5,dpup:-a3,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a4,righty:a2,start:b8,x:b0,y:b3,platform:Linux,
03000000430b00000300000000010000,EMS Production PS2 Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a5,righty:a2,start:b9,x:b3,y:b0,platform:Linux,
03000000b40400001124000011010000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
05000000151900004000000001000000,Flydigi Vader 2,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
03005036852100000201000010010000,Final Fantasy XIV Online Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000b40400001124000011010000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b14,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
03000000b40400001224000011010000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b2,paddle1:b16,paddle2:b17,paddle3:b14,paddle4:b15,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
05000000151900004000000001000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b14,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
030000007e0500003703000000000000,GameCube Adapter,a:b0,b:b1,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux,
19000000030000000300000002030000,GameForce Controller,a:b1,b:b0,back:b8,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,guide:b16,leftshoulder:b4,leftstick:b14,lefttrigger:b6,leftx:a1,lefty:a0,rightshoulder:b5,rightstick:b15,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux,
03000000ac0500005b05000010010000,GameSir G3w,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
03000000bc2000000055000011010000,GameSir G3w,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
03000000558500001b06000010010000,GameSir G4 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
05000000ac0500002d0200001b010000,GameSir G4s,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b33,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
03000000ac0500007a05000011010000,GameSir G5,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b16,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
03000000bc2000005656000011010000,GameSir T4w,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000ac0500001a06000011010000,GameSir-T3 2.02,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
0500000047532047616d657061640000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
@@ -1194,7 +1209,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
03000000341a000005f7000010010000,HuiJia GameCube Controller Adapter,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Linux,
05000000242e00000b20000001000000,Hyperkin Admiral N64 Controller,+rightx:b11,+righty:b13,-rightx:b8,-righty:b12,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,platform:Linux,
03000000242e0000ff0b000011010000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,platform:Linux,
03000000242e00006a38000010010000,Hyperkin Trooper 2,a:b0,b:b1,back:b4,start:b5,leftshoulder:b2,rightshoulder:b3,leftx:a0,lefty:a1,platform:Linux,
03000000242e00006a38000010010000,Hyperkin Trooper 2,a:b0,b:b1,back:b4,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b3,start:b5,platform:Linux,
03000000242e00008816000001010000,Hyperkin X91,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000f00300008d03000011010000,HyperX Clutch,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
03000000830500006020000010010000,iBuffalo SNES Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Linux,
@@ -1259,6 +1274,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
03000000790000000318000011010000,Mayflash Wii DolphinBar,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Linux,
03000000790000000018000011010000,Mayflash Wii U Pro Adapter,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000b50700001203000010010000,Mega World Logic 3 Controller,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux,
03000000b50700004f00000000010000,Mega World Logic 3 Controller,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Linux,
03000000780000000600000010010000,Microntek Joystick,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,
030000005e0400002800000000010000,Microsoft Dual Strike,a:b3,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,rightx:a0,righty:a1~,start:b5,x:b1,y:b0,platform:Linux,
030000005e0400000300000000010000,Microsoft SideWinder,a:b0,b:b1,back:b9,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Linux,
@@ -1319,8 +1335,12 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
05000000010000000100000003000000,Nintendo Wii Remote,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
050000007e0500003003000001000000,Nintendo Wii U Pro Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux,
030000000d0500000308000010010000,Nostromo n45 Dual Analog,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Linux,
030000007e0500001920000011810000,NSO N64 Controller,+rightx:b10,+righty:b8,-rightx:b9,-righty:b7,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b3,lefttrigger:b2,leftx:a0,lefty:a1,misc1:b12,rightshoulder:b4,righttrigger:b5,start:b6,platform:Linux,
050000007e0500001920000001000000,NSO N64 Controller,+rightx:b8,+righty:b7,-rightx:b3,-righty:b2,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,righttrigger:b10,start:b9,platform:Linux,
050000007e0500001720000001000000,NSO SNES Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux,
050000007e0500001920000001800000,NSO N64 Controller,+rightx:b10,+righty:b8,-rightx:b9,-righty:b7,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b3,lefttrigger:b2,leftx:a0,lefty:a1,misc1:b12,rightshoulder:b4,righttrigger:b5,start:b6,platform:Linux,
030000007e0500001720000011810000,NSO SNES Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b3,y:b2,platform:Linux,
050000007e0500001720000001000000,NSO SNES Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,lefttrigger:b7,rightshoulder:b6,righttrigger:b8,start:b10,x:b3,y:b2,platform:Linux,
050000007e0500001720000001800000,NSO SNES Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b3,y:b2,platform:Linux,
03000000550900001072000011010000,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b8,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,
03000000550900001472000011010000,NVIDIA Controller v01.04,a:b0,b:b1,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Linux,
05000000550900001472000001000000,NVIDIA Controller v01.04,a:b0,b:b1,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Linux,
+1
View File
@@ -28,6 +28,7 @@
in vec2 PSin_t;
layout(location = 0) out vec4 SV_Target0;
layout(binding = 0) uniform sampler2D TextureSampler;
#elif (FXAA_GLSL_VK == 1)
+36
View File
@@ -0,0 +1,36 @@
cbuffer vertexBuffer : register(b0)
{
float4x4 ProjectionMatrix;
};
struct VS_INPUT
{
float2 pos : POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
struct PS_INPUT
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
PS_INPUT vs_main(VS_INPUT input)
{
PS_INPUT output;
output.pos = mul(ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));
output.col = input.col;
output.uv = input.uv;
return output;
}
sampler sampler0 : register(s0);
Texture2D texture0 : register(t0);
float4 ps_main(PS_INPUT input) : SV_Target
{
float4 out_col = input.col * texture0.Sample(sampler0, input.uv);
return out_col;
}
+14 -18
View File
@@ -23,7 +23,7 @@ float4 ps_main0(PS_INPUT input) : SV_Target0
const int vpos = int(input.p.y); // vertical position of destination texture
if ((vpos & 1) == field)
return Texture.Sample(Sampler, input.t);
return Texture.SampleLevel(Sampler, input.t, 0);
else
discard;
@@ -34,7 +34,7 @@ float4 ps_main0(PS_INPUT input) : SV_Target0
// Bob shader
float4 ps_main1(PS_INPUT input) : SV_Target0
{
return Texture.Sample(Sampler, input.t);
return Texture.SampleLevel(Sampler, input.t, 0);
}
@@ -42,9 +42,9 @@ float4 ps_main1(PS_INPUT input) : SV_Target0
float4 ps_main2(PS_INPUT input) : SV_Target0
{
float2 vstep = float2(0.0f, ZrH.y);
float4 c0 = Texture.Sample(Sampler, input.t - vstep);
float4 c1 = Texture.Sample(Sampler, input.t);
float4 c2 = Texture.Sample(Sampler, input.t + vstep);
float4 c0 = Texture.SampleLevel(Sampler, input.t - vstep, 0);
float4 c1 = Texture.SampleLevel(Sampler, input.t, 0);
float4 c2 = Texture.SampleLevel(Sampler, input.t + vstep, 0);
return (c0 + c1 * 2 + c2) / 4;
}
@@ -66,15 +66,11 @@ float4 ps_main3(PS_INPUT input) : SV_Target0
const int vres = int(ZrH.z) >> 1; // vertical resolution of source texture
const int lofs = ((((vres + 1) >> 1) << 1) - vres) & bank; // line alignment offset for bank 1
const int vpos = int(input.p.y) + lofs; // vertical position of destination texture
const float2 bofs = float2(0.0f, 0.5f * bank); // vertical offset of the current bank relative to source texture size
const float2 vscale = float2(1.0f, 2.0f); // scaling factor from source to destination texture
const float2 optr = input.t - bofs; // used to check if the current destination line is within the current bank
const float2 iptr = optr * vscale; // pointer to the current pixel in the source texture
// if the index of current destination line belongs to the current fiels we update it, otherwise
// we leave the old line in the destination buffer
if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field))
return Texture.Sample(Sampler, iptr);
if ((vpos & 1) == field)
return Texture.SampleLevel(Sampler, input.t, 0);
else
discard;
@@ -133,13 +129,13 @@ float4 ps_main4(PS_INPUT input) : SV_Target0
// calculating motion, only relevant for missing lines where the "center line" is pointed by p_t1
float4 hn = Texture.Sample(Sampler, p_t0 - lofs); // new high pixel
float4 cn = Texture.Sample(Sampler, p_t1); // new center pixel
float4 ln = Texture.Sample(Sampler, p_t0 + lofs); // new low pixel
float4 hn = Texture.SampleLevel(Sampler, p_t0 - lofs, 0); // new high pixel
float4 cn = Texture.SampleLevel(Sampler, p_t1, 0); // new center pixel
float4 ln = Texture.SampleLevel(Sampler, p_t0 + lofs, 0); // new low pixel
float4 ho = Texture.Sample(Sampler, p_t2 - lofs); // old high pixel
float4 co = Texture.Sample(Sampler, p_t3); // old center pixel
float4 lo = Texture.Sample(Sampler, p_t2 + lofs); // old low pixel
float4 ho = Texture.SampleLevel(Sampler, p_t2 - lofs, 0); // old high pixel
float4 co = Texture.SampleLevel(Sampler, p_t3, 0); // old center pixel
float4 lo = Texture.SampleLevel(Sampler, p_t2 + lofs, 0); // old low pixel
float3 mh = hn.rgb - ho.rgb; // high pixel motion
float3 mc = cn.rgb - co.rgb; // center pixel motion
@@ -164,7 +160,7 @@ float4 ps_main4(PS_INPUT input) : SV_Target0
if ((vpos & 1) == field)
{
// output coordinate present on current field
return Texture.Sample(Sampler, p_t0);
return Texture.SampleLevel(Sampler, p_t0, 0);
}
else if ((iptr.y > 0.5f - lofs.y) || (iptr.y < 0.0 + lofs.y))
{
+140 -154
View File
@@ -1,5 +1,3 @@
#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency
#define FMT_32 0
#define FMT_24 1
#define FMT_16 2
@@ -37,6 +35,7 @@
#define PS_LTF 1
#define PS_TCOFFSETHACK 0
#define PS_POINT_SAMPLER 0
#define PS_REGION_RECT 0
#define PS_SHUFFLE 0
#define PS_READ_BA 0
#define PS_READ16_SRC 0
@@ -112,6 +111,8 @@ struct PS_INPUT
#endif
};
#ifdef PIXEL_SHADER
struct PS_OUTPUT
{
#if !PS_NO_COLOR
@@ -135,21 +136,6 @@ Texture2D<float4> RtTexture : register(t2);
Texture2D<float> PrimMinTexture : register(t3);
SamplerState TextureSampler : register(s0);
#ifdef DX12
cbuffer cb0 : register(b0)
#else
cbuffer cb0
#endif
{
float2 VertexScale;
float2 VertexOffset;
float2 TextureScale;
float2 TextureOffset;
float2 PointSize;
uint MaxDepth;
uint pad_cb0;
};
#ifdef DX12
cbuffer cb1 : register(b1)
#else
@@ -178,6 +164,8 @@ float4 sample_c(float2 uv, float uv_w)
{
#if PS_TEX_IS_FB == 1
return RtTexture.Load(int3(int2(uv * WH.zw), 0));
#elif PS_REGION_RECT == 1
return Texture.Load(int3(int2(uv), 0));
#else
if (PS_POINT_SAMPLER)
{
@@ -241,7 +229,15 @@ float4 clamp_wrap_uv(float4 uv)
if(PS_WMS == PS_WMT)
{
if(PS_WMS == 2)
if(PS_REGION_RECT != 0 && PS_WMS == 0)
{
uv = frac(uv);
}
else if(PS_REGION_RECT != 0 && PS_WMS == 1)
{
uv = saturate(uv);
}
else if(PS_WMS == 2)
{
uv = clamp(uv, MinMax.xyxy, MinMax.zwzw);
}
@@ -257,7 +253,15 @@ float4 clamp_wrap_uv(float4 uv)
}
else
{
if(PS_WMS == 2)
if(PS_REGION_RECT != 0 && PS_WMS == 0)
{
uv.xz = frac(uv.xz);
}
else if(PS_REGION_RECT != 0 && PS_WMS == 1)
{
uv.xz = saturate(uv.xz);
}
else if(PS_WMS == 2)
{
uv.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
}
@@ -268,7 +272,15 @@ float4 clamp_wrap_uv(float4 uv)
#endif
uv.xz = (float2)(((uint2)(uv.xz * tex_size.xx) & asuint(MinMax.xx)) | asuint(MinMax.zz)) / tex_size.xx;
}
if(PS_WMT == 2)
if(PS_REGION_RECT != 0 && PS_WMT == 0)
{
uv.yw = frac(uv.yw);
}
else if(PS_REGION_RECT != 0 && PS_WMT == 1)
{
uv.yw = saturate(uv.yw);
}
else if(PS_WMT == 2)
{
uv.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
}
@@ -281,6 +293,12 @@ float4 clamp_wrap_uv(float4 uv)
}
}
if(PS_REGION_RECT != 0)
{
// Normalized -> Integer Coordinates.
uv = clamp(uv * WH.zwzw + STRange.xyxy, STRange.xyxy, STRange.zwzw);
}
return uv;
}
@@ -404,8 +422,12 @@ int2 clamp_wrap_uv_depth(int2 uv)
float4 sample_depth(float2 st, float2 pos)
{
float2 uv_f = (float2)clamp_wrap_uv_depth(int2(st)) * (float2)ScaledScaleFactor;
int2 uv = (int2)uv_f;
#if PS_REGION_RECT == 1
uv_f = clamp(uv_f + STRange.xy, STRange.xy, STRange.zw);
#endif
int2 uv = (int2)uv_f;
float4 t = (float4)(0.0f);
if (PS_TALES_OF_ABYSS_HLE == 1)
@@ -564,7 +586,7 @@ float4 sample_color(float2 st, float uv_w)
float4x4 c;
float2 dd;
if (PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_WMS < 2 && PS_WMT < 2)
if (PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_REGION_RECT == 0 && PS_WMS < 2 && PS_WMT < 2)
{
c[0] = sample_c(st, uv_w);
}
@@ -1025,10 +1047,29 @@ PS_OUTPUT ps_main(PS_INPUT input)
return output;
}
#endif // PIXEL_SHADER
//////////////////////////////////////////////////////////////////////
// Vertex Shader
//////////////////////////////////////////////////////////////////////
#ifdef VERTEX_SHADER
#ifdef DX12
cbuffer cb0 : register(b0)
#else
cbuffer cb0
#endif
{
float2 VertexScale;
float2 VertexOffset;
float2 TextureScale;
float2 TextureOffset;
float2 PointSize;
uint MaxDepth;
uint BaseVertex; // Only used in DX11.
};
VS_OUTPUT vs_main(VS_INPUT input)
{
// Clamp to max depth, gs doesn't wrap
@@ -1081,156 +1122,101 @@ VS_OUTPUT vs_main(VS_INPUT input)
return output;
}
//////////////////////////////////////////////////////////////////////
// Geometry Shader
//////////////////////////////////////////////////////////////////////
#if VS_EXPAND != 0
#if GS_FORWARD_PRIMID
#define PRIMID_IN , uint primid : SV_PrimitiveID
#define VS2PS(x) vs2ps_impl(x, primid)
PS_INPUT vs2ps_impl(VS_OUTPUT vs, uint primid)
struct VS_RAW_INPUT
{
PS_INPUT o;
o.p = vs.p;
o.t = vs.t;
o.ti = vs.ti;
o.c = vs.c;
o.primid = primid;
return o;
}
float2 ST;
uint RGBA;
float Q;
uint XY;
uint Z;
uint UV;
uint FOG;
};
StructuredBuffer<VS_RAW_INPUT> vertices : register(t0);
VS_INPUT load_vertex(uint index)
{
#ifdef DX12
VS_RAW_INPUT raw = vertices.Load(index);
#else
#define PRIMID_IN
#define VS2PS(x) vs2ps_impl(x)
PS_INPUT vs2ps_impl(VS_OUTPUT vs)
{
PS_INPUT o;
o.p = vs.p;
o.t = vs.t;
o.ti = vs.ti;
o.c = vs.c;
return o;
}
VS_RAW_INPUT raw = vertices.Load(BaseVertex + index);
#endif
#if GS_PRIM == 0
[maxvertexcount(6)]
void gs_main(point VS_OUTPUT input[1], inout TriangleStream<PS_INPUT> stream PRIMID_IN)
{
// Transform a point to a NxN sprite
PS_INPUT Point = VS2PS(input[0]);
// Get new position
float4 lt_p = input[0].p;
float4 rb_p = input[0].p + float4(PointSize.x, PointSize.y, 0.0f, 0.0f);
float4 lb_p = rb_p;
float4 rt_p = rb_p;
lb_p.x = lt_p.x;
rt_p.y = lt_p.y;
// Triangle 1
Point.p = lt_p;
stream.Append(Point);
Point.p = lb_p;
stream.Append(Point);
Point.p = rt_p;
stream.Append(Point);
// Triangle 2
Point.p = lb_p;
stream.Append(Point);
Point.p = rt_p;
stream.Append(Point);
Point.p = rb_p;
stream.Append(Point);
VS_INPUT vert;
vert.st = raw.ST;
vert.c = uint4(raw.RGBA & 0xFFu, (raw.RGBA >> 8) & 0xFFu, (raw.RGBA >> 16) & 0xFFu, raw.RGBA >> 24);
vert.q = raw.Q;
vert.p = uint2(raw.XY & 0xFFFFu, raw.XY >> 16);
vert.z = raw.Z;
vert.uv = uint2(raw.UV & 0xFFFFu, raw.UV >> 16);
vert.f = float4(float(raw.FOG & 0xFFu), float((raw.FOG >> 8) & 0xFFu), float((raw.FOG >> 16) & 0xFFu), float(raw.FOG >> 24)) / 255.0f;
return vert;
}
#elif GS_PRIM == 1
[maxvertexcount(6)]
void gs_main(line VS_OUTPUT input[2], inout TriangleStream<PS_INPUT> stream PRIMID_IN)
VS_OUTPUT vs_main_expand(uint vid : SV_VertexID)
{
// Transform a line to a thick line-sprite
PS_INPUT left = VS2PS(input[0]);
PS_INPUT right = VS2PS(input[1]);
float2 lt_p = input[0].p.xy;
float2 rt_p = input[1].p.xy;
#if VS_EXPAND == 1 // Point
// Potentially there is faster math
float2 line_vector = normalize(rt_p.xy - lt_p.xy);
VS_OUTPUT vtx = vs_main(load_vertex(vid >> 2));
vtx.p.x += ((vid & 1u) != 0u) ? PointSize.x : 0.0f;
vtx.p.y += ((vid & 2u) != 0u) ? PointSize.y : 0.0f;
return vtx;
#elif VS_EXPAND == 2 // Line
uint vid_base = vid >> 2;
bool is_bottom = vid & 2;
bool is_right = vid & 1;
// All lines will be a pair of vertices next to each other
// Since DirectX uses provoking vertex first, the bottom point will be the lower of the two
uint vid_other = is_bottom ? vid_base + 1 : vid_base - 1;
VS_OUTPUT vtx = vs_main(load_vertex(vid_base));
VS_OUTPUT other = vs_main(load_vertex(vid_other));
float2 line_vector = normalize(vtx.p.xy - other.p.xy);
float2 line_normal = float2(line_vector.y, -line_vector.x);
float2 line_width = (line_normal * PointSize) / 2;
// line_normal is inverted for bottom point
float2 offset = (is_bottom ^ is_right) ? line_width : -line_width;
vtx.p.xy += offset;
lt_p -= line_width;
rt_p -= line_width;
float2 lb_p = input[0].p.xy + line_width;
float2 rb_p = input[1].p.xy + line_width;
// Lines will be run as (0 1 2) (1 2 3)
// This means that both triangles will have a point based off the top line point as their first point
// So we don't have to do anything for !IIP
#if GS_IIP == 0
left.c = right.c;
#endif
return vtx;
// Triangle 1
left.p.xy = lt_p;
stream.Append(left);
#elif VS_EXPAND == 3 // Sprite
left.p.xy = lb_p;
stream.Append(left);
// Sprite points are always in pairs
uint vid_base = vid >> 1;
uint vid_lt = vid_base & ~1u;
uint vid_rb = vid_base | 1u;
right.p.xy = rt_p;
stream.Append(right);
stream.RestartStrip();
VS_OUTPUT lt = vs_main(load_vertex(vid_lt));
VS_OUTPUT rb = vs_main(load_vertex(vid_rb));
VS_OUTPUT vtx = rb;
// Triangle 2
left.p.xy = lb_p;
stream.Append(left);
bool is_right = ((vid & 1u) != 0u);
vtx.p.x = is_right ? lt.p.x : vtx.p.x;
vtx.t.x = is_right ? lt.t.x : vtx.t.x;
vtx.ti.xz = is_right ? lt.ti.xz : vtx.ti.xz;
right.p.xy = rt_p;
stream.Append(right);
bool is_bottom = ((vid & 2u) != 0u);
vtx.p.y = is_bottom ? lt.p.y : vtx.p.y;
vtx.t.y = is_bottom ? lt.t.y : vtx.t.y;
vtx.ti.yw = is_bottom ? lt.ti.yw : vtx.ti.yw;
right.p.xy = rb_p;
stream.Append(right);
stream.RestartStrip();
}
#elif GS_PRIM == 3
[maxvertexcount(4)]
void gs_main(line VS_OUTPUT input[2], inout TriangleStream<PS_INPUT> stream PRIMID_IN)
{
PS_INPUT lt = VS2PS(input[0]);
PS_INPUT rb = VS2PS(input[1]);
// flat depth
lt.p.z = rb.p.z;
// flat fog and texture perspective
lt.t.zw = rb.t.zw;
// flat color
lt.c = rb.c;
// Swap texture and position coordinate
PS_INPUT lb = rb;
lb.p.x = lt.p.x;
lb.t.x = lt.t.x;
lb.ti.x = lt.ti.x;
lb.ti.z = lt.ti.z;
PS_INPUT rt = rb;
rt.p.y = lt.p.y;
rt.t.y = lt.t.y;
rt.ti.y = lt.ti.y;
rt.ti.w = lt.ti.w;
stream.Append(lt);
stream.Append(lb);
stream.Append(rt);
stream.Append(rb);
}
return vtx;
#endif
#endif
}
#endif // VS_EXPAND
#endif // VERTEX_SHADER
+16 -16
View File
@@ -30,7 +30,7 @@ layout(binding=0, rgba8) uniform writeonly image2D imgDst;
AF3 CasLoad(ASU2 p)
{
return texelFetch(imgSrc, srcOffset + ivec2(p), 0).rgb;
return texelFetch(imgSrc, srcOffset + ivec2(p), 0).rgb;
}
// Lets you transform input from the load into a linear color space between 0 and 1. See ffx_cas.h
@@ -42,23 +42,23 @@ void CasInput(inout AF1 r, inout AF1 g, inout AF1 b) {}
layout(local_size_x=64) in;
void main()
{
// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
AU2 gxy = ARmp8x8(gl_LocalInvocationID.x)+AU2(gl_WorkGroupID.x<<4u,gl_WorkGroupID.y<<4u);
// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
AU2 gxy = ARmp8x8(gl_LocalInvocationID.x)+AU2(gl_WorkGroupID.x<<4u,gl_WorkGroupID.y<<4u);
// Filter.
AF4 c;
CasFilter(c.r, c.g, c.b, gxy, const0, const1, CAS_SHARPEN_ONLY);
imageStore(imgDst, ASU2(gxy), c);
gxy.x += 8u;
// Filter.
AF4 c;
CasFilter(c.r, c.g, c.b, gxy, const0, const1, CAS_SHARPEN_ONLY);
imageStore(imgDst, ASU2(gxy), c);
gxy.x += 8u;
CasFilter(c.r, c.g, c.b, gxy, const0, const1, CAS_SHARPEN_ONLY);
imageStore(imgDst, ASU2(gxy), c);
gxy.y += 8u;
CasFilter(c.r, c.g, c.b, gxy, const0, const1, CAS_SHARPEN_ONLY);
imageStore(imgDst, ASU2(gxy), c);
gxy.y += 8u;
CasFilter(c.r, c.g, c.b, gxy, const0, const1, CAS_SHARPEN_ONLY);
imageStore(imgDst, ASU2(gxy), c);
gxy.x -= 8u;
CasFilter(c.r, c.g, c.b, gxy, const0, const1, CAS_SHARPEN_ONLY);
imageStore(imgDst, ASU2(gxy), c);
gxy.x -= 8u;
CasFilter(c.r, c.g, c.b, gxy, const0, const1, CAS_SHARPEN_ONLY);
imageStore(imgDst, ASU2(gxy), c);
CasFilter(c.r, c.g, c.b, gxy, const0, const1, CAS_SHARPEN_ONLY);
imageStore(imgDst, ASU2(gxy), c);
}
@@ -1,104 +0,0 @@
//#version 420 // Keep it for editor detection
//////////////////////////////////////////////////////////////////////
// Common Interface Definition
//////////////////////////////////////////////////////////////////////
#ifdef VERTEX_SHADER
#if !pGL_ES
out gl_PerVertex {
vec4 gl_Position;
float gl_PointSize;
#if !pGL_ES
float gl_ClipDistance[1];
#endif
};
#endif
#endif
#ifdef GEOMETRY_SHADER
#if !pGL_ES
in gl_PerVertex {
vec4 gl_Position;
float gl_PointSize;
#if !pGL_ES
float gl_ClipDistance[1];
#endif
} gl_in[];
out gl_PerVertex {
vec4 gl_Position;
float gl_PointSize;
#if !pGL_ES
float gl_ClipDistance[1];
#endif
};
#endif
#endif
//////////////////////////////////////////////////////////////////////
// Constant Buffer Definition
//////////////////////////////////////////////////////////////////////
// Performance note, some drivers (nouveau) will validate all Constant Buffers
// even if only one was updated.
#if defined(VERTEX_SHADER) || defined(GEOMETRY_SHADER)
layout(std140, binding = 1) uniform cb20
{
vec2 VertexScale;
vec2 VertexOffset;
vec2 TextureScale;
vec2 TextureOffset;
vec2 PointSize;
uint MaxDepth;
uint pad_cb20;
};
#endif
#if defined(VERTEX_SHADER) || defined(FRAGMENT_SHADER)
layout(std140, binding = 0) uniform cb21
{
vec3 FogColor;
float AREF;
vec4 WH;
vec2 TA;
float MaxDepthPS;
float Af;
uvec4 FbMask;
vec4 HalfTexel;
vec4 MinMax;
vec4 STRange;
ivec4 ChannelShuffle;
vec2 TC_OffsetHack;
vec2 STScale;
mat4 DitherMatrix;
float ScaledScaleFactor;
float RcpScaleFactor;
};
#endif
//////////////////////////////////////////////////////////////////////
// Default Sampler
//////////////////////////////////////////////////////////////////////
#ifdef FRAGMENT_SHADER
layout(binding = 0) uniform sampler2D TextureSampler;
#endif
+149 -147
View File
@@ -21,10 +21,10 @@ out vec4 PSin_c;
void vs_main()
{
PSin_p = vec4(POSITION, 0.5f, 1.0f);
PSin_t = TEXCOORD0;
PSin_c = COLOR;
gl_Position = vec4(POSITION, 0.5f, 1.0f); // NOTE I don't know if it is possible to merge POSITION_OUT and gl_Position
PSin_p = vec4(POSITION, 0.5f, 1.0f);
PSin_t = TEXCOORD0;
PSin_c = COLOR;
gl_Position = vec4(POSITION, 0.5f, 1.0f); // NOTE I don't know if it is possible to merge POSITION_OUT and gl_Position
}
#endif
@@ -35,6 +35,8 @@ in vec4 PSin_p;
in vec2 PSin_t;
in vec4 PSin_c;
layout(binding = 0) uniform sampler2D TextureSampler;
// Give a different name so I remember there is a special case!
#if defined(ps_convert_rgba8_16bits) || defined(ps_convert_float32_32bits)
layout(location = 0) out uint SV_Target1;
@@ -44,13 +46,13 @@ layout(location = 0) out vec4 SV_Target0;
vec4 sample_c()
{
return texture(TextureSampler, PSin_t);
return texture(TextureSampler, PSin_t);
}
#ifdef ps_copy
void ps_copy()
{
SV_Target0 = sample_c();
SV_Target0 = sample_c();
}
#endif
@@ -65,20 +67,20 @@ void ps_depth_copy()
// Need to be careful with precision here, it can break games like Spider-Man 3 and Dogs Life
void ps_convert_rgba8_16bits()
{
highp uvec4 i = uvec4(sample_c() * vec4(255.5f, 255.5f, 255.5f, 255.5f));
highp uvec4 i = uvec4(sample_c() * vec4(255.5f, 255.5f, 255.5f, 255.5f));
SV_Target1 = ((i.x & 0x00F8u) >> 3) | ((i.y & 0x00F8u) << 2) | ((i.z & 0x00f8u) << 7) | ((i.w & 0x80u) << 8);
SV_Target1 = ((i.x & 0x00F8u) >> 3) | ((i.y & 0x00F8u) << 2) | ((i.z & 0x00f8u) << 7) | ((i.w & 0x80u) << 8);
}
#endif
#ifdef ps_convert_float32_32bits
void ps_convert_float32_32bits()
{
// Convert a GL_FLOAT32 depth texture into a 32 bits UINT texture
// Convert a GL_FLOAT32 depth texture into a 32 bits UINT texture
#if HAS_CLIP_CONTROL
SV_Target1 = uint(exp2(32.0f) * sample_c().r);
SV_Target1 = uint(exp2(32.0f) * sample_c().r);
#else
SV_Target1 = uint(exp2(24.0f) * sample_c().r);
SV_Target1 = uint(exp2(24.0f) * sample_c().r);
#endif
}
#endif
@@ -86,150 +88,150 @@ void ps_convert_float32_32bits()
#ifdef ps_convert_float32_rgba8
void ps_convert_float32_rgba8()
{
// Convert a GL_FLOAT32 depth texture into a RGBA color texture
// Convert a GL_FLOAT32 depth texture into a RGBA color texture
#if HAS_CLIP_CONTROL
uint d = uint(sample_c().r * exp2(32.0f));
uint d = uint(sample_c().r * exp2(32.0f));
#else
uint d = uint(sample_c().r * exp2(24.0f));
uint d = uint(sample_c().r * exp2(24.0f));
#endif
SV_Target0 = vec4(uvec4((d & 0xFFu), ((d >> 8) & 0xFFu), ((d >> 16) & 0xFFu), (d >> 24))) / vec4(255.0);
SV_Target0 = vec4(uvec4((d & 0xFFu), ((d >> 8) & 0xFFu), ((d >> 16) & 0xFFu), (d >> 24))) / vec4(255.0);
}
#endif
#ifdef ps_convert_float16_rgb5a1
void ps_convert_float16_rgb5a1()
{
// Convert a GL_FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture
// Convert a GL_FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture
#if HAS_CLIP_CONTROL
uint d = uint(sample_c().r * exp2(32.0f));
uint d = uint(sample_c().r * exp2(32.0f));
#else
uint d = uint(sample_c().r * exp2(24.0f));
uint d = uint(sample_c().r * exp2(24.0f));
#endif
SV_Target0 = vec4(uvec4((d & 0x1Fu), ((d >> 5) & 0x1Fu), ((d >> 10) & 0x1Fu), (d >> 15) & 0x01u)) / vec4(32.0f, 32.0f, 32.0f, 1.0f);
SV_Target0 = vec4(uvec4((d & 0x1Fu), ((d >> 5) & 0x1Fu), ((d >> 10) & 0x1Fu), (d >> 15) & 0x01u)) / vec4(32.0f, 32.0f, 32.0f, 1.0f);
}
#endif
float rgba8_to_depth32(vec4 unorm)
{
uvec4 c = uvec4(unorm * vec4(255.5f));
uvec4 c = uvec4(unorm * vec4(255.5f));
#if HAS_CLIP_CONTROL
return float(c.r | (c.g << 8) | (c.b << 16) | (c.a << 24)) * exp2(-32.0f);
return float(c.r | (c.g << 8) | (c.b << 16) | (c.a << 24)) * exp2(-32.0f);
#else
return float(c.r | (c.g << 8) | (c.b << 16) | (c.a << 24)) * exp2(-24.0f);
return float(c.r | (c.g << 8) | (c.b << 16) | (c.a << 24)) * exp2(-24.0f);
#endif
}
float rgba8_to_depth24(vec4 unorm)
{
uvec3 c = uvec3(unorm.rgb * vec3(255.5f));
uvec3 c = uvec3(unorm.rgb * vec3(255.5f));
#if HAS_CLIP_CONTROL
return float(c.r | (c.g << 8) | (c.b << 16)) * exp2(-32.0f);
return float(c.r | (c.g << 8) | (c.b << 16)) * exp2(-32.0f);
#else
return float(c.r | (c.g << 8) | (c.b << 16)) * exp2(-24.0f);
return float(c.r | (c.g << 8) | (c.b << 16)) * exp2(-24.0f);
#endif
}
float rgba8_to_depth16(vec4 unorm)
{
uvec2 c = uvec2(unorm.rg * vec2(255.5f));
uvec2 c = uvec2(unorm.rg * vec2(255.5f));
#if HAS_CLIP_CONTROL
return float(c.r | (c.g << 8)) * exp2(-32.0f);
return float(c.r | (c.g << 8)) * exp2(-32.0f);
#else
return float(c.r | (c.g << 8)) * exp2(-24.0f);
return float(c.r | (c.g << 8)) * exp2(-24.0f);
#endif
}
float rgb5a1_to_depth16(vec4 unorm)
{
uvec4 c = uvec4(unorm * vec4(255.5f));
uvec4 c = uvec4(unorm * vec4(255.5f));
#if HAS_CLIP_CONTROL
return float(((c.r & 0xF8u) >> 3) | ((c.g & 0xF8u) << 2) | ((c.b & 0xF8u) << 7) | ((c.a & 0x80u) << 8)) * exp2(-32.0f);
return float(((c.r & 0xF8u) >> 3) | ((c.g & 0xF8u) << 2) | ((c.b & 0xF8u) << 7) | ((c.a & 0x80u) << 8)) * exp2(-32.0f);
#else
return float(((c.r & 0xF8u) >> 3) | ((c.g & 0xF8u) << 2) | ((c.b & 0xF8u) << 7) | ((c.a & 0x80u) << 8)) * exp2(-24.0f);
return float(((c.r & 0xF8u) >> 3) | ((c.g & 0xF8u) << 2) | ((c.b & 0xF8u) << 7) | ((c.a & 0x80u) << 8)) * exp2(-24.0f);
#endif
}
#ifdef ps_convert_rgba8_float32
void ps_convert_rgba8_float32()
{
// Convert an RGBA texture into a float depth texture
gl_FragDepth = rgba8_to_depth32(sample_c());
// Convert an RGBA texture into a float depth texture
gl_FragDepth = rgba8_to_depth32(sample_c());
}
#endif
#ifdef ps_convert_rgba8_float24
void ps_convert_rgba8_float24()
{
// Same as above but without the alpha channel (24 bits Z)
// Same as above but without the alpha channel (24 bits Z)
// Convert an RGBA texture into a float depth texture
gl_FragDepth = rgba8_to_depth24(sample_c());
// Convert an RGBA texture into a float depth texture
gl_FragDepth = rgba8_to_depth24(sample_c());
}
#endif
#ifdef ps_convert_rgba8_float16
void ps_convert_rgba8_float16()
{
// Same as above but without the A/B channels (16 bits Z)
// Same as above but without the A/B channels (16 bits Z)
// Convert an RGBA texture into a float depth texture
gl_FragDepth = rgba8_to_depth16(sample_c());
// Convert an RGBA texture into a float depth texture
gl_FragDepth = rgba8_to_depth16(sample_c());
}
#endif
#ifdef ps_convert_rgb5a1_float16
void ps_convert_rgb5a1_float16()
{
// Convert an RGB5A1 (saved as RGBA8) color to a 16 bit Z
gl_FragDepth = rgb5a1_to_depth16(sample_c());
// Convert an RGB5A1 (saved as RGBA8) color to a 16 bit Z
gl_FragDepth = rgb5a1_to_depth16(sample_c());
}
#endif
#define SAMPLE_RGBA_DEPTH_BILN(CONVERT_FN) \
ivec2 dims = textureSize(TextureSampler, 0); \
vec2 top_left_f = PSin_t * vec2(dims) - 0.5f; \
ivec2 top_left = ivec2(floor(top_left_f)); \
ivec4 coords = clamp(ivec4(top_left, top_left + 1), ivec4(0), dims.xyxy - 1); \
vec2 mix_vals = fract(top_left_f); \
float depthTL = CONVERT_FN(texelFetch(TextureSampler, coords.xy, 0)); \
float depthTR = CONVERT_FN(texelFetch(TextureSampler, coords.zy, 0)); \
float depthBL = CONVERT_FN(texelFetch(TextureSampler, coords.xw, 0)); \
float depthBR = CONVERT_FN(texelFetch(TextureSampler, coords.zw, 0)); \
gl_FragDepth = mix(mix(depthTL, depthTR, mix_vals.x), mix(depthBL, depthBR, mix_vals.x), mix_vals.y);
ivec2 dims = textureSize(TextureSampler, 0); \
vec2 top_left_f = PSin_t * vec2(dims) - 0.5f; \
ivec2 top_left = ivec2(floor(top_left_f)); \
ivec4 coords = clamp(ivec4(top_left, top_left + 1), ivec4(0), dims.xyxy - 1); \
vec2 mix_vals = fract(top_left_f); \
float depthTL = CONVERT_FN(texelFetch(TextureSampler, coords.xy, 0)); \
float depthTR = CONVERT_FN(texelFetch(TextureSampler, coords.zy, 0)); \
float depthBL = CONVERT_FN(texelFetch(TextureSampler, coords.xw, 0)); \
float depthBR = CONVERT_FN(texelFetch(TextureSampler, coords.zw, 0)); \
gl_FragDepth = mix(mix(depthTL, depthTR, mix_vals.x), mix(depthBL, depthBR, mix_vals.x), mix_vals.y);
#ifdef ps_convert_rgba8_float32_biln
void ps_convert_rgba8_float32_biln()
{
// Convert an RGBA texture into a float depth texture
SAMPLE_RGBA_DEPTH_BILN(rgba8_to_depth32);
// Convert an RGBA texture into a float depth texture
SAMPLE_RGBA_DEPTH_BILN(rgba8_to_depth32);
}
#endif
#ifdef ps_convert_rgba8_float24_biln
void ps_convert_rgba8_float24_biln()
{
// Same as above but without the alpha channel (24 bits Z)
// Same as above but without the alpha channel (24 bits Z)
// Convert an RGBA texture into a float depth texture
SAMPLE_RGBA_DEPTH_BILN(rgba8_to_depth24);
// Convert an RGBA texture into a float depth texture
SAMPLE_RGBA_DEPTH_BILN(rgba8_to_depth24);
}
#endif
#ifdef ps_convert_rgba8_float16_biln
void ps_convert_rgba8_float16_biln()
{
// Same as above but without the A/B channels (16 bits Z)
// Same as above but without the A/B channels (16 bits Z)
// Convert an RGBA texture into a float depth texture
SAMPLE_RGBA_DEPTH_BILN(rgba8_to_depth16);
// Convert an RGBA texture into a float depth texture
SAMPLE_RGBA_DEPTH_BILN(rgba8_to_depth16);
}
#endif
#ifdef ps_convert_rgb5a1_float16_biln
void ps_convert_rgb5a1_float16_biln()
{
// Convert an RGB5A1 (saved as RGBA8) color to a 16 bit Z
SAMPLE_RGBA_DEPTH_BILN(rgb5a1_to_depth16);
// Convert an RGB5A1 (saved as RGBA8) color to a 16 bit Z
SAMPLE_RGBA_DEPTH_BILN(rgb5a1_to_depth16);
}
#endif
@@ -240,51 +242,51 @@ uniform float ScaleFactor;
void ps_convert_rgba_8i()
{
// Convert a RGBA texture into a 8 bits packed texture
// Input column: 8x2 RGBA pixels
// 0: 8 RGBA
// 1: 8 RGBA
// Output column: 16x4 Index pixels
// 0: 8 R | 8 B
// 1: 8 R | 8 B
// 2: 8 G | 8 A
// 3: 8 G | 8 A
uvec2 pos = uvec2(gl_FragCoord.xy);
// Convert a RGBA texture into a 8 bits packed texture
// Input column: 8x2 RGBA pixels
// 0: 8 RGBA
// 1: 8 RGBA
// Output column: 16x4 Index pixels
// 0: 8 R | 8 B
// 1: 8 R | 8 B
// 2: 8 G | 8 A
// 3: 8 G | 8 A
uvec2 pos = uvec2(gl_FragCoord.xy);
// Collapse separate R G B A areas into their base pixel
uvec2 block = (pos & ~uvec2(15u, 3u)) >> 1;
uvec2 subblock = pos & uvec2(7u, 1u);
uvec2 coord = block | subblock;
// Collapse separate R G B A areas into their base pixel
uvec2 block = (pos & ~uvec2(15u, 3u)) >> 1;
uvec2 subblock = pos & uvec2(7u, 1u);
uvec2 coord = block | subblock;
// Compensate for potentially differing page pitch.
// Compensate for potentially differing page pitch.
uvec2 block_xy = coord / uvec2(64u, 32u);
uint block_num = (block_xy.y * (DBW / 128u)) + block_xy.x;
uvec2 block_offset = uvec2((block_num % (SBW / 64u)) * 64u, (block_num / (SBW / 64u)) * 32u);
coord = (coord % uvec2(64u, 32u)) + block_offset;
// Apply offset to cols 1 and 2
uint is_col23 = pos.y & 4u;
uint is_col13 = pos.y & 2u;
uint is_col12 = is_col23 ^ (is_col13 << 1);
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
// Apply offset to cols 1 and 2
uint is_col23 = pos.y & 4u;
uint is_col13 = pos.y & 2u;
uint is_col12 = is_col23 ^ (is_col13 << 1);
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
if (floor(ScaleFactor) != ScaleFactor)
coord = uvec2(vec2(coord) * ScaleFactor);
else
coord *= uvec2(ScaleFactor);
if (floor(ScaleFactor) != ScaleFactor)
coord = uvec2(vec2(coord) * ScaleFactor);
else
coord *= uvec2(ScaleFactor);
vec4 pixel = texelFetch(TextureSampler, ivec2(coord), 0);
vec2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
float sel1 = (pos.x & 8u) == 0u ? sel0.x : sel0.y;
SV_Target0 = vec4(sel1);
vec4 pixel = texelFetch(TextureSampler, ivec2(coord), 0);
vec2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
float sel1 = (pos.x & 8u) == 0u ? sel0.x : sel0.y;
SV_Target0 = vec4(sel1);
}
#endif
#ifdef ps_filter_transparency
void ps_filter_transparency()
{
vec4 c = sample_c();
SV_Target0 = vec4(c.rgb, 1.0);
vec4 c = sample_c();
SV_Target0 = vec4(c.rgb, 1.0);
}
#endif
@@ -293,8 +295,8 @@ void ps_filter_transparency()
#ifdef ps_datm1
void ps_datm1()
{
if(sample_c().a < (127.5f / 255.0f)) // >= 0x80 pass
discard;
if(sample_c().a < (127.5f / 255.0f)) // >= 0x80 pass
discard;
}
#endif
@@ -303,24 +305,24 @@ void ps_datm1()
#ifdef ps_datm0
void ps_datm0()
{
if((127.5f / 255.0f) < sample_c().a) // < 0x80 pass (== 0x80 should not pass)
discard;
if((127.5f / 255.0f) < sample_c().a) // < 0x80 pass (== 0x80 should not pass)
discard;
}
#endif
#ifdef ps_hdr_init
void ps_hdr_init()
{
vec4 value = sample_c();
SV_Target0 = vec4(round(value.rgb * 255.0f) / 65535.0f, value.a);
vec4 value = sample_c();
SV_Target0 = vec4(round(value.rgb * 255.0f) / 65535.0f, value.a);
}
#endif
#ifdef ps_hdr_resolve
void ps_hdr_resolve()
{
vec4 value = sample_c();
SV_Target0 = vec4(vec3(uvec3(value.rgb * 65535.0f) & 255u) / 255.0f, value.a);
vec4 value = sample_c();
SV_Target0 = vec4(vec3(uvec3(value.rgb * 65535.0f) & 255u) / 255.0f, value.a);
}
#endif
@@ -364,51 +366,51 @@ uniform ivec2 EMOD;
void ps_yuv()
{
vec4 i = sample_c();
vec4 o;
vec4 i = sample_c();
vec4 o;
mat3 rgb2yuv; // Value from GS manual
rgb2yuv[0] = vec3(0.587, -0.311, -0.419);
rgb2yuv[1] = vec3(0.114, 0.500, -0.081);
rgb2yuv[2] = vec3(0.299, -0.169, 0.500);
mat3 rgb2yuv; // Value from GS manual
rgb2yuv[0] = vec3(0.587, -0.311, -0.419);
rgb2yuv[1] = vec3(0.114, 0.500, -0.081);
rgb2yuv[2] = vec3(0.299, -0.169, 0.500);
vec3 yuv = rgb2yuv * i.gbr;
vec3 yuv = rgb2yuv * i.gbr;
float Y = float(0xDB)/255.0f * yuv.x + float(0x10)/255.0f;
float Cr = float(0xE0)/255.0f * yuv.y + float(0x80)/255.0f;
float Cb = float(0xE0)/255.0f * yuv.z + float(0x80)/255.0f;
float Y = float(0xDB)/255.0f * yuv.x + float(0x10)/255.0f;
float Cr = float(0xE0)/255.0f * yuv.y + float(0x80)/255.0f;
float Cb = float(0xE0)/255.0f * yuv.z + float(0x80)/255.0f;
switch(EMOD.x) {
case 0:
o.a = i.a;
break;
case 1:
o.a = Y;
break;
case 2:
o.a = Y/2.0f;
break;
case 3:
o.a = 0.0f;
break;
}
switch(EMOD.x) {
case 0:
o.a = i.a;
break;
case 1:
o.a = Y;
break;
case 2:
o.a = Y/2.0f;
break;
case 3:
o.a = 0.0f;
break;
}
switch(EMOD.y) {
case 0:
o.rgb = i.rgb;
break;
case 1:
o.rgb = vec3(Y);
break;
case 2:
o.rgb = vec3(Y, Cb, Cr);
break;
case 3:
o.rgb = vec3(i.a);
break;
}
switch(EMOD.y) {
case 0:
o.rgb = i.rgb;
break;
case 1:
o.rgb = vec3(Y);
break;
case 2:
o.rgb = vec3(Y, Cb, Cr);
break;
case 3:
o.rgb = vec3(i.a);
break;
}
SV_Target0 = o;
SV_Target0 = o;
}
#endif
@@ -416,16 +418,16 @@ void ps_yuv()
void main()
{
SV_Target0 = vec4(0x7FFFFFFF);
SV_Target0 = vec4(0x7FFFFFFF);
#ifdef ps_stencil_image_init_0
if((127.5f / 255.0f) < sample_c().a) // < 0x80 pass (== 0x80 should not pass)
SV_Target0 = vec4(-1);
#endif
#ifdef ps_stencil_image_init_1
if(sample_c().a < (127.5f / 255.0f)) // >= 0x80 pass
SV_Target0 = vec4(-1);
#endif
#ifdef ps_stencil_image_init_0
if((127.5f / 255.0f) < sample_c().a) // < 0x80 pass (== 0x80 should not pass)
SV_Target0 = vec4(-1);
#endif
#ifdef ps_stencil_image_init_1
if(sample_c().a < (127.5f / 255.0f)) // >= 0x80 pass
SV_Target0 = vec4(-1);
#endif
}
#endif
+35
View File
@@ -0,0 +1,35 @@
#ifdef VERTEX_SHADER
layout(location = 0) in vec2 Position;
layout(location = 1) in vec2 UV;
layout(location = 2) in vec4 Color;
uniform mat4 ProjMtx;
out vec2 Frag_UV;
out vec4 Frag_Color;
void vs_main()
{
Frag_UV = UV;
Frag_Color = Color;
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
}
#endif
#ifdef FRAGMENT_SHADER
layout(binding = 0) uniform sampler2D Texture;
in vec2 Frag_UV;
in vec4 Frag_Color;
layout(location = 0) out vec4 Out_Color;
void ps_main()
{
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
}
#endif
+16 -18
View File
@@ -8,6 +8,8 @@ in vec4 PSin_c;
uniform vec4 ZrH;
layout(binding = 0) uniform sampler2D TextureSampler;
layout(location = 0) out vec4 SV_Target0;
@@ -19,7 +21,7 @@ void ps_main0()
int vpos = int(gl_FragCoord.y); // vertical position of destination texture
if ((vpos & 1) == field)
SV_Target0 = texture(TextureSampler, PSin_t);
SV_Target0 = textureLod(TextureSampler, PSin_t, 0);
else
discard;
}
@@ -28,7 +30,7 @@ void ps_main0()
// Bob shader
void ps_main1()
{
SV_Target0 = texture(TextureSampler, PSin_t);
SV_Target0 = textureLod(TextureSampler, PSin_t, 0);
}
@@ -36,9 +38,9 @@ void ps_main1()
void ps_main2()
{
vec2 vstep = vec2(0.0f, ZrH.y);
vec4 c0 = texture(TextureSampler, PSin_t - vstep);
vec4 c1 = texture(TextureSampler, PSin_t);
vec4 c2 = texture(TextureSampler, PSin_t + vstep);
vec4 c0 = textureLod(TextureSampler, PSin_t - vstep, 0);
vec4 c1 = textureLod(TextureSampler, PSin_t, 0);
vec4 c2 = textureLod(TextureSampler, PSin_t + vstep, 0);
SV_Target0 = (c0 + c1 * 2.0f + c2) / 4.0f;
}
@@ -60,15 +62,11 @@ void ps_main3()
int vres = int(ZrH.z) >> 1; // vertical resolution of source texture
int lofs = ((((vres + 1) >> 1) << 1) - vres) & bank; // line alignment offset for bank 1
int vpos = int(gl_FragCoord.y) + lofs; // vertical position of destination texture
vec2 bofs = vec2(0.0f, 0.5f * float(bank)); // vertical offset of the current bank relative to source texture size
vec2 vscale = vec2(1.0f, 2.0f); // scaling factor from source to destination texture
vec2 optr = PSin_t - bofs; // used to check if the current destination line is within the current bank
vec2 iptr = optr * vscale; // pointer to the current pixel in the source texture
// if the index of current destination line belongs to the current fiels we update it, otherwise
// we leave the old line in the destination buffer
if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field))
SV_Target0 = texture(TextureSampler, iptr);
if ((vpos & 1) == field)
SV_Target0 = textureLod(TextureSampler, PSin_t, 0);
else
discard;
}
@@ -126,13 +124,13 @@ void ps_main4()
// calculating motion, only relevant for missing lines where the "center line" is pointed
// by p_t1
vec4 hn = texture(TextureSampler, p_t0 - lofs); // new high pixel
vec4 cn = texture(TextureSampler, p_t1); // new center pixel
vec4 ln = texture(TextureSampler, p_t0 + lofs); // new low pixel
vec4 hn = textureLod(TextureSampler, p_t0 - lofs, 0); // new high pixel
vec4 cn = textureLod(TextureSampler, p_t1, 0); // new center pixel
vec4 ln = textureLod(TextureSampler, p_t0 + lofs, 0); // new low pixel
vec4 ho = texture(TextureSampler, p_t2 - lofs); // old high pixel
vec4 co = texture(TextureSampler, p_t3); // old center pixel
vec4 lo = texture(TextureSampler, p_t2 + lofs); // old low pixel
vec4 ho = textureLod(TextureSampler, p_t2 - lofs, 0); // old high pixel
vec4 co = textureLod(TextureSampler, p_t3, 0); // old center pixel
vec4 lo = textureLod(TextureSampler, p_t2 + lofs, 0); // old low pixel
vec3 mh = hn.rgb - ho.rgb; // high pixel motion
vec3 mc = cn.rgb - co.rgb; // center pixel motion
@@ -158,7 +156,7 @@ void ps_main4()
if ((vpos & 1) == field)
{
// output coordinate present on current field
SV_Target0 = texture(TextureSampler, p_t0);
SV_Target0 = textureLod(TextureSampler, p_t0, 0);
}
else if ((iptr.y > 0.5f - lofs.y) || (iptr.y < 0.0 + lofs.y))
{
+9 -7
View File
@@ -8,21 +8,23 @@ in vec4 PSin_c;
uniform vec4 BGColor;
layout(binding = 0) uniform sampler2D TextureSampler;
layout(location = 0) out vec4 SV_Target0;
void ps_main0()
{
vec4 c = texture(TextureSampler, PSin_t);
// Note: clamping will be done by fixed unit
c.a *= 2.0f;
SV_Target0 = c;
vec4 c = texture(TextureSampler, PSin_t);
// Note: clamping will be done by fixed unit
c.a *= 2.0f;
SV_Target0 = c;
}
void ps_main1()
{
vec4 c = texture(TextureSampler, PSin_t);
c.a = BGColor.a;
SV_Target0 = c;
vec4 c = texture(TextureSampler, PSin_t);
c.a = BGColor.a;
SV_Target0 = c;
}
#endif
+6 -4
View File
@@ -46,6 +46,8 @@ in vec4 PSin_p;
in vec2 PSin_t;
in vec4 PSin_c;
layout(binding = 0) uniform sampler2D TextureSampler;
layout(location = 0) out vec4 SV_Target0;
vec4 sample_c()
@@ -117,10 +119,10 @@ void ps_filter_triangular() // triangular
#ifdef ps_filter_complex
void ps_filter_complex()
{
const float PI = 3.14159265359f;
vec2 texdim = vec2(textureSize(TextureSampler, 0));
float factor = (0.9f - 0.4f * cos(2.0f * PI * PSin_t.y * texdim.y));
vec4 c = factor * texture(TextureSampler, vec2(PSin_t.x, (floor(PSin_t.y * texdim.y) + 0.5f) / texdim.y));
const float PI = 3.14159265359f;
vec2 texdim = vec2(textureSize(TextureSampler, 0));
float factor = (0.9f - 0.4f * cos(2.0f * PI * PSin_t.y * texdim.y));
vec4 c = factor * texture(TextureSampler, vec2(PSin_t.x, (floor(PSin_t.y * texdim.y) + 0.5f) / texdim.y));
SV_Target0 = c;
}
+20 -18
View File
@@ -17,38 +17,40 @@ in vec4 PSin_p;
in vec2 PSin_t;
in vec4 PSin_c;
layout(binding = 0) uniform sampler2D TextureSampler;
layout(location = 0) out vec4 SV_Target0;
// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
vec4 ContrastSaturationBrightness(vec4 color)
{
float brt = params.x;
float con = params.y;
float sat = params.z;
float brt = params.x;
float con = params.y;
float sat = params.z;
// Increase or decrease these values to adjust r, g and b color channels separately
const float AvgLumR = 0.5;
const float AvgLumG = 0.5;
const float AvgLumB = 0.5;
// Increase or decrease these values to adjust r, g and b color channels separately
const float AvgLumR = 0.5;
const float AvgLumG = 0.5;
const float AvgLumB = 0.5;
const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
vec3 brtColor = color.rgb * brt;
float dot_intensity = dot(brtColor, LumCoeff);
vec3 intensity = vec3(dot_intensity, dot_intensity, dot_intensity);
vec3 satColor = mix(intensity, brtColor, sat);
vec3 conColor = mix(AvgLumin, satColor, con);
vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
vec3 brtColor = color.rgb * brt;
float dot_intensity = dot(brtColor, LumCoeff);
vec3 intensity = vec3(dot_intensity, dot_intensity, dot_intensity);
vec3 satColor = mix(intensity, brtColor, sat);
vec3 conColor = mix(AvgLumin, satColor, con);
color.rgb = conColor;
return color;
color.rgb = conColor;
return color;
}
void ps_main()
{
vec4 c = texture(TextureSampler, PSin_t);
SV_Target0 = ContrastSaturationBrightness(c);
vec4 c = texture(TextureSampler, PSin_t);
SV_Target0 = ContrastSaturationBrightness(c);
}
File diff suppressed because it is too large Load Diff
+185 -195
View File
@@ -1,6 +1,35 @@
//#version 420 // Keep it for text editor detection
layout(std140, binding = 1) uniform cb20
{
vec2 VertexScale;
vec2 VertexOffset;
vec2 TextureScale;
vec2 TextureOffset;
vec2 PointSize;
uint MaxDepth;
uint pad_cb20;
};
#ifdef VERTEX_SHADER
out SHADER
{
vec4 t_float;
vec4 t_int;
#if VS_IIP != 0
vec4 c;
#else
flat vec4 c;
#endif
} VSout;
const float exp_min32 = exp2(-32.0f);
#if VS_EXPAND == 0
layout(location = 0) in vec2 i_st;
layout(location = 2) in vec4 i_c;
layout(location = 3) in float i_q;
@@ -9,241 +38,202 @@ layout(location = 5) in uint i_z;
layout(location = 6) in uvec2 i_uv;
layout(location = 7) in vec4 i_f;
#if !defined(BROKEN_DRIVER) && (pGL_ES || defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts)
layout(location = 0)
#endif
out SHADER
{
vec4 t_float;
vec4 t_int;
#if VS_IIP != 0
vec4 c;
#else
flat vec4 c;
#endif
} VSout;
const float exp_min32 = exp2(-32.0f);
void texture_coord()
{
vec2 uv = vec2(i_uv) - TextureOffset;
vec2 st = i_st - TextureOffset;
vec2 uv = vec2(i_uv) - TextureOffset;
vec2 st = i_st - TextureOffset;
// Float coordinate
VSout.t_float.xy = st;
VSout.t_float.w = i_q;
// Float coordinate
VSout.t_float.xy = st;
VSout.t_float.w = i_q;
// Integer coordinate => normalized
VSout.t_int.xy = uv * TextureScale;
#if VS_INT_FST == 1
// Some games uses float coordinate for post-processing effect
VSout.t_int.zw = st / TextureScale;
// Integer coordinate => normalized
VSout.t_int.xy = uv * TextureScale;
#if VS_FST
// Integer coordinate => integral
VSout.t_int.zw = uv;
#else
// Integer coordinate => integral
VSout.t_int.zw = uv;
// Some games uses float coordinate for post-processing effect
VSout.t_int.zw = st / TextureScale;
#endif
}
void vs_main()
{
// Clamp to max depth, gs doesn't wrap
highp uint z = min(i_z, MaxDepth);
// Clamp to max depth, gs doesn't wrap
highp uint z = min(i_z, MaxDepth);
// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
vec4 p;
// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
vec4 p;
p.xy = vec2(i_p) - vec2(0.05f, 0.05f);
p.xy = p.xy * VertexScale - VertexOffset;
p.w = 1.0f;
p.xy = vec2(i_p) - vec2(0.05f, 0.05f);
p.xy = p.xy * VertexScale - VertexOffset;
p.w = 1.0f;
#if HAS_CLIP_CONTROL
p.z = float(z) * exp_min32;
p.z = float(z) * exp_min32;
#else
// GLES doesn't support ARB_clip_control, so remap it to -1..1. We also reduce the range from 32 bits
// to 24 bits, which means some games with very large depth ranges will not render correctly. But,
// for most, it's okay, and really, the best we can do.
p.z = min(float(z) * exp2(-23.0f), 2.0f) - 1.0f;
// GLES doesn't support ARB_clip_control, so remap it to -1..1. We also reduce the range from 32 bits
// to 24 bits, which means some games with very large depth ranges will not render correctly. But,
// for most, it's okay, and really, the best we can do.
p.z = min(float(z) * exp2(-23.0f), 2.0f) - 1.0f;
#endif
gl_Position = p;
gl_Position = p;
texture_coord();
texture_coord();
VSout.c = i_c;
VSout.t_float.z = i_f.x; // pack for with texture
VSout.c = i_c;
VSout.t_float.z = i_f.x; // pack for with texture
#if VS_POINT_SIZE
gl_PointSize = PointSize.x;
#endif
#if VS_POINT_SIZE
gl_PointSize = PointSize.x;
#endif
}
#endif
#else // VS_EXPAND
#ifdef GEOMETRY_SHADER
#if !defined(BROKEN_DRIVER) && (pGL_ES || defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts)
layout(location = 0)
#endif
in SHADER
struct RawVertex
{
vec4 t_float;
vec4 t_int;
#if GS_IIP != 0
vec4 c;
#else
flat vec4 c;
#endif
} GSin[];
#if !defined(BROKEN_DRIVER) && (pGL_ES || defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts)
layout(location = 0)
#endif
out SHADER
{
vec4 t_float;
vec4 t_int;
#if GS_IIP != 0
vec4 c;
#else
flat vec4 c;
#endif
} GSout;
struct vertex
{
vec4 t_float;
vec4 t_int;
vec4 c;
vec2 ST;
uint RGBA;
float Q;
uint XY;
uint Z;
uint UV;
uint FOG;
};
void out_vertex(in vec4 position, in vertex v)
layout(std140, binding = 2) readonly buffer VertexBuffer {
RawVertex vertex_buffer[];
};
struct ProcessedVertex
{
GSout.t_float = v.t_float;
GSout.t_int = v.t_int;
// Flat output
#if GS_POINT == 1
GSout.c = GSin[0].c;
vec4 p;
vec4 t_float;
vec4 t_int;
vec4 c;
};
ProcessedVertex load_vertex(uint index)
{
#if defined(GL_ARB_shader_draw_parameters) && GL_ARB_shader_draw_parameters
RawVertex rvtx = vertex_buffer[index + gl_BaseVertexARB];
#else
GSout.c = GSin[1].c;
RawVertex rvtx = vertex_buffer[index];
#endif
gl_Position = position;
gl_PrimitiveID = gl_PrimitiveIDIn;
EmitVertex();
}
#if GS_POINT == 1
layout(points) in;
vec2 i_st = rvtx.ST;
vec4 i_c = vec4(uvec4(bitfieldExtract(rvtx.RGBA, 0, 8), bitfieldExtract(rvtx.RGBA, 8, 8),
bitfieldExtract(rvtx.RGBA, 16, 8), bitfieldExtract(rvtx.RGBA, 24, 8)));
float i_q = rvtx.Q;
uvec2 i_p = uvec2(bitfieldExtract(rvtx.XY, 0, 16), bitfieldExtract(rvtx.XY, 16, 16));
uint i_z = rvtx.Z;
uvec2 i_uv = uvec2(bitfieldExtract(rvtx.UV, 0, 16), bitfieldExtract(rvtx.UV, 16, 16));
vec4 i_f = unpackUnorm4x8(rvtx.FOG);
ProcessedVertex vtx;
uint z = min(i_z, MaxDepth);
vtx.p.xy = vec2(i_p) - vec2(0.05f, 0.05f);
vtx.p.xy = vtx.p.xy * VertexScale - VertexOffset;
vtx.p.w = 1.0f;
#if HAS_CLIP_CONTROL
vtx.p.z = float(z) * exp_min32;
#else
layout(lines) in;
vtx.p.z = min(float(z) * exp2(-23.0f), 2.0f) - 1.0f;
#endif
layout(triangle_strip, max_vertices = 4) out;
#if GS_POINT == 1
vec2 uv = vec2(i_uv) - TextureOffset;
vec2 st = i_st - TextureOffset;
void gs_main()
{
// Transform a point to a NxN sprite
vertex point = vertex(GSin[0].t_float, GSin[0].t_int, GSin[0].c);
// Get new position
vec4 lt_p = gl_in[0].gl_Position;
vec4 rb_p = gl_in[0].gl_Position + vec4(PointSize.x, PointSize.y, 0.0f, 0.0f);
vec4 lb_p = rb_p;
vec4 rt_p = rb_p;
lb_p.x = lt_p.x;
rt_p.y = lt_p.y;
out_vertex(lt_p, point);
out_vertex(lb_p, point);
out_vertex(rt_p, point);
out_vertex(rb_p, point);
EndPrimitive();
}
#elif GS_LINE == 1
void gs_main()
{
// Transform a line to a thick line-sprite
vertex left = vertex(GSin[0].t_float, GSin[0].t_int, GSin[0].c);
vertex right = vertex(GSin[1].t_float, GSin[1].t_int, GSin[1].c);
vec4 lt_p = gl_in[0].gl_Position;
vec4 rt_p = gl_in[1].gl_Position;
// Potentially there is faster math
vec2 line_vector = normalize(rt_p.xy - lt_p.xy);
vec2 line_normal = vec2(line_vector.y, -line_vector.x);
vec2 line_width = (line_normal * PointSize) / 2.0f;
lt_p.xy -= line_width;
rt_p.xy -= line_width;
vec4 lb_p = gl_in[0].gl_Position + vec4(line_width, 0.0f, 0.0f);
vec4 rb_p = gl_in[1].gl_Position + vec4(line_width, 0.0f, 0.0f);
out_vertex(lt_p, left);
out_vertex(lb_p, left);
out_vertex(rt_p, right);
out_vertex(rb_p, right);
EndPrimitive();
}
vtx.t_float.xy = st;
vtx.t_float.w = i_q;
vtx.t_int.xy = uv * TextureScale;
#if VS_FST
vtx.t_int.zw = uv;
#else
vtx.t_int.zw = st / TextureScale;
#endif
void gs_main()
{
// left top => GSin[0];
// right bottom => GSin[1];
vertex rb = vertex(GSin[1].t_float, GSin[1].t_int, GSin[1].c);
vertex lt = vertex(GSin[0].t_float, GSin[0].t_int, GSin[0].c);
vtx.c = i_c;
vtx.t_float.z = i_f.x;
vec4 rb_p = gl_in[1].gl_Position;
vec4 lb_p = rb_p;
vec4 rt_p = rb_p;
vec4 lt_p = gl_in[0].gl_Position;
// flat depth
lt_p.z = rb_p.z;
// flat fog and texture perspective
lt.t_float.zw = rb.t_float.zw;
// flat color
lt.c = rb.c;
// Swap texture and position coordinate
vertex lb = rb;
lb.t_float.x = lt.t_float.x;
lb.t_int.x = lt.t_int.x;
lb.t_int.z = lt.t_int.z;
lb_p.x = lt_p.x;
vertex rt = rb;
rt_p.y = lt_p.y;
rt.t_float.y = lt.t_float.y;
rt.t_int.y = lt.t_int.y;
rt.t_int.w = lt.t_int.w;
out_vertex(lt_p, lt);
out_vertex(lb_p, lb);
out_vertex(rt_p, rt);
out_vertex(rb_p, rb);
EndPrimitive();
return vtx;
}
void main()
{
ProcessedVertex vtx;
#if defined(GL_ARB_shader_draw_parameters) && GL_ARB_shader_draw_parameters
uint vid = uint(gl_VertexID - gl_BaseVertexARB);
#else
uint vid = uint(gl_VertexID);
#endif
#if VS_EXPAND == 1 // Point
vtx = load_vertex(vid >> 2);
vtx.p.x += ((vid & 1u) != 0u) ? PointSize.x : 0.0f;
vtx.p.y += ((vid & 2u) != 0u) ? PointSize.y : 0.0f;
#elif VS_EXPAND == 2 // Line
uint vid_base = vid >> 2;
bool is_bottom = (vid & 2u) != 0u;
bool is_right = (vid & 1u) != 0u;
uint vid_other = is_bottom ? vid_base - 1 : vid_base + 1;
vtx = load_vertex(vid_base);
ProcessedVertex other = load_vertex(vid_other);
vec2 line_vector = normalize(vtx.p.xy - other.p.xy);
vec2 line_normal = vec2(line_vector.y, -line_vector.x);
vec2 line_width = (line_normal * PointSize) / 2;
// line_normal is inverted for bottom point
vec2 offset = ((uint(is_bottom) ^ uint(is_right)) != 0u) ? line_width : -line_width;
vtx.p.xy += offset;
// Lines will be run as (0 1 2) (1 2 3)
// This means that both triangles will have a point based off the top line point as their first point
// So we don't have to do anything for !IIP
#elif VS_EXPAND == 3 // Sprite
// Sprite points are always in pairs
uint vid_base = vid >> 1;
uint vid_lt = vid_base & ~1u;
uint vid_rb = vid_base | 1u;
ProcessedVertex lt = load_vertex(vid_lt);
ProcessedVertex rb = load_vertex(vid_rb);
vtx = rb;
bool is_right = ((vid & 1u) != 0u);
vtx.p.x = is_right ? lt.p.x : vtx.p.x;
vtx.t_float.x = is_right ? lt.t_float.x : vtx.t_float.x;
vtx.t_int.xz = is_right ? lt.t_int.xz : vtx.t_int.xz;
bool is_bottom = ((vid & 2u) != 0u);
vtx.p.y = is_bottom ? lt.p.y : vtx.p.y;
vtx.t_float.y = is_bottom ? lt.t_float.y : vtx.t_float.y;
vtx.t_int.yw = is_bottom ? lt.t_int.yw : vtx.t_int.yw;
#endif
gl_Position = vtx.p;
VSout.t_float = vtx.t_float;
VSout.t_int = vtx.t_int;
VSout.c = vtx.c;
}
#endif // VS_EXPAND
#endif // VERTEX_SHADER
+39
View File
@@ -0,0 +1,39 @@
#ifdef VERTEX_SHADER
layout(location = 0) in vec2 Position;
layout(location = 1) in vec2 UV;
layout(location = 2) in vec4 Color;
layout(push_constant) uniform PushConstants
{
vec2 uScale;
vec2 uTranslate;
};
layout(location = 0) out vec2 Frag_UV;
layout(location = 1) out vec4 Frag_Color;
void vs_main()
{
Frag_UV = UV;
Frag_Color = Color;
gl_Position = vec4(Position * uScale + uTranslate, 0.0f, 1.0f);
}
#endif
#ifdef FRAGMENT_SHADER
layout(binding = 0) uniform sampler2D Texture;
layout(location = 0) in vec2 Frag_UV;
layout(location = 1) in vec4 Frag_Color;
layout(location = 0) out vec4 Out_Color;
void ps_main()
{
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
}
#endif
+14 -18
View File
@@ -35,7 +35,7 @@ void ps_main0()
const int vpos = int(gl_FragCoord.y); // vertical position of destination texture
if ((vpos & 1) == field)
o_col0 = texture(samp0, v_tex);
o_col0 = textureLod(samp0, v_tex, 0);
else
discard;
}
@@ -46,7 +46,7 @@ void ps_main0()
#ifdef ps_main1
void ps_main1()
{
o_col0 = texture(samp0, v_tex);
o_col0 = textureLod(samp0, v_tex, 0);
}
#endif
@@ -56,9 +56,9 @@ void ps_main1()
void ps_main2()
{
vec2 vstep = vec2(0.0f, ZrH.y);
vec4 c0 = texture(samp0, v_tex - vstep);
vec4 c1 = texture(samp0, v_tex);
vec4 c2 = texture(samp0, v_tex + vstep);
vec4 c0 = textureLod(samp0, v_tex - vstep, 0);
vec4 c1 = textureLod(samp0, v_tex, 0);
vec4 c2 = textureLod(samp0, v_tex + vstep, 0);
o_col0 = (c0 + c1 * 2.0f + c2) / 4.0f;
}
@@ -82,15 +82,11 @@ void ps_main3()
const int vres = int(ZrH.z) >> 1; // vertical resolution of source texture
const int lofs = ((((vres + 1) >> 1) << 1) - vres) & bank; // line alignment offset for bank 1
const int vpos = int(gl_FragCoord.y) + lofs; // vertical position of destination texture
const vec2 bofs = vec2(0.0f, 0.5f * bank); // vertical offset of the current bank relative to source texture size
const vec2 vscale = vec2(1.0f, 2.0f); // scaling factor from source to destination texture
const vec2 optr = v_tex - bofs; // used to check if the current destination line is within the current bank
const vec2 iptr = optr * vscale; // pointer to the current pixel in the source texture
// if the index of current destination line belongs to the current fiels we update it, otherwise
// we leave the old line in the destination buffer
if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field))
o_col0 = texture(samp0, iptr);
if ((vpos & 1) == field)
o_col0 = textureLod(samp0, v_tex, 0);
else
discard;
}
@@ -150,13 +146,13 @@ void ps_main4()
// calculating motion, only relevant for missing lines where the "center line" is pointed by p_t1
vec4 hn = texture(samp0, p_t0 - lofs); // new high pixel
vec4 cn = texture(samp0, p_t1); // new center pixel
vec4 ln = texture(samp0, p_t0 + lofs); // new low pixel
vec4 hn = textureLod(samp0, p_t0 - lofs, 0); // new high pixel
vec4 cn = textureLod(samp0, p_t1, 0); // new center pixel
vec4 ln = textureLod(samp0, p_t0 + lofs, 0); // new low pixel
vec4 ho = texture(samp0, p_t2 - lofs); // old high pixel
vec4 co = texture(samp0, p_t3); // old center pixel
vec4 lo = texture(samp0, p_t2 + lofs); // old low pixel
vec4 ho = textureLod(samp0, p_t2 - lofs, 0); // old high pixel
vec4 co = textureLod(samp0, p_t3, 0); // old center pixel
vec4 lo = textureLod(samp0, p_t2 + lofs, 0); // old low pixel
vec3 mh = hn.rgb - ho.rgb; // high pixel motion
vec3 mc = cn.rgb - co.rgb; // center pixel motion
@@ -181,7 +177,7 @@ void ps_main4()
if ((vpos & 1) == field) // output coordinate present on current field
{
// output coordinate present on current field
o_col0 = texture(samp0, p_t0);
o_col0 = textureLod(samp0, p_t0, 0);
}
else if ((iptr.y > 0.5f - lofs.y) || (iptr.y < 0.0 + lofs.y))
{
+175 -196
View File
@@ -2,7 +2,7 @@
// Vertex Shader
//////////////////////////////////////////////////////////////////////
#if defined(VERTEX_SHADER) || defined(GEOMETRY_SHADER)
#if defined(VERTEX_SHADER)
layout(std140, set = 0, binding = 0) uniform cb0
{
@@ -15,18 +15,6 @@ layout(std140, set = 0, binding = 0) uniform cb0
uint pad_cb0;
};
#endif
#ifdef VERTEX_SHADER
layout(location = 0) in vec2 a_st;
layout(location = 1) in uvec4 a_c;
layout(location = 2) in float a_q;
layout(location = 3) in uvec2 a_p;
layout(location = 4) in uint a_z;
layout(location = 5) in uvec2 a_uv;
layout(location = 6) in vec4 a_f;
layout(location = 0) out VSOutput
{
vec4 t;
@@ -39,17 +27,27 @@ layout(location = 0) out VSOutput
#endif
} vsOut;
#if VS_EXPAND == 0
layout(location = 0) in vec2 a_st;
layout(location = 1) in uvec4 a_c;
layout(location = 2) in float a_q;
layout(location = 3) in uvec2 a_p;
layout(location = 4) in uint a_z;
layout(location = 5) in uvec2 a_uv;
layout(location = 6) in vec4 a_f;
void main()
{
// Clamp to max depth, gs doesn't wrap
float z = min(a_z, MaxDepth);
uint z = min(a_z, MaxDepth);
// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
gl_Position = vec4(a_p, z, 1.0f) - vec4(0.05f, 0.05f, 0, 0);
gl_Position = vec4(a_p, float(z), 1.0f) - vec4(0.05f, 0.05f, 0, 0);
gl_Position.xy = gl_Position.xy * vec2(VertexScale.x, -VertexScale.y) - vec2(VertexOffset.x, -VertexOffset.y);
gl_Position.z *= exp2(-32.0f); // integer->float depth
gl_Position.y = -gl_Position.y;
@@ -81,214 +79,150 @@ void main()
gl_PointSize = PointSize.x;
#endif
vsOut.c = a_c;
vsOut.c = vec4(a_c);
vsOut.t.z = a_f.r;
}
#endif
#else // VS_EXPAND
#ifdef GEOMETRY_SHADER
layout(location = 0) in VSOutput
struct RawVertex
{
vec2 ST;
uint RGBA;
float Q;
uint XY;
uint Z;
uint UV;
uint FOG;
};
layout(std140, set = 0, binding = 2) readonly buffer VertexBuffer {
RawVertex vertex_buffer[];
};
struct ProcessedVertex
{
vec4 p;
vec4 t;
vec4 ti;
#if GS_IIP != 0
vec4 c;
vec4 c;
};
ProcessedVertex load_vertex(uint index)
{
RawVertex rvtx = vertex_buffer[gl_BaseVertexARB + index];
vec2 a_st = rvtx.ST;
uvec4 a_c = uvec4(bitfieldExtract(rvtx.RGBA, 0, 8), bitfieldExtract(rvtx.RGBA, 8, 8),
bitfieldExtract(rvtx.RGBA, 16, 8), bitfieldExtract(rvtx.RGBA, 24, 8));
float a_q = rvtx.Q;
uvec2 a_p = uvec2(bitfieldExtract(rvtx.XY, 0, 16), bitfieldExtract(rvtx.XY, 16, 16));
uint a_z = rvtx.Z;
uvec2 a_uv = uvec2(bitfieldExtract(rvtx.UV, 0, 16), bitfieldExtract(rvtx.UV, 16, 16));
vec4 a_f = unpackUnorm4x8(rvtx.FOG);
ProcessedVertex vtx;
uint z = min(a_z, MaxDepth);
vtx.p = vec4(a_p, float(z), 1.0f) - vec4(0.05f, 0.05f, 0, 0);
vtx.p.xy = vtx.p.xy * vec2(VertexScale.x, -VertexScale.y) - vec2(VertexOffset.x, -VertexOffset.y);
vtx.p.z *= exp2(-32.0f); // integer->float depth
vtx.p.y = -vtx.p.y;
#if VS_TME
vec2 uv = a_uv - TextureOffset;
vec2 st = a_st - TextureOffset;
vtx.ti.xy = uv * TextureScale;
#if VS_FST
vtx.ti.zw = uv;
#else
vtx.ti.zw = st / TextureScale;
#endif
vtx.t.xy = st;
vtx.t.w = a_q;
#else
flat vec4 c;
vtx.t = vec4(0.0f, 0.0f, 0.0f, 1.0f);
vtx.ti = vec4(0.0f);
#endif
} gsIn[];
layout(location = 0) out GSOutput
{
vec4 t;
vec4 ti;
#if GS_IIP != 0
vec4 c;
#else
flat vec4 c;
#endif
} gsOut;
vtx.c = a_c;
vtx.t.z = a_f.r;
void WriteVertex(vec4 pos, vec4 t, vec4 ti, vec4 c)
{
#if GS_FORWARD_PRIMID
gl_PrimitiveID = gl_PrimitiveIDIn;
#endif
gl_Position = pos;
gsOut.t = t;
gsOut.ti = ti;
gsOut.c = c;
EmitVertex();
return vtx;
}
//////////////////////////////////////////////////////////////////////
// Geometry Shader
//////////////////////////////////////////////////////////////////////
#if GS_PRIM == 0 && GS_POINT == 0
layout(points) in;
layout(points, max_vertices = 1) out;
void main()
{
WriteVertex(gl_in[0].gl_Position, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
EndPrimitive();
}
#elif GS_PRIM == 0 && GS_POINT == 1
layout(points) in;
layout(triangle_strip, max_vertices = 4) out;
void main()
{
// Transform a point to a NxN sprite
ProcessedVertex vtx;
uint vid = uint(gl_VertexIndex - gl_BaseVertexARB);
// Get new position
vec4 lt_p = gl_in[0].gl_Position;
vec4 rb_p = gl_in[0].gl_Position + vec4(PointSize.x, PointSize.y, 0.0f, 0.0f);
vec4 lb_p = rb_p;
vec4 rt_p = rb_p;
lb_p.x = lt_p.x;
rt_p.y = lt_p.y;
#if VS_EXPAND == 1 // Point
WriteVertex(lt_p, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
WriteVertex(lb_p, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
WriteVertex(rt_p, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
WriteVertex(rb_p, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
vtx = load_vertex(vid >> 2);
EndPrimitive();
}
vtx.p.x += ((vid & 1u) != 0u) ? PointSize.x : 0.0f;
vtx.p.y += ((vid & 2u) != 0u) ? PointSize.y : 0.0f;
#elif GS_PRIM == 1 && GS_LINE == 0
#elif VS_EXPAND == 2 // Line
layout(lines) in;
layout(line_strip, max_vertices = 2) out;
uint vid_base = vid >> 2;
void main()
{
#if GS_IIP == 0
WriteVertex(gl_in[0].gl_Position, gsIn[0].t, gsIn[0].ti, gsIn[1].c);
WriteVertex(gl_in[1].gl_Position, gsIn[1].t, gsIn[1].ti, gsIn[1].c);
bool is_bottom = (vid & 2u) != 0u;
bool is_right = (vid & 1u) != 0u;
#ifdef VS_PROVOKING_VERTEX_LAST
uint vid_other = is_bottom ? vid_base - 1 : vid_base + 1;
#else
WriteVertex(gl_in[0].gl_Position, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
WriteVertex(gl_in[1].gl_Position, gsIn[1].t, gsIn[1].ti, gsIn[1].c);
uint vid_other = is_bottom ? vid_base + 1 : vid_base - 1;
#endif
EndPrimitive();
}
vtx = load_vertex(vid_base);
ProcessedVertex other = load_vertex(vid_other);
#elif GS_PRIM == 1 && GS_LINE == 1
layout(lines) in;
layout(triangle_strip, max_vertices = 4) out;
void main()
{
// Transform a line to a thick line-sprite
vec4 left_t = gsIn[0].t;
vec4 left_ti = gsIn[0].ti;
vec4 left_c = gsIn[0].c;
vec4 right_t = gsIn[1].t;
vec4 right_ti = gsIn[1].ti;
vec4 right_c = gsIn[1].c;
vec4 lt_p = gl_in[0].gl_Position;
vec4 rt_p = gl_in[1].gl_Position;
// Potentially there is faster math
vec2 line_vector = normalize(rt_p.xy - lt_p.xy);
vec2 line_vector = normalize(vtx.p.xy - other.p.xy);
vec2 line_normal = vec2(line_vector.y, -line_vector.x);
vec2 line_width = (line_normal * PointSize) / 2.0;
vec2 line_width = (line_normal * PointSize) / 2;
// line_normal is inverted for bottom point
vec2 offset = ((uint(is_bottom) ^ uint(is_right)) != 0u) ? line_width : -line_width;
vtx.p.xy += offset;
lt_p.xy -= line_width;
rt_p.xy -= line_width;
vec4 lb_p = gl_in[0].gl_Position + vec4(line_width, 0.0, 0.0);
vec4 rb_p = gl_in[1].gl_Position + vec4(line_width, 0.0, 0.0);
// Lines will be run as (0 1 2) (1 2 3)
// This means that both triangles will have a point based off the top line point as their first point
// So we don't have to do anything for !IIP
#if GS_IIP == 0
left_c = right_c;
#endif
#elif VS_EXPAND == 3 // Sprite
WriteVertex(lt_p, left_t, left_ti, left_c);
WriteVertex(lb_p, left_t, left_ti, left_c);
WriteVertex(rt_p, right_t, right_ti, right_c);
WriteVertex(rb_p, right_t, right_ti, right_c);
EndPrimitive();
}
// Sprite points are always in pairs
uint vid_base = vid >> 1;
uint vid_lt = vid_base & ~1u;
uint vid_rb = vid_base | 1u;
#elif GS_PRIM == 2
ProcessedVertex lt = load_vertex(vid_lt);
ProcessedVertex rb = load_vertex(vid_rb);
vtx = rb;
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
bool is_right = ((vid & 1u) != 0u);
vtx.p.x = is_right ? lt.p.x : vtx.p.x;
vtx.t.x = is_right ? lt.t.x : vtx.t.x;
vtx.ti.xz = is_right ? lt.ti.xz : vtx.ti.xz;
void main()
{
#if GS_IIP == 0
WriteVertex(gl_in[0].gl_Position, gsIn[0].t, gsIn[0].ti, gsIn[2].c);
WriteVertex(gl_in[1].gl_Position, gsIn[1].t, gsIn[1].ti, gsIn[2].c);
WriteVertex(gl_in[2].gl_Position, gsIn[2].t, gsIn[2].ti, gsIn[2].c);
#else
WriteVertex(gl_in[0].gl_Position, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
WriteVertex(gl_in[1].gl_Position, gsIn[1].t, gsIn[1].ti, gsIn[0].c);
WriteVertex(gl_in[2].gl_Position, gsIn[2].t, gsIn[2].ti, gsIn[0].c);
#endif
EndPrimitive();
}
#elif GS_PRIM == 3
layout(lines) in;
layout(triangle_strip, max_vertices = 4) out;
void main()
{
vec4 lt_p = gl_in[0].gl_Position;
vec4 lt_t = gsIn[0].t;
vec4 lt_ti = gsIn[0].ti;
vec4 lt_c = gsIn[0].c;
vec4 rb_p = gl_in[1].gl_Position;
vec4 rb_t = gsIn[1].t;
vec4 rb_ti = gsIn[1].ti;
vec4 rb_c = gsIn[1].c;
// flat depth
lt_p.z = rb_p.z;
// flat fog and texture perspective
lt_t.zw = rb_t.zw;
// flat color
lt_c = rb_c;
// Swap texture and position coordinate
vec4 lb_p = rb_p;
vec4 lb_t = rb_t;
vec4 lb_ti = rb_ti;
vec4 lb_c = rb_c;
lb_p.x = lt_p.x;
lb_t.x = lt_t.x;
lb_ti.x = lt_ti.x;
lb_ti.z = lt_ti.z;
vec4 rt_p = rb_p;
vec4 rt_t = rb_t;
vec4 rt_ti = rb_ti;
vec4 rt_c = rb_c;
rt_p.y = lt_p.y;
rt_t.y = lt_t.y;
rt_ti.y = lt_ti.y;
rt_ti.w = lt_ti.w;
WriteVertex(lt_p, lt_t, lt_ti, lt_c);
WriteVertex(lb_p, lb_t, lb_ti, lb_c);
WriteVertex(rt_p, rt_t, rt_ti, rt_c);
WriteVertex(rb_p, rb_t, rb_ti, rb_c);
EndPrimitive();
}
bool is_bottom = ((vid & 2u) != 0u);
vtx.p.y = is_bottom ? lt.p.y : vtx.p.y;
vtx.t.y = is_bottom ? lt.t.y : vtx.t.y;
vtx.ti.yw = is_bottom ? lt.ti.yw : vtx.ti.yw;
#endif
#endif
gl_Position = vtx.p;
vsOut.t = vtx.t;
vsOut.ti = vtx.ti;
vsOut.c = vtx.c;
}
#endif // VS_EXPAND
#endif // VERTEX_SHADER
#ifdef FRAGMENT_SHADER
@@ -356,6 +290,8 @@ void main()
#define PS_FEEDBACK_LOOP_IS_NEEDED (PS_TEX_IS_FB == 1 || PS_FBMASK || SW_BLEND_NEEDS_RT || (PS_DATE >= 5))
#define NEEDS_TEX (PS_TFX != 4)
layout(std140, set = 0, binding = 1) uniform cb1
{
vec3 FogColor;
@@ -394,8 +330,10 @@ layout(location = 0, index = 1) out vec4 o_col1;
layout(location = 0) out vec4 o_col0;
#endif
#if NEEDS_TEX
layout(set = 1, binding = 0) uniform sampler2D Texture;
layout(set = 1, binding = 1) uniform texture2D Palette;
#endif
#if PS_FEEDBACK_LOOP_IS_NEEDED
#ifndef DISABLE_TEXTURE_BARRIER
@@ -411,10 +349,14 @@ layout(set = 1, binding = 1) uniform texture2D Palette;
layout(set = 2, binding = 1) uniform texture2D PrimMinTexture;
#endif
#if NEEDS_TEX
vec4 sample_c(vec2 uv)
{
#if PS_TEX_IS_FB
return sample_from_rt();
#elif PS_REGION_RECT
return texelFetch(Texture, ivec2(uv), 0);
#else
#if PS_POINT_SAMPLER
// Weird issue with ATI/AMD cards,
@@ -477,7 +419,15 @@ vec4 clamp_wrap_uv(vec4 uv)
#if PS_WMS == PS_WMT
{
#if PS_WMS == 2
#if PS_REGION_RECT == 1 && PS_WMS == 0
{
uv = fract(uv);
}
#elif PS_REGION_RECT == 1 && PS_WMS == 1
{
uv = clamp(uv, vec4(0.0f), vec4(1.0f));
}
#elif PS_WMS == 2
{
uv = clamp(uv, MinMax.xyxy, MinMax.zwzw);
}
@@ -494,7 +444,15 @@ vec4 clamp_wrap_uv(vec4 uv)
}
#else
{
#if PS_WMS == 2
#if PS_REGION_RECT == 1 && PS_WMS == 0
{
uv.xz = fract(uv.xz);
}
#elif PS_REGION_RECT == 1 && PS_WMS == 1
{
uv.xz = clamp(uv.xz, vec2(0.0f), vec2(1.0f));
}
#elif PS_WMS == 2
{
uv.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
}
@@ -506,7 +464,15 @@ vec4 clamp_wrap_uv(vec4 uv)
uv.xz = vec2((uvec2(uv.xz * tex_size.xx) & floatBitsToUint(MinMax.xx)) | floatBitsToUint(MinMax.zz)) / tex_size.xx;
}
#endif
#if PS_WMT == 2
#if PS_REGION_RECT == 1 && PS_WMT == 0
{
uv.yw = fract(uv.yw);
}
#elif PS_REGION_RECT == 1 && PS_WMT == 1
{
uv.yw = clamp(uv.yw, vec2(0.0f), vec2(1.0f));
}
#elif PS_WMT == 2
{
uv.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
}
@@ -521,6 +487,11 @@ vec4 clamp_wrap_uv(vec4 uv)
}
#endif
#if PS_REGION_RECT == 1
// Normalized -> Integer Coordinates.
uv = clamp(uv * WH.zwzw + STRange.xyxy, STRange.xyxy, STRange.zwzw);
#endif
return uv;
}
@@ -647,8 +618,12 @@ ivec2 clamp_wrap_uv_depth(ivec2 uv)
vec4 sample_depth(vec2 st, ivec2 pos)
{
vec2 uv_f = vec2(clamp_wrap_uv_depth(ivec2(st))) * vec2(ScaledScaleFactor);
ivec2 uv = ivec2(uv_f);
#if PS_REGION_RECT == 1
uv_f = clamp(uv_f + STRange.xy, STRange.xy, STRange.zw);
#endif
ivec2 uv = ivec2(uv_f);
vec4 t = vec4(0.0f);
#if (PS_TALES_OF_ABYSS_HLE == 1)
@@ -797,7 +772,7 @@ vec4 sample_color(vec2 st)
mat4 c;
vec2 dd;
#if PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_WMS < 2 && PS_WMT < 2
#if PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_REGION_RECT == 0 && PS_WMS < 2 && PS_WMT < 2
{
c[0] = sample_c(st);
}
@@ -854,6 +829,8 @@ vec4 sample_color(vec2 st)
return trunc(t * 255.0f + 0.05f);
}
#endif // NEEDS_TEX
vec4 tfx(vec4 T, vec4 C)
{
vec4 C_out;
@@ -931,7 +908,9 @@ vec4 ps_color()
vec2 st_int = vsIn.ti.zw;
#endif
#if PS_CHANNEL_FETCH == 1
#if !NEEDS_TEX
vec4 T = vec4(0.0f);
#elif PS_CHANNEL_FETCH == 1
vec4 T = fetch_red(ivec2(gl_FragCoord.xy));
#elif PS_CHANNEL_FETCH == 2
vec4 T = fetch_green(ivec2(gl_FragCoord.xy));
-113
View File
@@ -1,113 +0,0 @@
set(wx_sdl_c_code "
#include <wx/setup.h>
#if (wxUSE_LIBSDL == 0)
#error cmake_WX_SDL
#endif
int main()
{
return 0;
}
")
set(gcc7_mmx_code "
#include <stdio.h>
#include <stdint.h>
#include <xmmintrin.h>
#include <emmintrin.h>
class alignas(16) GSVector4i
{
public:
__m128i m;
explicit GSVector4i(__m128i m)
{
this->m = m;
}
static void storel(void* p, const GSVector4i& v)
{
_mm_storel_epi64((__m128i*)p, v.m);
}
static GSVector4i loadl(const void* p)
{
return GSVector4i(_mm_loadl_epi64((__m128i*)p));
}
bool eq(const GSVector4i& v) const
{
return _mm_movemask_epi8(_mm_cmpeq_epi32(m, v.m)) == 0xffff;
}
};
union GIFRegTRXPOS
{
unsigned long long u64;
void operator = (const GSVector4i& v) {GSVector4i::storel(this, v);}
bool operator != (const union GIFRegTRXPOS& r) const {return !((GSVector4i)r).eq(*this);}
operator GSVector4i() const {return GSVector4i::loadl(this);}
};
extern GIFRegTRXPOS TRXPOS;
GIFRegTRXPOS TRXPOS = {};
void GIFRegHandlerTRXPOS(const GIFRegTRXPOS& p)
{
if(p != TRXPOS)
{
printf(\"foo\");
}
TRXPOS = (GSVector4i)p;
}
int main()
{
GIFRegTRXPOS r = {};
GIFRegHandlerTRXPOS(r);
uint16_t fpu[16] = {0};
__asm__ __volatile__(\"fstenv %0\" : \"=m\"(fpu));
bool ok = fpu[4] == 0xFFFF;
if (!ok) {
printf(\"Wrong MMX state !\");
exit(1);
}
return 0;
}
")
function(GCC7_BUG)
# try_run doesn't work when cross-compiling is enabled. It is completely silly in our case
# as i386 binaries are 100% fine on x64.
set(OLD_CMAKE_CROSSCOMPILING ${CMAKE_CROSSCOMPILING})
set(CMAKE_CROSSCOMPILING 0)
set(IN "${CMAKE_BINARY_DIR}/gcc7_mmx.cpp")
file(WRITE "${IN}" "${gcc7_mmx_code}")
enable_language(CXX)
try_run(
run_result
compile_result_unused
"${CMAKE_BINARY_DIR}"
"${IN}"
CMAKE_FLAGS "-DCOMPILE_DEFINITIONS:STRING=-msse -msse2 -O2 -m32 -march=i686"
)
if (${run_result})
message(FATAL_ERROR "GCC 7.0/7.1 generates invalid code => https://gcc.gnu.org/bugzilla/show_bug.cgi?id=80799\n"
"You can either backport the fix or swith to another version of GCC.")
endif()
set(CMAKE_CROSSCOMPILING ${OLD_CMAKE_CROSSCOMPILING})
endfunction()
+10 -28
View File
@@ -34,6 +34,7 @@ if(UNIX AND NOT APPLE)
option(USE_LEGACY_USER_DIRECTORY "Use legacy home/PCSX2 user directory instead of XDG standard" OFF)
option(X11_API "Enable X11 support" ON)
option(WAYLAND_API "Enable Wayland support" ON)
option(DBUS_API "Enable DBus support for screensaver inhibiting" ON)
endif()
if(APPLE)
@@ -52,9 +53,6 @@ if(MSVC AND CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
elseif(CMAKE_CXX_COMPILER_ID STREQUAL "Clang" OR CMAKE_CXX_COMPILER_ID STREQUAL "AppleClang")
set(USE_CLANG TRUE)
message(STATUS "Building with Clang/LLVM.")
elseif(CMAKE_CXX_COMPILER_ID STREQUAL "Intel")
set(USE_ICC TRUE)
message(STATUS "Building with Intel's ICC.")
elseif(CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
set(USE_GCC TRUE)
message(STATUS "Building with GNU GCC")
@@ -106,21 +104,13 @@ include(TargetArch)
target_architecture(PCSX2_TARGET_ARCHITECTURES)
if(${PCSX2_TARGET_ARCHITECTURES} MATCHES "x86_64")
message(STATUS "Compiling a ${PCSX2_TARGET_ARCHITECTURES} build on a ${CMAKE_HOST_SYSTEM_PROCESSOR} host.")
else()
message(FATAL_ERROR "Unsupported architecture: ${PCSX2_TARGET_ARCHITECTURES}")
endif()
if(${PCSX2_TARGET_ARCHITECTURES} MATCHES "x86_64")
# x86_64 requires -fPIC
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
if(NOT DEFINED ARCH_FLAG AND NOT MSVC)
if (DISABLE_ADVANCE_SIMD)
if (USE_ICC)
set(ARCH_FLAG "-msse2 -msse4.1")
else()
set(ARCH_FLAG "-msse -msse2 -msse4.1 -mfxsr")
endif()
set(ARCH_FLAG "-msse -msse2 -msse4.1 -mfxsr")
else()
#set(ARCH_FLAG "-march=native -fabi-version=6")
set(ARCH_FLAG "-march=native")
@@ -132,9 +122,6 @@ if(${PCSX2_TARGET_ARCHITECTURES} MATCHES "x86_64")
set(_ARCH_64 1)
set(_M_X86 1)
else()
# All but i386 requires -fPIC
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
message(FATAL_ERROR "Unsupported architecture: ${PCSX2_TARGET_ARCHITECTURES}")
endif()
string(REPLACE " " ";" ARCH_FLAG_LIST "${ARCH_FLAG}")
@@ -169,6 +156,12 @@ if(WIN32)
list(APPEND PCSX2_DEFS TIXML_USE_STL _SCL_SECURE_NO_WARNINGS _UNICODE UNICODE)
endif()
# Enable debug information in release builds for Linux.
# Makes the backtrace actually meaningful.
if(UNIX AND NOT APPLE)
add_compile_options($<$<CONFIG:Release>:-g1>)
endif()
if(MSVC)
# Enable PDB generation in release builds
add_compile_options(
@@ -214,24 +207,13 @@ endif()
if (MSVC)
set(DEFAULT_WARNINGS)
else()
set(DEFAULT_WARNINGS -Wall -Wextra -Wno-attributes -Wno-unused-function -Wno-unused-parameter -Wno-missing-field-initializers -Wno-format -Wno-format-security)
if (NOT USE_ICC)
list(APPEND DEFAULT_WARNINGS -Wno-unused-value)
endif()
set(DEFAULT_WARNINGS -Wall -Wextra -Wno-attributes -Wno-unused-function -Wno-unused-parameter -Wno-missing-field-initializers -Wno-format -Wno-format-security -Wno-unused-value)
endif()
if (USE_GCC)
list(APPEND DEFAULT_WARNINGS -Wno-stringop-truncation -Wno-stringop-overflow -Wno-maybe-uninitialized )
endif()
# -Wstrict-aliasing=n: to fix one day aliasing issue. n=1/2/3
if (USE_ICC)
set(AGGRESSIVE_WARNING -Wstrict-aliasing)
elseif(NOT MSVC)
set(AGGRESSIVE_WARNING -Wstrict-aliasing -Wstrict-overflow=1)
endif()
if (USE_PGO_GENERATE OR USE_PGO_OPTIMIZE)
add_compile_options("-fprofile-dir=${CMAKE_SOURCE_DIR}/profile")
endif()
@@ -258,7 +240,7 @@ if(USE_CLANG AND TIMETRACE)
add_compile_options(-ftime-trace)
endif()
set(PCSX2_WARNINGS ${DEFAULT_WARNINGS} ${AGGRESSIVE_WARNING})
set(PCSX2_WARNINGS ${DEFAULT_WARNINGS})
if(DISABLE_BUILD_DATE)
message(STATUS "Disabling the inclusion of the binary compile date.")
+31
View File
@@ -0,0 +1,31 @@
# - Try to find libbacktrace
# Once done this will define
# LIBBACKTRACE_FOUND - System has libbacktrace
# LIBBACKTRACE_INCLUDE_DIRS - The libbacktrace include directories
# LIBBACKTRACE_LIBRARIES - The libraries needed to use libbacktrace
FIND_PATH(
LIBBACKTRACE_INCLUDE_DIR backtrace.h
HINTS /usr/include /usr/local/include
${LIBBACKTRACE_PATH_INCLUDES}
)
FIND_LIBRARY(
LIBBACKTRACE_LIBRARY
NAMES backtrace
PATHS ${ADDITIONAL_LIBRARY_PATHS} ${LIBBACKTRACE_PATH_LIB}
)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(Libbacktrace DEFAULT_MSG
LIBBACKTRACE_LIBRARY LIBBACKTRACE_INCLUDE_DIR)
if(LIBBACKTRACE_FOUND)
add_library(libbacktrace::libbacktrace UNKNOWN IMPORTED)
set_target_properties(libbacktrace::libbacktrace PROPERTIES
IMPORTED_LOCATION ${LIBBACKTRACE_LIBRARY}
INTERFACE_INCLUDE_DIRECTORIES ${LIBBACKTRACE_INCLUDE_DIR}
)
endif()
mark_as_advanced(LIBBACKTRACE_INCLUDE_DIR LIBBACKTRACE_LIBRARY)
+6 -16
View File
@@ -12,21 +12,12 @@ find_path(VTUNE_INCLUDE_DIRS NAMES jitprofiling.h PATHS
/opt/intel/vtune_amplifier_xe_2016/include
)
if(${PCSX2_TARGET_ARCHITECTURES} MATCHES "i386")
find_library(VTUNE_LIBRARIES NAMES libjitprofiling.a PATHS
/opt/intel/oneapi/vtune/latest/lib32
/opt/intel/vtune_amplifier_xe_2018/lib32
/opt/intel/vtune_amplifier_xe_2017/lib32
/opt/intel/vtune_amplifier_xe_2016/lib32
)
else()
find_library(VTUNE_LIBRARIES NAMES libjitprofiling.a PATHS
/opt/intel/oneapi/vtune/latest/lib64
/opt/intel/vtune_amplifier_xe_2018/lib64
/opt/intel/vtune_amplifier_xe_2017/lib64
/opt/intel/vtune_amplifier_xe_2016/lib64
)
endif()
find_library(VTUNE_LIBRARIES NAMES libjitprofiling.a PATHS
/opt/intel/oneapi/vtune/latest/lib64
/opt/intel/vtune_amplifier_xe_2018/lib64
/opt/intel/vtune_amplifier_xe_2017/lib64
/opt/intel/vtune_amplifier_xe_2016/lib64
)
# handle the QUIETLY and REQUIRED arguments and set VTUNE_FOUND to TRUE if
# all listed variables are TRUE
@@ -41,4 +32,3 @@ if(VTUNE_LIBRARIES AND NOT TARGET Vtune::Vtune)
endif()
mark_as_advanced(VTUNE_FOUND VTUNE_INCLUDE_DIRS VTUNE_LIBRARIES)
+7 -13
View File
@@ -86,6 +86,8 @@ else()
if(WAYLAND_API)
find_package(Wayland REQUIRED)
endif()
find_package(Libbacktrace)
endif()
endif(WIN32)
@@ -100,18 +102,7 @@ if(ENABLE_TESTS)
endif()
endif()
#----------------------------------------
# Check correctness of the parameter
# Note: wxWidgets_INCLUDE_DIRS must be defined
#----------------------------------------
include(ApiValidation)
# Blacklist bad GCC
if(GCC_VERSION VERSION_EQUAL "7.0" OR GCC_VERSION VERSION_EQUAL "7.1")
GCC7_BUG()
endif()
if((GCC_VERSION VERSION_EQUAL "9.0" OR GCC_VERSION VERSION_GREATER "9.0") AND GCC_VERSION LESS "9.2")
if(GCC_VERSION VERSION_GREATER_EQUAL "9.0" AND GCC_VERSION VERSION_LESS "9.2")
message(WARNING "
It looks like you are compiling with 9.0.x or 9.1.x. Using these versions is not recommended,
as there is a bug known to cause the compiler to segfault while compiling. See patch
@@ -132,7 +123,7 @@ find_optional_system_library(libzip 3rdparty/libzip 1.8.0)
if(QT_BUILD)
# Default to bundled Qt6 for Windows.
if(WIN32 AND NOT DEFINED Qt6_DIR)
set(Qt6_DIR ${CMAKE_SOURCE_DIR}/3rdparty/qt/6.4.0/msvc2022_64/lib/cmake/Qt6)
set(Qt6_DIR ${CMAKE_SOURCE_DIR}/3rdparty/qt/6.5.0/msvc2022_64/lib/cmake/Qt6)
endif()
# Find the Qt components that we need.
@@ -152,6 +143,9 @@ if(QT_BUILD)
# rcheevos backend for RetroAchievements.
if(USE_ACHIEVEMENTS)
add_subdirectory(3rdparty/rcheevos EXCLUDE_FROM_ALL)
if(WIN32)
add_subdirectory(3rdparty/rainterface EXCLUDE_FROM_ALL)
endif()
endif()
# Discord-RPC library for rich presence.
+13
View File
@@ -218,6 +218,14 @@ if(APPLE)
target_link_options(common PRIVATE -fobjc-link-runtime)
endif()
if(DBUS_API)
target_compile_definitions(common PRIVATE DBUS_API)
find_package(PkgConfig REQUIRED)
pkg_check_modules(DBUS REQUIRED dbus-1)
target_include_directories(common PRIVATE ${DBUS_INCLUDE_DIRS})
target_link_libraries(common PRIVATE ${DBUS_LINK_LIBRARIES})
endif()
if(USE_OPENGL)
if(WIN32)
target_sources(common PRIVATE
@@ -288,6 +296,11 @@ if(NOT WIN32 AND (QT_BUILD OR NOGUI_BUILD))
target_link_libraries(common PRIVATE CURL::libcurl)
endif()
if(UNIX AND NOT APPLE AND TARGET libbacktrace::libbacktrace)
target_compile_definitions(common PRIVATE "HAS_LIBBACKTRACE=1")
target_link_libraries(common PRIVATE libbacktrace::libbacktrace)
endif()
target_link_libraries(common PRIVATE
${LIBC_LIBRARIES}
PNG::PNG
+194 -1
View File
@@ -1,5 +1,5 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
* Copyright (C) 2002-2023 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
@@ -215,6 +215,199 @@ void CrashHandler::Uninstall()
}
}
#elif defined(HAS_LIBBACKTRACE)
#include "FileSystem.h"
#include <backtrace.h>
#include <signal.h>
#include <sys/mman.h>
#include <unistd.h>
#include <cstdarg>
#include <cstdio>
#include <mutex>
namespace CrashHandler
{
struct BacktraceBuffer
{
char* buffer;
size_t used;
size_t size;
};
static const char* GetSignalName(int signal_no);
static void AllocateBuffer(BacktraceBuffer* buf);
static void FreeBuffer(BacktraceBuffer* buf);
static void AppendToBuffer(BacktraceBuffer* buf, const char* format, ...);
static int BacktraceFullCallback(void* data, uintptr_t pc, const char* filename, int lineno, const char* function);
static void CallExistingSignalHandler(int signal, siginfo_t* siginfo, void* ctx);
static void CrashSignalHandler(int signal, siginfo_t* siginfo, void* ctx);
static std::recursive_mutex s_crash_mutex;
static bool s_in_signal_handler = false;
static backtrace_state* s_backtrace_state = nullptr;
static struct sigaction s_old_sigbus_action;
static struct sigaction s_old_sigsegv_action;
}
const char* CrashHandler::GetSignalName(int signal_no)
{
switch (signal_no)
{
// Don't need to list all of them, there's only a couple we register.
// clang-format off
case SIGSEGV: return "SIGSEGV";
case SIGBUS: return "SIGBUS";
default: return "UNKNOWN";
// clang-format on
}
}
void CrashHandler::AllocateBuffer(BacktraceBuffer* buf)
{
buf->used = 0;
buf->size = __pagesize;
buf->buffer = static_cast<char*>(mmap(nullptr, buf->size, PROT_READ | PROT_WRITE, MAP_ANONYMOUS | MAP_PRIVATE, -1, 0));
if (buf->buffer == static_cast<char*>(MAP_FAILED))
{
buf->buffer = nullptr;
buf->size = 0;
}
}
void CrashHandler::FreeBuffer(BacktraceBuffer* buf)
{
if (buf->buffer)
munmap(buf->buffer, buf->size);
}
void CrashHandler::AppendToBuffer(BacktraceBuffer* buf, const char* format, ...)
{
std::va_list ap;
va_start(ap, format);
// Hope this doesn't allocate memory... it *can*, but hopefully unlikely since
// it won't be the first call, and we're providing the buffer.
if (buf->size > 0 && buf->used < (buf->size - 1))
{
const int written = std::vsnprintf(buf->buffer + buf->used, buf->size - buf->used, format, ap);
if (written > 0)
buf->used += static_cast<size_t>(written);
}
va_end(ap);
}
int CrashHandler::BacktraceFullCallback(void* data, uintptr_t pc, const char* filename, int lineno, const char* function)
{
BacktraceBuffer* buf = static_cast<BacktraceBuffer*>(data);
AppendToBuffer(buf, " %016p", pc);
if (function)
AppendToBuffer(buf, " %s", function);
if (filename)
AppendToBuffer(buf, " [%s:%d]", filename, lineno);
AppendToBuffer(buf, "\n");
return 0;
}
void CrashHandler::CallExistingSignalHandler(int signal, siginfo_t* siginfo, void* ctx)
{
const struct sigaction& sa = (signal == SIGBUS) ? s_old_sigbus_action : s_old_sigsegv_action;
if (sa.sa_flags & SA_SIGINFO)
{
sa.sa_sigaction(signal, siginfo, ctx);
}
else if (sa.sa_handler == SIG_DFL)
{
// Re-raising the signal would just queue it, and since we'd restore the handler back to us,
// we'd end up right back here again. So just abort, because that's probably what it'd do anyway.
abort();
}
else if (sa.sa_handler != SIG_IGN)
{
sa.sa_handler(signal);
}
}
void CrashHandler::CrashSignalHandler(int signal, siginfo_t* siginfo, void* ctx)
{
std::unique_lock lock(s_crash_mutex);
// If we crash somewhere in libbacktrace, don't bother trying again.
if (!s_in_signal_handler)
{
s_in_signal_handler = true;
#if defined(__APPLE__) && defined(__x86_64__)
void* const exception_pc = reinterpret_cast<void*>(static_cast<ucontext_t*>(ctx)->uc_mcontext->__ss.__rip);
#elif defined(__FreeBSD__) && defined(__x86_64__)
void* const exception_pc = reinterpret_cast<void*>(static_cast<ucontext_t*>(ctx)->uc_mcontext.mc_rip);
#elif defined(__x86_64__)
void* const exception_pc = reinterpret_cast<void*>(static_cast<ucontext_t*>(ctx)->uc_mcontext.gregs[REG_RIP]);
#else
void* const exception_pc = nullptr;
#endif
BacktraceBuffer buf;
AllocateBuffer(&buf);
AppendToBuffer(&buf, "*************** Unhandled %s at %p ***************\n", GetSignalName(signal), exception_pc);
const int rc = backtrace_full(s_backtrace_state, 0, BacktraceFullCallback, nullptr, &buf);
if (rc != 0)
AppendToBuffer(&buf, " backtrace_full() failed: %d\n");
AppendToBuffer(&buf, "*******************************************************************\n");
if (buf.used > 0)
write(STDERR_FILENO, buf.buffer, buf.used);
FreeBuffer(&buf);
s_in_signal_handler = false;
}
// Chances are we're not going to have anything else to call, but just in case.
lock.unlock();
CallExistingSignalHandler(signal, siginfo, ctx);
}
bool CrashHandler::Install()
{
const std::string progpath = FileSystem::GetProgramPath();
s_backtrace_state = backtrace_create_state(progpath.empty() ? nullptr : progpath.c_str(), 0, nullptr, nullptr);
if (!s_backtrace_state)
return false;
struct sigaction sa;
sigemptyset(&sa.sa_mask);
sa.sa_flags = SA_SIGINFO | SA_NODEFER;
sa.sa_sigaction = CrashSignalHandler;
if (sigaction(SIGBUS, &sa, &s_old_sigbus_action) != 0)
return false;
if (sigaction(SIGSEGV, &sa, &s_old_sigsegv_action) != 0)
return false;
return true;
}
void CrashHandler::SetWriteDirectory(const std::string_view& dump_directory)
{
}
void CrashHandler::WriteDumpForCaller()
{
}
void CrashHandler::Uninstall()
{
// We can't really unchain the signal handlers... so, YOLO.
}
#else
bool CrashHandler::Install()
+15 -14
View File
@@ -41,10 +41,7 @@ D3D11::ShaderCache::ShaderCache() = default;
D3D11::ShaderCache::~ShaderCache()
{
if (m_index_file)
std::fclose(m_index_file);
if (m_blob_file)
std::fclose(m_blob_file);
Close();
}
bool D3D11::ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
@@ -82,6 +79,20 @@ bool D3D11::ShaderCache::Open(std::string_view base_path, D3D_FEATURE_LEVEL feat
return true;
}
void D3D11::ShaderCache::Close()
{
if (m_index_file)
{
std::fclose(m_index_file);
m_index_file = nullptr;
}
if (m_blob_file)
{
std::fclose(m_blob_file);
m_blob_file = nullptr;
}
}
bool D3D11::ShaderCache::CreateNew(const std::string& index_filename, const std::string& blob_filename)
{
if (FileSystem::FileExists(index_filename.c_str()))
@@ -326,16 +337,6 @@ bool D3D11::ShaderCache::GetVertexShaderAndInputLayout(ID3D11Device* device,
return true;
}
wil::com_ptr_nothrow<ID3D11GeometryShader> D3D11::ShaderCache::GetGeometryShader(ID3D11Device* device,
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
{
wil::com_ptr_nothrow<ID3DBlob> blob = GetShaderBlob(ShaderCompiler::Type::Geometry, shader_code, macros, entry_point);
if (!blob)
return {};
return D3D11::ShaderCompiler::CreateGeometryShader(device, blob.get());
}
wil::com_ptr_nothrow<ID3D11PixelShader> D3D11::ShaderCache::GetPixelShader(ID3D11Device* device,
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
{
+1 -4
View File
@@ -38,6 +38,7 @@ namespace D3D11
bool UsingDebugShaders() const { return m_debug; }
bool Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, u32 version, bool debug);
void Close();
wil::com_ptr_nothrow<ID3DBlob> GetShaderBlob(ShaderCompiler::Type type, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
@@ -50,9 +51,6 @@ namespace D3D11
const D3D11_INPUT_ELEMENT_DESC* layout, size_t layout_size,
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
wil::com_ptr_nothrow<ID3D11GeometryShader> GetGeometryShader(ID3D11Device* device, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
wil::com_ptr_nothrow<ID3D11PixelShader> GetPixelShader(ID3D11Device* device, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
@@ -103,7 +101,6 @@ namespace D3D11
bool CreateNew(const std::string& index_filename, const std::string& blob_filename);
bool ReadExisting(const std::string& index_filename, const std::string& blob_filename);
void Close();
wil::com_ptr_nothrow<ID3DBlob> CompileAndAddShaderBlob(const CacheIndexKey& key, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros, const char* entry_point);
+4 -33
View File
@@ -31,21 +31,21 @@ wil::com_ptr_nothrow<ID3DBlob> D3D11::ShaderCompiler::CompileShader(Type type, D
{
case D3D_FEATURE_LEVEL_10_0:
{
static constexpr std::array<const char*, 4> targets = {{"vs_4_0", "gs_4_0", "ps_4_0", "cs_4_0"}};
static constexpr std::array<const char*, 4> targets = {{"vs_4_0", "ps_4_0", "cs_4_0"}};
target = targets[static_cast<int>(type)];
}
break;
case D3D_FEATURE_LEVEL_10_1:
{
static constexpr std::array<const char*, 4> targets = {{"vs_4_1", "gs_4_1", "ps_4_1", "cs_4_1"}};
static constexpr std::array<const char*, 4> targets = {{"vs_4_1", "ps_4_1", "cs_4_1"}};
target = targets[static_cast<int>(type)];
}
break;
case D3D_FEATURE_LEVEL_11_0:
{
static constexpr std::array<const char*, 4> targets = {{"vs_5_0", "gs_5_0", "ps_5_0", "cs_5_0"}};
static constexpr std::array<const char*, 4> targets = {{"vs_5_0", "ps_5_0", "cs_5_0"}};
target = targets[static_cast<int>(type)];
}
break;
@@ -53,7 +53,7 @@ wil::com_ptr_nothrow<ID3DBlob> D3D11::ShaderCompiler::CompileShader(Type type, D
case D3D_FEATURE_LEVEL_11_1:
default:
{
static constexpr std::array<const char*, 4> targets = {{"vs_5_1", "gs_5_1", "ps_5_1", "cs_5_1"}};
static constexpr std::array<const char*, 4> targets = {{"vs_5_1", "ps_5_1", "cs_5_1"}};
target = targets[static_cast<int>(type)];
}
break;
@@ -108,16 +108,6 @@ wil::com_ptr_nothrow<ID3D11VertexShader> D3D11::ShaderCompiler::CompileAndCreate
return CreateVertexShader(device, blob.get());
}
wil::com_ptr_nothrow<ID3D11GeometryShader> D3D11::ShaderCompiler::CompileAndCreateGeometryShader(ID3D11Device* device, bool debug,
const std::string_view& code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
{
wil::com_ptr_nothrow<ID3DBlob> blob = CompileShader(Type::Geometry, device->GetFeatureLevel(), debug, code, macros, entry_point);
if (!blob)
return {};
return CreateGeometryShader(device, blob.get());
}
wil::com_ptr_nothrow<ID3D11PixelShader> D3D11::ShaderCompiler::CompileAndCreatePixelShader(ID3D11Device* device, bool debug,
const std::string_view& code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
{
@@ -157,25 +147,6 @@ wil::com_ptr_nothrow<ID3D11VertexShader> D3D11::ShaderCompiler::CreateVertexShad
const_cast<ID3DBlob*>(blob)->GetBufferSize());
}
wil::com_ptr_nothrow<ID3D11GeometryShader> D3D11::ShaderCompiler::CreateGeometryShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
{
wil::com_ptr_nothrow<ID3D11GeometryShader> shader;
const HRESULT hr = device->CreateGeometryShader(bytecode, bytecode_length, nullptr, shader.put());
if (FAILED(hr))
{
Console.Error("Failed to create geometry shader: 0x%08X", hr);
return {};
}
return shader;
}
wil::com_ptr_nothrow<ID3D11GeometryShader> D3D11::ShaderCompiler::CreateGeometryShader(ID3D11Device* device, const ID3DBlob* blob)
{
return CreateGeometryShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
const_cast<ID3DBlob*>(blob)->GetBufferSize());
}
wil::com_ptr_nothrow<ID3D11PixelShader> D3D11::ShaderCompiler::CreatePixelShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
{
wil::com_ptr_nothrow<ID3D11PixelShader> shader;
-5
View File
@@ -27,7 +27,6 @@ namespace D3D11::ShaderCompiler
enum class Type
{
Vertex,
Geometry,
Pixel,
Compute
};
@@ -37,8 +36,6 @@ namespace D3D11::ShaderCompiler
wil::com_ptr_nothrow<ID3D11VertexShader> CompileAndCreateVertexShader(ID3D11Device* device, bool debug, const std::string_view& code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
wil::com_ptr_nothrow<ID3D11GeometryShader> CompileAndCreateGeometryShader(ID3D11Device* device, bool debug, const std::string_view& code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
wil::com_ptr_nothrow<ID3D11PixelShader> CompileAndCreatePixelShader(ID3D11Device* device, bool debug, const std::string_view& code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
wil::com_ptr_nothrow<ID3D11ComputeShader> CompileAndCreateComputeShader(ID3D11Device* device, bool debug, const std::string_view& code,
@@ -46,8 +43,6 @@ namespace D3D11::ShaderCompiler
wil::com_ptr_nothrow<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
wil::com_ptr_nothrow<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const ID3DBlob* blob);
wil::com_ptr_nothrow<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
wil::com_ptr_nothrow<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const ID3DBlob* blob);
wil::com_ptr_nothrow<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
wil::com_ptr_nothrow<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const ID3DBlob* blob);
wil::com_ptr_nothrow<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
+68 -34
View File
@@ -125,15 +125,18 @@ bool Context::SupportsTextureFormat(DXGI_FORMAT format)
(support.Support1 & required) == required;
}
bool Context::Create(IDXGIFactory* dxgi_factory, u32 adapter_index, bool enable_debug_layer)
bool Context::Create(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer)
{
pxAssertRel(!g_d3d12_context, "No context exists");
if (!LoadD3D12Library())
{
Console.Error("Failed to load D3D12 library");
return false;
}
g_d3d12_context.reset(new Context());
if (!g_d3d12_context->CreateDevice(dxgi_factory, adapter_index, enable_debug_layer) ||
if (!g_d3d12_context->CreateDevice(dxgi_factory, adapter, enable_debug_layer) ||
!g_d3d12_context->CreateCommandQueue() || !g_d3d12_context->CreateAllocator() ||
!g_d3d12_context->CreateFence() || !g_d3d12_context->CreateDescriptorHeaps() ||
!g_d3d12_context->CreateCommandLists() || !g_d3d12_context->CreateTimestampQuery() ||
@@ -166,31 +169,9 @@ u32 Context::GetAdapterVendorID() const
return desc.VendorId;
}
bool Context::CreateDevice(IDXGIFactory* dxgi_factory, u32 adapter_index, bool enable_debug_layer)
bool Context::CreateDevice(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer)
{
ComPtr<IDXGIAdapter> adapter;
HRESULT hr = dxgi_factory->EnumAdapters(adapter_index, &adapter);
if (FAILED(hr))
{
Console.Error("Adapter %u not found, using default", adapter_index);
adapter = nullptr;
}
else
{
DXGI_ADAPTER_DESC adapter_desc;
if (SUCCEEDED(adapter->GetDesc(&adapter_desc)))
{
char adapter_name_buffer[128];
const int name_length = WideCharToMultiByte(CP_UTF8, 0, adapter_desc.Description,
static_cast<int>(std::wcslen(adapter_desc.Description)),
adapter_name_buffer, std::size(adapter_name_buffer), 0, nullptr);
if (name_length >= 0)
{
adapter_name_buffer[name_length] = 0;
Console.WriteLn("D3D Adapter: %s", adapter_name_buffer);
}
}
}
HRESULT hr;
// Enabling the debug layer will fail if the Graphics Tools feature is not installed.
if (enable_debug_layer)
@@ -208,18 +189,17 @@ bool Context::CreateDevice(IDXGIFactory* dxgi_factory, u32 adapter_index, bool e
}
// Create the actual device.
hr = s_d3d12_create_device(adapter.get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device));
hr = s_d3d12_create_device(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device));
if (FAILED(hr))
{
Console.Error("Failed to create D3D12 device: %08X", hr);
return false;
}
// get adapter
ComPtr<IDXGIFactory4> dxgi_factory4;
if (SUCCEEDED(dxgi_factory->QueryInterface<IDXGIFactory4>(dxgi_factory4.put())))
{
const LUID luid(m_device->GetAdapterLuid());
if (FAILED(dxgi_factory4->EnumAdapterByLuid(luid, IID_PPV_ARGS(m_adapter.put()))))
Console.Error("Failed to get lookup adapter by device LUID");
}
const LUID luid(m_device->GetAdapterLuid());
if (FAILED(dxgi_factory->EnumAdapterByLuid(luid, IID_PPV_ARGS(m_adapter.put()))))
Console.Error("Failed to get lookup adapter by device LUID");
if (enable_debug_layer)
{
@@ -685,3 +665,57 @@ void Context::SetEnableGPUTiming(bool enabled)
{
m_gpu_timing_enabled = enabled;
}
bool Context::AllocatePreinitializedGPUBuffer(u32 size, ID3D12Resource** gpu_buffer,
D3D12MA::Allocation** gpu_allocation, const std::function<void(void*)>& fill_callback)
{
// Try to place the fixed index buffer in GPU local memory.
// Use the staging buffer to copy into it.
const D3D12_RESOURCE_DESC rd = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, size, 1, 1, 1,
DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
D3D12_RESOURCE_FLAG_NONE};
const D3D12MA::ALLOCATION_DESC cpu_ad = {
D3D12MA::ALLOCATION_FLAG_NONE,
D3D12_HEAP_TYPE_UPLOAD};
ComPtr<ID3D12Resource> cpu_buffer;
ComPtr<D3D12MA::Allocation> cpu_allocation;
HRESULT hr = m_allocator->CreateResource(&cpu_ad, &rd, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
cpu_allocation.put(), IID_PPV_ARGS(cpu_buffer.put()));
pxAssertMsg(SUCCEEDED(hr), "Allocate CPU buffer");
if (FAILED(hr))
return false;
static constexpr const D3D12_RANGE read_range = {};
const D3D12_RANGE write_range = {0, size};
void* mapped;
hr = cpu_buffer->Map(0, &read_range, &mapped);
pxAssertMsg(SUCCEEDED(hr), "Map CPU buffer");
if (FAILED(hr))
return false;
fill_callback(mapped);
cpu_buffer->Unmap(0, &write_range);
const D3D12MA::ALLOCATION_DESC gpu_ad = {
D3D12MA::ALLOCATION_FLAG_COMMITTED,
D3D12_HEAP_TYPE_DEFAULT};
hr = m_allocator->CreateResource(&gpu_ad, &rd, D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
gpu_allocation, IID_PPV_ARGS(gpu_buffer));
pxAssertMsg(SUCCEEDED(hr), "Allocate GPU buffer");
if (FAILED(hr))
return false;
GetInitCommandList()->CopyBufferRegion(*gpu_buffer, 0, cpu_buffer.get(), 0, size);
D3D12_RESOURCE_BARRIER rb = {D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE};
rb.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
rb.Transition.pResource = *gpu_buffer;
rb.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
rb.Transition.StateAfter = D3D12_RESOURCE_STATE_INDEX_BUFFER;
GetInitCommandList()->ResourceBarrier(1, &rb);
DeferResourceDestruction(cpu_allocation.get(), cpu_buffer.get());
return true;
}
+7 -2
View File
@@ -22,6 +22,7 @@
#include <array>
#include <d3d12.h>
#include <dxgi1_5.h>
#include <memory>
#include <vector>
#include <wil/com.h>
@@ -60,7 +61,7 @@ namespace D3D12
~Context();
/// Creates new device and context.
static bool Create(IDXGIFactory* dxgi_factory, u32 adapter_index, bool enable_debug_layer);
static bool Create(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer);
/// Destroys active context.
static void Destroy();
@@ -151,6 +152,10 @@ namespace D3D12
float GetAndResetAccumulatedGPUTime();
void SetEnableGPUTiming(bool enabled);
// Allocates a temporary CPU staging buffer, fires the callback with it to populate, then copies to a GPU buffer.
bool AllocatePreinitializedGPUBuffer(u32 size, ID3D12Resource** gpu_buffer, D3D12MA::Allocation** gpu_allocation,
const std::function<void(void*)>& fill_callback);
private:
struct CommandListResources
{
@@ -167,7 +172,7 @@ namespace D3D12
Context();
bool CreateDevice(IDXGIFactory* dxgi_factory, u32 adapter_index, bool enable_debug_layer);
bool CreateDevice(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer);
bool CreateCommandQueue();
bool CreateAllocator();
bool CreateFence();
+27 -11
View File
@@ -45,14 +45,7 @@ ShaderCache::ShaderCache() = default;
ShaderCache::~ShaderCache()
{
if (m_pipeline_index_file)
std::fclose(m_pipeline_index_file);
if (m_pipeline_blob_file)
std::fclose(m_pipeline_blob_file);
if (m_shader_index_file)
std::fclose(m_shader_index_file);
if (m_shader_blob_file)
std::fclose(m_shader_blob_file);
Close();
}
bool ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
@@ -109,6 +102,32 @@ bool ShaderCache::Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_lev
return result;
}
void ShaderCache::Close()
{
if (m_pipeline_index_file)
{
std::fclose(m_pipeline_index_file);
m_pipeline_index_file = nullptr;
}
if (m_pipeline_blob_file)
{
std::fclose(m_pipeline_blob_file);
m_pipeline_blob_file = nullptr;
}
if (m_shader_index_file)
{
std::fclose(m_shader_index_file);
m_shader_index_file = nullptr;
}
if (m_shader_blob_file)
{
std::fclose(m_shader_blob_file);
m_shader_blob_file = nullptr;
}
m_base_path = {};
}
void ShaderCache::InvalidatePipelineCache()
{
m_pipeline_index.clear();
@@ -502,9 +521,6 @@ ShaderCache::ComPtr<ID3DBlob> ShaderCache::CompileAndAddShaderBlob(const CacheIn
case EntryType::VertexShader:
blob = D3D11::ShaderCompiler::CompileShader(D3D11::ShaderCompiler::Type::Vertex, m_feature_level, m_debug, shader_code, macros, entry_point);
break;
case EntryType::GeometryShader:
blob = D3D11::ShaderCompiler::CompileShader(D3D11::ShaderCompiler::Type::Geometry, m_feature_level, m_debug, shader_code, macros, entry_point);
break;
case EntryType::PixelShader:
blob = D3D11::ShaderCompiler::CompileShader(D3D11::ShaderCompiler::Type::Pixel, m_feature_level, m_debug, shader_code, macros, entry_point);
break;
+1 -7
View File
@@ -37,7 +37,6 @@ namespace D3D12
enum class EntryType
{
VertexShader,
GeometryShader,
PixelShader,
ComputeShader,
GraphicsPipeline,
@@ -52,17 +51,13 @@ namespace D3D12
__fi bool UsingDebugShaders() const { return m_debug; }
bool Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, u32 version, bool debug);
void Close();
__fi ComPtr<ID3DBlob> GetVertexShader(std::string_view shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main")
{
return GetShaderBlob(EntryType::VertexShader, shader_code, macros, entry_point);
}
__fi ComPtr<ID3DBlob> GetGeometryShader(std::string_view shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main")
{
return GetShaderBlob(EntryType::GeometryShader, shader_code, macros, entry_point);
}
__fi ComPtr<ID3DBlob> GetPixelShader(std::string_view shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main")
{
@@ -129,7 +124,6 @@ namespace D3D12
bool ReadExisting(const std::string& index_filename, const std::string& blob_filename, std::FILE*& index_file,
std::FILE*& blob_file, CacheIndex& index);
void InvalidatePipelineCache();
void Close();
ComPtr<ID3DBlob> CompileAndAddShaderBlob(const CacheIndexKey& key, std::string_view shader_code,
const D3D_SHADER_MACRO* macros, const char* entry_point);
-13
View File
@@ -56,17 +56,6 @@ namespace GL
#endif
}
static void DisableBrokenExtensions(const char* gl_vendor, const char* gl_renderer)
{
if (std::strstr(gl_vendor, "ARM"))
{
// GL_{EXT,OES}_copy_image seem to be implemented on the CPU in the Mali drivers...
Console.Warning("Mali driver detected, disabling GL_{EXT,OES}_copy_image");
GLAD_GL_EXT_copy_image = 0;
GLAD_GL_OES_copy_image = 0;
}
}
Context::Context(const WindowInfo& wi)
: m_wi(wi)
{
@@ -154,8 +143,6 @@ namespace GL
DevCon.WriteLn(Color_Magenta, "GL_VERSION: %s", gl_version);
DevCon.WriteLn(Color_Magenta, "GL_SHADING_LANGUAGE_VERSION: %s", gl_shading_language_version);
DisableBrokenExtensions(gl_vendor, gl_renderer);
return context;
}
+21 -160
View File
@@ -100,43 +100,27 @@ namespace GL
s_last_program_id = 0;
}
bool Program::Compile(const std::string_view vertex_shader, const std::string_view geometry_shader,
const std::string_view fragment_shader)
bool Program::Compile(const std::string_view vertex_shader, const std::string_view fragment_shader)
{
GLuint vertex_shader_id = 0;
if (!vertex_shader.empty())
{
vertex_shader_id = CompileShader(GL_VERTEX_SHADER, vertex_shader);
if (vertex_shader_id == 0)
m_vertex_shader_id = CompileShader(GL_VERTEX_SHADER, vertex_shader);
if (m_vertex_shader_id == 0)
return false;
}
GLuint geometry_shader_id = 0;
if (!geometry_shader.empty())
{
geometry_shader_id = CompileShader(GL_GEOMETRY_SHADER, geometry_shader);
if (geometry_shader_id == 0)
return false;
}
GLuint fragment_shader_id = 0;
if (!fragment_shader.empty())
{
fragment_shader_id = CompileShader(GL_FRAGMENT_SHADER, fragment_shader);
if (fragment_shader_id == 0)
{
glDeleteShader(vertex_shader_id);
m_fragment_shader_id = CompileShader(GL_FRAGMENT_SHADER, fragment_shader);
if (m_fragment_shader_id == 0)
return false;
}
}
m_program_id = glCreateProgram();
if (vertex_shader_id != 0)
glAttachShader(m_program_id, vertex_shader_id);
if (geometry_shader_id != 0)
glAttachShader(m_program_id, geometry_shader_id);
if (fragment_shader_id != 0)
glAttachShader(m_program_id, fragment_shader_id);
if (m_vertex_shader_id != 0)
glAttachShader(m_program_id, m_vertex_shader_id);
if (m_fragment_shader_id != 0)
glAttachShader(m_program_id, m_fragment_shader_id);
return true;
}
@@ -485,151 +469,28 @@ namespace GL
glUniform4fv(location, 1, v);
}
void Program::Uniform1ui(const char* name, u32 x) const
void Program::UniformMatrix2fv(int index, const float* v)
{
const GLint location = glGetUniformLocation(m_program_id, name);
pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform1ui(location, x);
glUniformMatrix2fv(location, 1, GL_FALSE, v);
}
void Program::Uniform2ui(const char* name, u32 x, u32 y) const
void Program::UniformMatrix3fv(int index, const float* v)
{
const GLint location = glGetUniformLocation(m_program_id, name);
pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform2ui(location, x, y);
glUniformMatrix3fv(location, 1, GL_FALSE, v);
}
void Program::Uniform3ui(const char* name, u32 x, u32 y, u32 z) const
void Program::UniformMatrix4fv(int index, const float* v)
{
const GLint location = glGetUniformLocation(m_program_id, name);
pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform3ui(location, x, y, z);
}
void Program::Uniform4ui(const char* name, u32 x, u32 y, u32 z, u32 w) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform4ui(location, x, y, z, w);
}
void Program::Uniform1i(const char* name, s32 x) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform1i(location, x);
}
void Program::Uniform2i(const char* name, s32 x, s32 y) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform2i(location, x, y);
}
void Program::Uniform3i(const char* name, s32 x, s32 y, s32 z) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform3i(location, x, y, z);
}
void Program::Uniform4i(const char* name, s32 x, s32 y, s32 z, s32 w) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform4i(location, x, y, z, w);
}
void Program::Uniform1f(const char* name, float x) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform1f(location, x);
}
void Program::Uniform2f(const char* name, float x, float y) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform2f(location, x, y);
}
void Program::Uniform3f(const char* name, float x, float y, float z) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform3f(location, x, y, z);
}
void Program::Uniform4f(const char* name, float x, float y, float z, float w) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform4f(location, x, y, z, w);
}
void Program::Uniform2uiv(const char* name, const u32* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform2uiv(location, 1, v);
}
void Program::Uniform3uiv(const char* name, const u32* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform3uiv(location, 1, v);
}
void Program::Uniform4uiv(const char* name, const u32* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform4uiv(location, 1, v);
}
void Program::Uniform2iv(const char* name, const s32* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform2iv(location, 1, v);
}
void Program::Uniform3iv(const char* name, const s32* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform3iv(location, 1, v);
}
void Program::Uniform4iv(const char* name, const s32* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform4iv(location, 1, v);
}
void Program::Uniform2fv(const char* name, const float* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform2fv(location, 1, v);
}
void Program::Uniform3fv(const char* name, const float* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform3fv(location, 1, v);
}
void Program::Uniform4fv(const char* name, const float* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform4fv(location, 1, v);
glUniformMatrix4fv(location, 1, GL_FALSE, v);
}
void Program::BindUniformBlock(const char* name, u32 index)
+4 -23
View File
@@ -34,8 +34,7 @@ namespace GL
bool IsValid() const { return m_program_id != 0; }
bool Compile(const std::string_view vertex_shader, const std::string_view geometry_shader,
const std::string_view fragment_shader);
bool Compile(const std::string_view vertex_shader, const std::string_view fragment_shader);
bool CompileCompute(const std::string_view glsl);
@@ -79,27 +78,9 @@ namespace GL
void Uniform3fv(int index, const float* v) const;
void Uniform4fv(int index, const float* v) const;
void Uniform1ui(const char* name, u32 x) const;
void Uniform2ui(const char* name, u32 x, u32 y) const;
void Uniform3ui(const char* name, u32 x, u32 y, u32 z) const;
void Uniform4ui(const char* name, u32 x, u32 y, u32 z, u32 w) const;
void Uniform1i(const char* name, s32 x) const;
void Uniform2i(const char* name, s32 x, s32 y) const;
void Uniform3i(const char* name, s32 x, s32 y, s32 z) const;
void Uniform4i(const char* name, s32 x, s32 y, s32 z, s32 w) const;
void Uniform1f(const char* name, float x) const;
void Uniform2f(const char* name, float x, float y) const;
void Uniform3f(const char* name, float x, float y, float z) const;
void Uniform4f(const char* name, float x, float y, float z, float w) const;
void Uniform2uiv(const char* name, const u32* v) const;
void Uniform3uiv(const char* name, const u32* v) const;
void Uniform4uiv(const char* name, const u32* v) const;
void Uniform2iv(const char* name, const s32* v) const;
void Uniform3iv(const char* name, const s32* v) const;
void Uniform4iv(const char* name, const s32* v) const;
void Uniform2fv(const char* name, const float* v) const;
void Uniform3fv(const char* name, const float* v) const;
void Uniform4fv(const char* name, const float* v) const;
void UniformMatrix2fv(int index, const float* v);
void UniformMatrix3fv(int index, const float* v);
void UniformMatrix4fv(int index, const float* v);
void BindUniformBlock(const char* name, u32 index);
+22 -41
View File
@@ -28,9 +28,6 @@ namespace GL
u64 vertex_source_hash_low;
u64 vertex_source_hash_high;
u32 vertex_source_length;
u64 geometry_source_hash_low;
u64 geometry_source_hash_high;
u32 geometry_source_length;
u64 fragment_source_hash_low;
u64 fragment_source_hash_high;
u32 fragment_source_length;
@@ -51,9 +48,7 @@ namespace GL
{
return (
vertex_source_hash_low == key.vertex_source_hash_low && vertex_source_hash_high == key.vertex_source_hash_high &&
vertex_source_length == key.vertex_source_length && geometry_source_hash_low == key.geometry_source_hash_low &&
geometry_source_hash_high == key.geometry_source_hash_high &&
geometry_source_length == key.geometry_source_length && fragment_source_hash_low == key.fragment_source_hash_low &&
vertex_source_length == key.vertex_source_length && fragment_source_hash_low == key.fragment_source_hash_low &&
fragment_source_hash_high == key.fragment_source_hash_high && fragment_source_length == key.fragment_source_length);
}
@@ -61,9 +56,7 @@ namespace GL
{
return (
vertex_source_hash_low != key.vertex_source_hash_low || vertex_source_hash_high != key.vertex_source_hash_high ||
vertex_source_length != key.vertex_source_length || geometry_source_hash_low != key.geometry_source_hash_low ||
geometry_source_hash_high != key.geometry_source_hash_high ||
geometry_source_length != key.geometry_source_length || fragment_source_hash_low != key.fragment_source_hash_low ||
vertex_source_length != key.vertex_source_length || fragment_source_hash_low != key.fragment_source_hash_low ||
fragment_source_hash_high != key.fragment_source_hash_high || fragment_source_length != key.fragment_source_length);
}
@@ -204,7 +197,6 @@ namespace GL
const CacheIndexKey key{
entry.vertex_source_hash_low, entry.vertex_source_hash_high, entry.vertex_source_length,
entry.geometry_source_hash_low, entry.geometry_source_hash_high, entry.geometry_source_length,
entry.fragment_source_hash_low, entry.fragment_source_hash_high, entry.fragment_source_length};
const CacheIndexData data{entry.file_offset, entry.blob_size, entry.blob_format};
m_index.emplace(key, data);
@@ -218,9 +210,17 @@ namespace GL
{
m_index.clear();
if (m_index_file)
{
std::fclose(m_index_file);
m_index_file = nullptr;
}
if (m_blob_file)
{
std::fclose(m_blob_file);
m_blob_file = nullptr;
}
m_base_path = {};
}
bool ShaderCache::Recreate()
@@ -234,7 +234,6 @@ namespace GL
}
ShaderCache::CacheIndexKey ShaderCache::GetCacheKey(const std::string_view& vertex_shader,
const std::string_view& geometry_shader,
const std::string_view& fragment_shader)
{
union ShaderHash
@@ -248,7 +247,6 @@ namespace GL
};
ShaderHash vertex_hash = {};
ShaderHash geometry_hash = {};
ShaderHash fragment_hash = {};
MD5Digest digest;
@@ -258,13 +256,6 @@ namespace GL
digest.Final(vertex_hash.bytes);
}
if (!geometry_shader.empty())
{
digest.Reset();
digest.Update(geometry_shader.data(), static_cast<u32>(geometry_shader.length()));
digest.Final(geometry_hash.bytes);
}
if (!fragment_shader.empty())
{
digest.Reset();
@@ -273,7 +264,6 @@ namespace GL
}
return CacheIndexKey{vertex_hash.low, vertex_hash.high, static_cast<u32>(vertex_shader.length()),
geometry_hash.low, geometry_hash.high, static_cast<u32>(geometry_shader.length()),
fragment_hash.low, fragment_hash.high, static_cast<u32>(fragment_shader.length())};
}
@@ -288,7 +278,6 @@ namespace GL
}
std::optional<Program> ShaderCache::GetProgram(const std::string_view vertex_shader,
const std::string_view geometry_shader,
const std::string_view fragment_shader, const PreLinkCallback& callback)
{
if (!m_program_binary_supported || !m_blob_file)
@@ -297,7 +286,7 @@ namespace GL
Common::Timer timer;
#endif
std::optional<Program> res = CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, false);
std::optional<Program> res = CompileProgram(vertex_shader, fragment_shader, callback, false);
#ifdef PCSX2_DEVBUILD
Console.WriteLn("Time to compile shader without caching: %.2fms", timer.GetTimeMilliseconds());
@@ -305,10 +294,10 @@ namespace GL
return res;
}
const auto key = GetCacheKey(vertex_shader, geometry_shader, fragment_shader);
const auto key = GetCacheKey(vertex_shader, fragment_shader);
auto iter = m_index.find(key);
if (iter == m_index.end())
return CompileAndAddProgram(key, vertex_shader, geometry_shader, fragment_shader, callback);
return CompileAndAddProgram(key, vertex_shader, fragment_shader, callback);
std::vector<u8> data(iter->second.blob_size);
if (std::fseek(m_blob_file, iter->second.file_offset, SEEK_SET) != 0 ||
@@ -335,16 +324,15 @@ namespace GL
Console.Warning(
"Failed to create program from binary, this may be due to a driver or GPU Change. Recreating cache.");
if (!Recreate())
return CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, false);
return CompileProgram(vertex_shader, fragment_shader, callback, false);
else
return CompileAndAddProgram(key, vertex_shader, geometry_shader, fragment_shader, callback);
return CompileAndAddProgram(key, vertex_shader, fragment_shader, callback);
}
bool ShaderCache::GetProgram(Program* out_program, const std::string_view vertex_shader,
const std::string_view geometry_shader, const std::string_view fragment_shader,
const PreLinkCallback& callback /* = */)
const std::string_view fragment_shader, const PreLinkCallback& callback /* = */)
{
auto prog = GetProgram(vertex_shader, geometry_shader, fragment_shader, callback);
auto prog = GetProgram(vertex_shader, fragment_shader, callback);
if (!prog)
return false;
@@ -366,9 +354,6 @@ namespace GL
entry.vertex_source_hash_low = key.vertex_source_hash_low;
entry.vertex_source_hash_high = key.vertex_source_hash_high;
entry.vertex_source_length = key.vertex_source_length;
entry.geometry_source_hash_low = key.geometry_source_hash_low;
entry.geometry_source_hash_high = key.geometry_source_hash_high;
entry.geometry_source_length = key.geometry_source_length;
entry.fragment_source_hash_low = key.fragment_source_hash_low;
entry.fragment_source_hash_high = key.fragment_source_hash_high;
entry.fragment_source_length = key.fragment_source_length;
@@ -389,12 +374,10 @@ namespace GL
}
std::optional<Program> ShaderCache::CompileProgram(const std::string_view& vertex_shader,
const std::string_view& geometry_shader,
const std::string_view& fragment_shader,
const PreLinkCallback& callback, bool set_retrievable)
const std::string_view& fragment_shader, const PreLinkCallback& callback, bool set_retrievable)
{
Program prog;
if (!prog.Compile(vertex_shader, geometry_shader, fragment_shader))
if (!prog.Compile(vertex_shader, fragment_shader))
return std::nullopt;
if (callback)
@@ -429,16 +412,14 @@ namespace GL
}
std::optional<Program> ShaderCache::CompileAndAddProgram(const CacheIndexKey& key,
const std::string_view& vertex_shader,
const std::string_view& geometry_shader,
const std::string_view& fragment_shader,
const std::string_view& vertex_shader, const std::string_view& fragment_shader,
const PreLinkCallback& callback)
{
#ifdef PCSX2_DEVBUILD
Common::Timer timer;
#endif
std::optional<Program> prog = CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, true);
std::optional<Program> prog = CompileProgram(vertex_shader, fragment_shader, callback, true);
if (!prog)
return std::nullopt;
@@ -483,7 +464,7 @@ namespace GL
return res;
}
const auto key = GetCacheKey(glsl, std::string_view(), std::string_view());
const auto key = GetCacheKey(glsl, std::string_view());
auto iter = m_index.find(key);
if (iter == m_index.end())
return CompileAndAddComputeProgram(key, glsl, callback);
+5 -13
View File
@@ -36,11 +36,10 @@ namespace GL
~ShaderCache();
bool Open(bool is_gles, std::string_view base_path, u32 version);
void Close();
std::optional<Program> GetProgram(const std::string_view vertex_shader, const std::string_view geometry_shader,
const std::string_view fragment_shader, const PreLinkCallback& callback = {});
bool GetProgram(Program* out_program, const std::string_view vertex_shader, const std::string_view geometry_shader,
const std::string_view fragment_shader, const PreLinkCallback& callback = {});
std::optional<Program> GetProgram(const std::string_view vertex_shader, const std::string_view fragment_shader, const PreLinkCallback& callback = {});
bool GetProgram(Program* out_program, const std::string_view vertex_shader, const std::string_view fragment_shader, const PreLinkCallback& callback = {});
std::optional<Program> GetComputeProgram(const std::string_view glsl, const PreLinkCallback& callback = {});
bool GetComputeProgram(Program* out_program, const std::string_view glsl, const PreLinkCallback& callback = {});
@@ -53,9 +52,6 @@ namespace GL
u64 vertex_source_hash_low;
u64 vertex_source_hash_high;
u32 vertex_source_length;
u64 geometry_source_hash_low;
u64 geometry_source_hash_high;
u32 geometry_source_length;
u64 fragment_source_hash_low;
u64 fragment_source_hash_high;
u32 fragment_source_length;
@@ -71,7 +67,6 @@ namespace GL
std::size_t h = 0;
HashCombine(h,
e.vertex_source_hash_low, e.vertex_source_hash_high, e.vertex_source_length,
e.geometry_source_hash_low, e.geometry_source_hash_high, e.geometry_source_length,
e.fragment_source_hash_low, e.fragment_source_hash_high, e.fragment_source_length);
return h;
}
@@ -86,24 +81,21 @@ namespace GL
using CacheIndex = std::unordered_map<CacheIndexKey, CacheIndexData, CacheIndexEntryHasher>;
static CacheIndexKey GetCacheKey(const std::string_view& vertex_shader, const std::string_view& geometry_shader,
const std::string_view& fragment_shader);
static CacheIndexKey GetCacheKey(const std::string_view& vertex_shader, const std::string_view& fragment_shader);
std::string GetIndexFileName() const;
std::string GetBlobFileName() const;
bool CreateNew(const std::string& index_filename, const std::string& blob_filename);
bool ReadExisting(const std::string& index_filename, const std::string& blob_filename);
void Close();
bool Recreate();
bool WriteToBlobFile(const CacheIndexKey& key, const std::vector<u8>& prog_data, u32 prog_format);
std::optional<Program> CompileProgram(const std::string_view& vertex_shader, const std::string_view& geometry_shader,
std::optional<Program> CompileProgram(const std::string_view& vertex_shader,
const std::string_view& fragment_shader, const PreLinkCallback& callback,
bool set_retrievable);
std::optional<Program> CompileAndAddProgram(const CacheIndexKey& key, const std::string_view& vertex_shader,
const std::string_view& geometry_shader,
const std::string_view& fragment_shader, const PreLinkCallback& callback);
std::optional<Program> CompileComputeProgram(const std::string_view& glsl, const PreLinkCallback& callback, bool set_retrievable);
+21 -10
View File
@@ -15,6 +15,7 @@
#include "StreamBuffer.h"
#include "common/Align.h"
#include "common/AlignedMalloc.h"
#include "common/Assertions.h"
#include <array>
#include <cstring>
@@ -49,11 +50,14 @@ namespace GL
class BufferSubDataStreamBuffer final : public StreamBuffer
{
public:
~BufferSubDataStreamBuffer() override = default;
~BufferSubDataStreamBuffer() override
{
_aligned_free(m_cpu_buffer);
}
MappingResult Map(u32 alignment, u32 min_size) override
{
return MappingResult{static_cast<void*>(m_cpu_buffer.data()), 0, 0, m_size / alignment};
return MappingResult{static_cast<void*>(m_cpu_buffer), 0, 0, m_size / alignment};
}
void Unmap(u32 used_size) override
@@ -62,7 +66,7 @@ namespace GL
return;
glBindBuffer(m_target, m_buffer_id);
glBufferSubData(m_target, 0, used_size, m_cpu_buffer.data());
glBufferSubData(m_target, 0, used_size, m_cpu_buffer);
}
u32 GetChunkSize() const override
@@ -93,22 +97,27 @@ namespace GL
private:
BufferSubDataStreamBuffer(GLenum target, GLuint buffer_id, u32 size)
: StreamBuffer(target, buffer_id, size)
, m_cpu_buffer(size)
{
m_cpu_buffer = static_cast<u8*>(_aligned_malloc(size, 32));
if (!m_cpu_buffer)
pxFailRel("Failed to allocate CPU storage for GL buffer");
}
std::vector<u8> m_cpu_buffer;
u8* m_cpu_buffer;
};
// Uses BufferData() to orphan the buffer after every update. Used on Mali where BufferSubData forces a sync.
class BufferDataStreamBuffer final : public StreamBuffer
{
public:
~BufferDataStreamBuffer() override = default;
~BufferDataStreamBuffer() override
{
_aligned_free(m_cpu_buffer);
}
MappingResult Map(u32 alignment, u32 min_size) override
{
return MappingResult{static_cast<void*>(m_cpu_buffer.data()), 0, 0, m_size / alignment};
return MappingResult{static_cast<void*>(m_cpu_buffer), 0, 0, m_size / alignment};
}
void Unmap(u32 used_size) override
@@ -117,7 +126,7 @@ namespace GL
return;
glBindBuffer(m_target, m_buffer_id);
glBufferData(m_target, used_size, m_cpu_buffer.data(), GL_STREAM_DRAW);
glBufferData(m_target, used_size, m_cpu_buffer, GL_STREAM_DRAW);
}
u32 GetChunkSize() const override
@@ -148,11 +157,13 @@ namespace GL
private:
BufferDataStreamBuffer(GLenum target, GLuint buffer_id, u32 size)
: StreamBuffer(target, buffer_id, size)
, m_cpu_buffer(size)
{
m_cpu_buffer = static_cast<u8*>(_aligned_malloc(size, 32));
if (!m_cpu_buffer)
pxFailRel("Failed to allocate CPU storage for GL buffer");
}
std::vector<u8> m_cpu_buffer;
u8* m_cpu_buffer;
};
// Base class for implementations which require syncing.
+6
View File
@@ -89,6 +89,7 @@ static void SysPageFaultSignalFilter(int signal, siginfo_t* siginfo, void* ctx)
// Prevent recursive exception filtering.
if (s_in_exception_handler)
{
lock.unlock();
CallExistingSignalHandler(signal, siginfo, ctx);
return;
}
@@ -121,6 +122,7 @@ static void SysPageFaultSignalFilter(int signal, siginfo_t* siginfo, void* ctx)
return;
// Call old signal handler, which will likely dump core.
lock.unlock();
CallExistingSignalHandler(signal, siginfo, ctx);
}
@@ -135,6 +137,10 @@ bool HostSys::InstallPageFaultHandler(PageFaultHandler handler)
sigemptyset(&sa.sa_mask);
sa.sa_flags = SA_SIGINFO;
sa.sa_sigaction = SysPageFaultSignalFilter;
#ifdef __linux__
// Don't block the signal from executing recursively, we want to fire the original handler.
sa.sa_flags |= SA_NODEFER;
#endif
#ifdef __APPLE__
// MacOS uses SIGBUS for memory permission violations
if (sigaction(SIGBUS, &sa, &s_old_sigbus_action) != 0)
+85 -3
View File
@@ -31,6 +31,10 @@
#include "common/Threading.h"
#include "common/WindowInfo.h"
#ifdef DBUS_API
#include <dbus/dbus.h>
#endif
// Returns 0 on failure (not supported by the operating system).
u64 GetPhysicalMemory()
{
@@ -69,7 +73,74 @@ std::string GetOSVersionString()
#endif
}
#ifdef X11_API
#ifdef DBUS_API
static dbus_uint32_t s_screensaver_dbus_cookie;
bool ChangeScreenSaverStateDBus(const bool inhibit_requested, const char* program_name, const char* reason)
{
// "error_dbus" doesn't need to be cleared in the end with "dbus_message_unref" at least if there is
// no error set, since calling "dbus_error_free" reinitializes it like "dbus_error_init" after freeing.
DBusError error_dbus;
dbus_error_init(&error_dbus);
DBusConnection* connection = nullptr;
DBusMessage* message = nullptr;
DBusMessage* response = nullptr;
// Initialized here because initializations should be before "goto" statements.
const char* bus_method = (inhibit_requested) ? "Inhibit" : "UnInhibit";
// "dbus_bus_get" gets a pointer to the same connection in libdbus, if exists, without creating a new connection.
// this doesn't need to be deleted, except if there's an error then calling "dbus_connection_unref", to free it,
// might be better so a new connection is established on the next try.
if (!(connection = dbus_bus_get(DBUS_BUS_SESSION, &error_dbus)) || (dbus_error_is_set(&error_dbus)))
goto cleanup;
if (!(message = dbus_message_new_method_call("org.freedesktop.ScreenSaver", "/org/freedesktop/ScreenSaver", "org.freedesktop.ScreenSaver", bus_method)))
goto cleanup;
// Initialize an append iterator for the message, gets freed with the message.
DBusMessageIter message_itr;
dbus_message_iter_init_append(message, &message_itr);
if (inhibit_requested)
{
// Append process/window name.
if (!dbus_message_iter_append_basic(&message_itr, DBUS_TYPE_STRING, &program_name))
goto cleanup;
// Append reason for inhibiting the screensaver.
if (!dbus_message_iter_append_basic(&message_itr, DBUS_TYPE_STRING, &reason))
goto cleanup;
}
else
{
// Only Append the cookie.
if (!dbus_message_iter_append_basic(&message_itr, DBUS_TYPE_UINT32, &s_screensaver_dbus_cookie))
goto cleanup;
s_screensaver_dbus_cookie = 0;
}
// Send message and get response.
if (!(response = dbus_connection_send_with_reply_and_block(connection, message, DBUS_TIMEOUT_USE_DEFAULT, &error_dbus))
|| dbus_error_is_set(&error_dbus))
goto cleanup;
if (inhibit_requested)
{
// Get the cookie from the response message.
if (!dbus_message_get_args(response, &error_dbus, DBUS_TYPE_UINT32, &s_screensaver_dbus_cookie, DBUS_TYPE_INVALID))
goto cleanup;
}
dbus_message_unref(message);
dbus_message_unref(response);
return true;
cleanup:
if (dbus_error_is_set(&error_dbus))
dbus_error_free(&error_dbus);
if (connection)
dbus_connection_unref(connection);
if (message)
dbus_message_unref(message);
if (response)
dbus_message_unref(response);
return false;
}
#endif
#if !defined(DBUS_API) && defined(X11_API)
static bool SetScreensaverInhibitX11(const WindowInfo& wi, bool inhibit)
{
@@ -88,8 +159,6 @@ static bool SetScreensaverInhibitX11(const WindowInfo& wi, bool inhibit)
return (res == 0);
}
#endif
static bool SetScreensaverInhibit(const WindowInfo& wi, bool inhibit)
{
switch (wi.type)
@@ -106,8 +175,18 @@ static bool SetScreensaverInhibit(const WindowInfo& wi, bool inhibit)
static std::optional<WindowInfo> s_inhibit_window_info;
#endif
bool WindowInfo::InhibitScreensaver(const WindowInfo& wi, bool inhibit)
{
#ifdef DBUS_API
return ChangeScreenSaverStateDBus(inhibit, "PCSX2", "PCSX2 VM is running.");
#else
//ChangeScreenSaverStateDBus
if (s_inhibit_window_info.has_value())
{
// Bit of extra logic here, because wx spams it and we don't want to
@@ -132,6 +211,9 @@ bool WindowInfo::InhibitScreensaver(const WindowInfo& wi, bool inhibit)
s_inhibit_window_info = wi;
return true;
#endif
}
bool Common::PlaySoundAsync(const char* path)
+173 -159
View File
@@ -15,197 +15,211 @@
#include "common/Perf.h"
#include "common/Pcsx2Defs.h"
#ifdef __unix__
#include <unistd.h>
#endif
#include "common/Assertions.h"
#include "common/StringUtil.h"
#ifdef ENABLE_VTUNE
#include "jitprofiling.h"
#endif
#include <string> // std::string
#include <cstring> // strncpy
#include <algorithm> // std::remove_if
#include <array>
#include <cstring>
#ifdef __linux__
#include <atomic>
#include <ctime>
#include <mutex>
#include <elf.h>
#include <unistd.h>
#include <sys/mman.h>
#include <sys/syscall.h>
#endif
//#define ProfileWithPerf
#define MERGE_BLOCK_RESULT
//#define ProfileWithPerfJitDump
#ifdef ENABLE_VTUNE
#ifdef _WIN32
#if defined(ENABLE_VTUNE) && defined(_WIN32)
#pragma comment(lib, "jitprofiling.lib")
#endif
#endif
namespace Perf
{
// Warning object aren't thread safe
InfoVector any("");
InfoVector ee("EE");
InfoVector iop("IOP");
InfoVector vu("VU");
InfoVector vif("VIF");
Group any("");
Group ee("EE");
Group iop("IOP");
Group vu0("VU0");
Group vu1("VU1");
Group vif("VIF");
// Perf is only supported on linux
#if defined(__linux__) && (defined(ProfileWithPerf) || defined(ENABLE_VTUNE))
////////////////////////////////////////////////////////////////////////////////
// Implementation of the Info object
////////////////////////////////////////////////////////////////////////////////
Info::Info(uptr x86, u32 size, const char* symbol)
: m_x86(x86)
, m_size(size)
, m_dynamic(false)
#if defined(__linux__) && defined(ProfileWithPerf)
static std::FILE* s_map_file = nullptr;
static bool s_map_file_opened = false;
static std::mutex s_mutex;
static void RegisterMethod(const void* ptr, size_t size, const char* symbol)
{
strncpy(m_symbol, symbol, sizeof(m_symbol));
}
std::unique_lock lock(s_mutex);
Info::Info(uptr x86, u32 size, const char* symbol, u32 pc)
: m_x86(x86)
, m_size(size)
, m_dynamic(true)
{
snprintf(m_symbol, sizeof(m_symbol), "%s_0x%08x", symbol, pc);
}
void Info::Print(FILE* fp)
{
fprintf(fp, "%x %x %s\n", m_x86, m_size, m_symbol);
}
////////////////////////////////////////////////////////////////////////////////
// Implementation of the InfoVector object
////////////////////////////////////////////////////////////////////////////////
InfoVector::InfoVector(const char* prefix)
{
strncpy(m_prefix, prefix, sizeof(m_prefix));
#ifdef ENABLE_VTUNE
m_vtune_id = iJIT_GetNewMethodID();
#else
m_vtune_id = 0;
#endif
}
void InfoVector::print(FILE* fp)
{
for (auto&& it : m_v)
it.Print(fp);
}
void InfoVector::map(uptr x86, u32 size, const char* symbol)
{
// This function is typically used for dispatcher and recompiler.
// Dispatchers are on a page and must always be kept.
// Recompilers are much bigger (TODO check VIF) and are only
// useful when MERGE_BLOCK_RESULT is defined
#if defined(ENABLE_VTUNE) || !defined(MERGE_BLOCK_RESULT)
u32 max_code_size = 16 * _1kb;
#else
u32 max_code_size = _1gb;
#endif
if (size < max_code_size)
if (!s_map_file)
{
m_v.emplace_back(x86, size, symbol);
if (s_map_file_opened)
return;
#ifdef ENABLE_VTUNE
std::string name = std::string(symbol);
iJIT_Method_Load ml;
memset(&ml, 0, sizeof(ml));
ml.method_id = iJIT_GetNewMethodID();
ml.method_name = (char*)name.c_str();
ml.method_load_address = (void*)x86;
ml.method_size = size;
iJIT_NotifyEvent(iJVM_EVENT_TYPE_METHOD_LOAD_FINISHED, &ml);
//fprintf(stderr, "mapF %s: %p size %dKB\n", ml.method_name, ml.method_load_address, ml.method_size / 1024u);
#endif
char file[256];
snprintf(file, std::size(file), "/tmp/perf-%d.map", getpid());
s_map_file = std::fopen(file, "wb");
s_map_file_opened = true;
if (!s_map_file)
return;
}
std::fprintf(s_map_file, "%" PRIx64 " %zx %s\n", static_cast<u64>(reinterpret_cast<uintptr_t>(ptr)), size, symbol);
std::fflush(s_map_file);
}
#elif defined(__linux__) && defined(ProfileWithPerfJitDump)
enum : u32
{
JIT_CODE_LOAD = 0,
JIT_CODE_MOVE = 1,
JIT_CODE_DEBUG_INFO = 2,
JIT_CODE_CLOSE = 3,
JIT_CODE_UNWINDING_INFO = 4
};
#pragma pack(push, 1)
struct JITDUMP_HEADER
{
u32 magic = 0x4A695444; // JiTD
u32 version = 1;
u32 header_size = sizeof(JITDUMP_HEADER);
u32 elf_mach;
u32 pad1 = 0;
u32 pid;
u64 timestamp;
u64 flags = 0;
};
struct JITDUMP_RECORD_HEADER
{
u32 id;
u32 total_size;
u64 timestamp;
};
struct JITDUMP_CODE_LOAD
{
JITDUMP_RECORD_HEADER header;
u32 pid;
u32 tid;
u64 vma;
u64 code_addr;
u64 code_size;
u64 code_index;
// name
};
#pragma pack(pop)
static u64 JitDumpTimestamp()
{
struct timespec ts = {};
clock_gettime(CLOCK_MONOTONIC, &ts);
return (static_cast<u64>(ts.tv_sec) * 1000000000ULL) + static_cast<u64>(ts.tv_nsec);
}
void InfoVector::map(uptr x86, u32 size, u32 pc)
static FILE* s_jitdump_file = nullptr;
static bool s_jitdump_file_opened = false;
static std::mutex s_jitdump_mutex;
static u32 s_jitdump_record_id;
static void RegisterMethod(const void* ptr, size_t size, const char* symbol)
{
#ifndef MERGE_BLOCK_RESULT
m_v.emplace_back(x86, size, m_prefix, pc);
#endif
const u32 namelen = std::strlen(symbol) + 1;
#ifdef ENABLE_VTUNE
iJIT_Method_Load_V2 ml;
std::unique_lock lock(s_jitdump_mutex);
if (!s_jitdump_file)
{
if (!s_jitdump_file_opened)
{
char file[256];
snprintf(file, std::size(file), "jit-%d.dump", getpid());
s_jitdump_file = fopen(file, "w+b");
s_jitdump_file_opened = true;
if (!s_jitdump_file)
return;
}
memset(&ml, 0, sizeof(ml));
void* perf_marker = mmap(nullptr, 4096, PROT_READ | PROT_EXEC, MAP_PRIVATE, fileno(s_jitdump_file), 0);
pxAssertRel(perf_marker != MAP_FAILED, "Map perf marker");
#ifdef MERGE_BLOCK_RESULT
ml.method_id = m_vtune_id;
ml.method_name = m_prefix;
#else
std::string name = std::string(m_prefix) + "_" + std::to_string(pc);
JITDUMP_HEADER jh = {};
jh.elf_mach = EM_X86_64;
jh.pid = getpid();
jh.timestamp = JitDumpTimestamp();
std::fwrite(&jh, sizeof(jh), 1, s_jitdump_file);
}
JITDUMP_CODE_LOAD cl = {};
cl.header.id = JIT_CODE_LOAD;
cl.header.total_size = sizeof(cl) + namelen + static_cast<u32>(size);
cl.header.timestamp = JitDumpTimestamp();
cl.pid = getpid();
cl.tid = syscall(SYS_gettid);
cl.vma = 0;
cl.code_addr = static_cast<u64>(reinterpret_cast<uintptr_t>(ptr));
cl.code_size = static_cast<u64>(size);
cl.code_index = s_jitdump_record_id++;
std::fwrite(&cl, sizeof(cl), 1, s_jitdump_file);
std::fwrite(symbol, namelen, 1, s_jitdump_file);
std::fwrite(ptr, size, 1, s_jitdump_file);
std::fflush(s_jitdump_file);
}
#elif defined(ENABLE_VTUNE)
static void RegisterMethod(const void* ptr, size_t size, const char* symbol)
{
iJIT_Method_Load_V2 ml = {};
ml.method_id = iJIT_GetNewMethodID();
ml.method_name = (char*)name.c_str();
#endif
ml.method_load_address = (void*)x86;
ml.method_size = size;
ml.method_name = const_cast<char*>(symbol);
ml.method_load_address = ptr;
ml.method_size = static_cast<unsigned int>(size);
iJIT_NotifyEvent(iJVM_EVENT_TYPE_METHOD_LOAD_FINISHED_V2, &ml);
//fprintf(stderr, "mapB %s: %p size %d\n", ml.method_name, ml.method_load_address, ml.method_size);
#endif
}
void InfoVector::reset()
{
auto dynamic = std::remove_if(m_v.begin(), m_v.end(), [](Info i) { return i.m_dynamic; });
m_v.erase(dynamic, m_v.end());
}
////////////////////////////////////////////////////////////////////////////////
// Global function
////////////////////////////////////////////////////////////////////////////////
void dump()
{
char file[256];
snprintf(file, 250, "/tmp/perf-%d.map", getpid());
FILE* fp = fopen(file, "w");
any.print(fp);
ee.print(fp);
iop.print(fp);
vu.print(fp);
if (fp)
fclose(fp);
}
void dump_and_reset()
{
dump();
any.reset();
ee.reset();
iop.reset();
vu.reset();
}
#else
////////////////////////////////////////////////////////////////////////////////
// Dummy implementation
////////////////////////////////////////////////////////////////////////////////
InfoVector::InfoVector(const char* prefix)
: m_vtune_id(0)
static void RegisterMethod(const void* ptr, size_t size, const char* method)
{
}
void InfoVector::map(uptr x86, u32 size, const char* symbol) {}
void InfoVector::map(uptr x86, u32 size, u32 pc) {}
void InfoVector::reset() {}
#endif
void dump() {}
void dump_and_reset() {}
#if (defined(__linux__) && (defined(ProfileWithPerf) || defined(ProfileWithPerfJitDump))) || defined(ENABLE_VTUNE)
void Group::Register(const void* ptr, size_t size, const char* symbol)
{
char full_symbol[128];
if (HasPrefix())
std::snprintf(full_symbol, std::size(full_symbol), "%s_%s", m_prefix, symbol);
else
StringUtil::Strlcpy(full_symbol, symbol, std::size(full_symbol));
RegisterMethod(ptr, size, full_symbol);
}
void Group::RegisterPC(const void* ptr, size_t size, u32 pc)
{
char full_symbol[128];
if (HasPrefix())
std::snprintf(full_symbol, std::size(full_symbol), "%s_%08X", m_prefix, pc);
else
std::snprintf(full_symbol, std::size(full_symbol), "%08X", pc);
RegisterMethod(ptr, size, full_symbol);
}
void Group::RegisterKey(const void* ptr, size_t size, const char* prefix, u64 key)
{
char full_symbol[128];
if (HasPrefix())
std::snprintf(full_symbol, std::size(full_symbol), "%s_%s%016" PRIX64, m_prefix, prefix, key);
else
std::snprintf(full_symbol, std::size(full_symbol), "%s%016" PRIX64, prefix, key);
RegisterMethod(ptr, size, full_symbol);
}
#else
void Group::Register(const void* ptr, size_t size, const char* symbol) {}
void Group::RegisterPC(const void* ptr, size_t size, u32 pc) {}
void Group::RegisterKey(const void* ptr, size_t size, const char* prefix, u64 key) {}
#endif
} // namespace Perf
+13 -32
View File
@@ -21,42 +21,23 @@
namespace Perf
{
struct Info
class Group
{
uptr m_x86;
u32 m_size;
char m_symbol[20];
// The idea is to keep static zones that are set only
// once.
bool m_dynamic;
Info(uptr x86, u32 size, const char* symbol);
Info(uptr x86, u32 size, const char* symbol, u32 pc);
void Print(FILE* fp);
};
class InfoVector
{
std::vector<Info> m_v;
char m_prefix[20];
unsigned int m_vtune_id;
const char* m_prefix;
public:
InfoVector(const char* prefix);
constexpr Group(const char* prefix) : m_prefix(prefix) {}
bool HasPrefix() const { return (m_prefix && m_prefix[0]); }
void print(FILE* fp);
void map(uptr x86, u32 size, const char* symbol);
void map(uptr x86, u32 size, u32 pc);
void reset();
void Register(const void* ptr, size_t size, const char* symbol);
void RegisterPC(const void* ptr, size_t size, u32 pc);
void RegisterKey(const void* ptr, size_t size, const char* prefix, u64 key);
};
void dump();
void dump_and_reset();
extern InfoVector any;
extern InfoVector ee;
extern InfoVector iop;
extern InfoVector vu;
extern InfoVector vif;
extern Group any;
extern Group ee;
extern Group iop;
extern Group vu0;
extern Group vu1;
extern Group vif;
} // namespace Perf
-111
View File
@@ -97,114 +97,3 @@ public:
virtual SafeArray<T>* Clone() const;
};
//////////////////////////////////////////////////////////////////////////////////////////
// SafeList - Simple growable container without all the mess or hassle of std containers.
//
// This container is intended for reasonably simple class types only. Things which this
// container does not handle with desired robustness:
//
// * Classes with non-trivial constructors (such that construction creates much overhead)
// * Classes with copy constructors (copying is done using performance memcpy)
// * Classes with destructors (they're not called, sorry!)
//
template <typename T>
class SafeList
{
DeclareNoncopyableObject(SafeList);
public:
static const int DefaultChunkSize = 0x80 * sizeof(T);
public:
std::string Name; // user-assigned block name
int ChunkSize; // assigned DefaultChunkSize on init, reconfigurable at any time.
protected:
T* m_ptr;
int m_allocsize; // size of the allocation of memory
uint m_length; // length of the array (active items, not buffer allocation)
protected:
virtual T* _virtual_realloc(int newsize);
void _MakeRoomFor_threshold(int newsize);
T* _getPtr(uint i) const;
public:
virtual ~SafeList();
explicit SafeList(const char* name = "Unnamed");
explicit SafeList(int initialSize, const char* name = "Unnamed");
virtual SafeList<T>* Clone() const;
void Remove(int index);
void MakeRoomFor(int blockSize);
T& New();
int Add(const T& src);
T& AddNew(const T& src);
// Returns the size of the list, as according to the array type. This includes
// mapped items only. The actual size of the allocation may differ.
int GetLength() const { return m_length; }
// Returns the size of the list, in bytes. This includes mapped items only.
// The actual size of the allocation may differ.
int GetSizeInBytes() const { return m_length * sizeof(T); }
void MatchLengthToAllocatedSize()
{
m_length = m_allocsize;
}
void GrowBy(int items)
{
MakeRoomFor(m_length + ChunkSize + items + 1);
}
// Sets the item length to zero. Does not free memory allocations.
void Clear()
{
m_length = 0;
}
// Gets an element of this memory allocation much as if it were an array.
// DevBuilds : Generates assertion if the index is invalid.
T& operator[](int idx) { return *_getPtr((uint)idx); }
const T& operator[](int idx) const { return *_getPtr((uint)idx); }
T* GetPtr() { return m_ptr; }
const T* GetPtr() const { return m_ptr; }
T& GetLast() { return m_ptr[m_length - 1]; }
const T& GetLast() const { return m_ptr[m_length - 1]; }
};
// --------------------------------------------------------------------------------------
// SafeAlignedArray<T>
// --------------------------------------------------------------------------------------
// Handy little class for allocating a resizable memory block, complete with
// exception-based error handling and automatic cleanup.
// This one supports aligned data allocations too!
template <typename T, uint Alignment>
class SafeAlignedArray : public SafeArray<T>
{
typedef SafeArray<T> _parent;
protected:
T* _virtual_realloc(int newsize);
public:
using _parent::operator[];
virtual ~SafeAlignedArray();
explicit SafeAlignedArray(std::string name = "Unnamed")
: SafeArray<T>::SafeArray(name)
{
}
explicit SafeAlignedArray(int initialSize, std::string name = "Unnamed");
virtual SafeAlignedArray<T, Alignment>* Clone() const;
};
-166
View File
@@ -15,13 +15,9 @@
#pragma once
#include "common/AlignedMalloc.h"
#include "common/Assertions.h"
#include "common/Exceptions.h"
#include "common/SafeArray.h"
#include "fmt/core.h"
// Internal constructor for use by derived classes. This allows a derived class to
// use its own memory allocation (with an aligned memory, for example).
// Throws:
@@ -123,165 +119,3 @@ SafeArray<T>* SafeArray<T>::Clone() const
memcpy(retval->GetPtr(), m_ptr, sizeof(T) * m_size);
return retval;
}
// --------------------------------------------------------------------------------------
// SafeAlignedArray<T> (implementations)
// --------------------------------------------------------------------------------------
template <typename T, uint Alignment>
T* SafeAlignedArray<T, Alignment>::_virtual_realloc(int newsize)
{
return (T*)((this->m_ptr == NULL) ?
_aligned_malloc(newsize * sizeof(T), Alignment) :
pcsx2_aligned_realloc(this->m_ptr, newsize * sizeof(T), Alignment, this->m_size * sizeof(T)));
}
// Appends "(align: xx)" to the name of the allocation in devel builds.
// Maybe useful,maybe not... no harm in attaching it. :D
template <typename T, uint Alignment>
SafeAlignedArray<T, Alignment>::~SafeAlignedArray()
{
safe_aligned_free(this->m_ptr);
// mptr is set to null, so the parent class's destructor won't re-free it.
}
template <typename T, uint Alignment>
SafeAlignedArray<T, Alignment>::SafeAlignedArray(int initialSize, std::string name)
: SafeArray<T>::SafeArray(
std::move(name),
(T*)_aligned_malloc(initialSize * sizeof(T), Alignment),
initialSize)
{
}
template <typename T, uint Alignment>
SafeAlignedArray<T, Alignment>* SafeAlignedArray<T, Alignment>::Clone() const
{
SafeAlignedArray<T, Alignment>* retval = new SafeAlignedArray<T, Alignment>(this->m_size);
memcpy(retval->GetPtr(), this->m_ptr, sizeof(T) * this->m_size);
return retval;
}
// --------------------------------------------------------------------------------------
// SafeList<T> (implementations)
// --------------------------------------------------------------------------------------
template <typename T>
T* SafeList<T>::_virtual_realloc(int newsize)
{
return (T*)realloc(m_ptr, newsize * sizeof(T));
}
template <typename T>
SafeList<T>::~SafeList()
{
safe_free(m_ptr);
}
template <typename T>
SafeList<T>::SafeList(const char* name)
: Name(name)
{
ChunkSize = DefaultChunkSize;
m_ptr = NULL;
m_allocsize = 0;
m_length = 0;
}
template <typename T>
SafeList<T>::SafeList(int initialSize, const char* name)
: Name(name)
{
ChunkSize = DefaultChunkSize;
m_allocsize = initialSize;
m_length = 0;
m_ptr = (T*)malloc(initialSize * sizeof(T));
if (m_ptr == NULL)
pxFailRel("SafeList exact alloc failed");
for (int i = 0; i < m_allocsize; ++i)
{
new (&m_ptr[i]) T();
}
}
template <typename T>
T* SafeList<T>::_getPtr(uint i) const
{
pxAssumeDev(i < m_length, "Index in bounds");
return &m_ptr[i];
}
// Ensures that the allocation is large enough to fit data of the
// amount requested. The memory allocation is not resized smaller.
template <typename T>
void SafeList<T>::MakeRoomFor(int blockSize)
{
if (blockSize > m_allocsize)
{
const int newalloc = blockSize + ChunkSize;
m_ptr = _virtual_realloc(newalloc);
if (m_ptr == NULL)
pxFailRel("SafeList MakeRoomFor failed");
for (; m_allocsize < newalloc; ++m_allocsize)
{
new (&m_ptr[m_allocsize]) T();
}
}
}
// Appends an item to the end of the list and returns a handle to it.
template <typename T>
T& SafeList<T>::New()
{
_MakeRoomFor_threshold(m_length + 1);
return m_ptr[m_length++];
}
template <typename T>
int SafeList<T>::Add(const T& src)
{
_MakeRoomFor_threshold(m_length + 1);
m_ptr[m_length] = src;
return m_length++;
}
// Same as Add, but returns the handle of the new object instead of it's array index.
template <typename T>
T& SafeList<T>::AddNew(const T& src)
{
_MakeRoomFor_threshold(m_length + 1);
m_ptr[m_length] = src;
return m_ptr[m_length];
}
// Performs a standard array-copy removal of the given item. All items past the
// given item are copied over.
// DevBuilds : Generates assertion if the index is invalid.
template <typename T>
void SafeList<T>::Remove(int index)
{
pxAssert(index < m_length);
int copylen = m_length - index;
if (copylen > 0)
memcpy(&m_ptr[index], &m_ptr[index + 1], copylen);
}
template <typename T>
SafeList<T>* SafeList<T>::Clone() const
{
SafeList<T>* retval = new SafeList<T>(m_length);
memcpy(retval->m_ptr, m_ptr, sizeof(T) * m_length);
return retval;
}
template <typename T>
void SafeList<T>::_MakeRoomFor_threshold(int newsize)
{
MakeRoomFor(newsize + ChunkSize);
}
-6
View File
@@ -698,11 +698,6 @@ namespace Vulkan
{
pxAssert(m_num_writes < MAX_WRITES && (m_num_image_infos + num_views) < MAX_IMAGE_INFOS);
#if 1
// NOTE: This is deliberately split up - updating multiple descriptors in one write is broken on Adreno.
for (u32 i = 0; i < num_views; i++)
AddCombinedImageSamplerDescriptorWrite(set, binding + i, views[i], samplers[i], layout);
#else
VkWriteDescriptorSet& dw = m_writes[m_num_writes++];
dw.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
dw.dstSet = set;
@@ -718,7 +713,6 @@ namespace Vulkan
ii.sampler = samplers[i];
ii.imageLayout = layout;
}
#endif
}
void DescriptorSetUpdateBuilder::AddBufferDescriptorWrite(
+109 -163
View File
@@ -26,6 +26,8 @@
#include <array>
#include <cstring>
#include "fmt/format.h"
#ifdef _WIN32
#include "common/RedtapeWindows.h"
#else
@@ -70,8 +72,7 @@ namespace Vulkan
Context::~Context() = default;
VkInstance Context::CreateVulkanInstance(
const WindowInfo* wi, bool enable_debug_utils, bool enable_validation_layer)
VkInstance Context::CreateVulkanInstance(const WindowInfo& wi, bool enable_debug_utils, bool enable_validation_layer)
{
ExtensionList enabled_extensions;
if (!SelectInstanceExtensions(&enabled_extensions, wi, enable_debug_utils))
@@ -118,7 +119,7 @@ namespace Vulkan
return instance;
}
bool Context::SelectInstanceExtensions(ExtensionList* extension_list, const WindowInfo* wi, bool enable_debug_utils)
bool Context::SelectInstanceExtensions(ExtensionList* extension_list, const WindowInfo& wi, bool enable_debug_utils)
{
u32 extension_count = 0;
VkResult res = vkEnumerateInstanceExtensionProperties(nullptr, &extension_count, nullptr);
@@ -155,34 +156,32 @@ namespace Vulkan
};
// Common extensions
if (wi && wi->type != WindowInfo::Type::Surfaceless && !SupportsExtension(VK_KHR_SURFACE_EXTENSION_NAME, true))
if (wi.type != WindowInfo::Type::Surfaceless && !SupportsExtension(VK_KHR_SURFACE_EXTENSION_NAME, true))
return false;
#if defined(VK_USE_PLATFORM_WIN32_KHR)
if (wi && wi->type == WindowInfo::Type::Win32 && !SupportsExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME, true))
if (wi.type == WindowInfo::Type::Win32 && !SupportsExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME, true))
return false;
#endif
#if defined(VK_USE_PLATFORM_XLIB_KHR)
if (wi && wi->type == WindowInfo::Type::X11 && !SupportsExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME, true))
if (wi.type == WindowInfo::Type::X11 && !SupportsExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME, true))
return false;
#endif
#if defined(VK_USE_PLATFORM_WAYLAND_KHR)
if (wi && wi->type == WindowInfo::Type::Wayland &&
!SupportsExtension(VK_KHR_WAYLAND_SURFACE_EXTENSION_NAME, true))
if (wi.type == WindowInfo::Type::Wayland && !SupportsExtension(VK_KHR_WAYLAND_SURFACE_EXTENSION_NAME, true))
return false;
#endif
#if defined(VK_USE_PLATFORM_ANDROID_KHR)
if (wi && wi->type == WindowInfo::Type::Android &&
!SupportsExtension(VK_KHR_ANDROID_SURFACE_EXTENSION_NAME, true))
if (wi.type == WindowInfo::Type::Android && !SupportsExtension(VK_KHR_ANDROID_SURFACE_EXTENSION_NAME, true))
return false;
#endif
#if defined(VK_USE_PLATFORM_METAL_EXT)
if (wi && wi->type == WindowInfo::Type::MacOS && !SupportsExtension(VK_EXT_METAL_SURFACE_EXTENSION_NAME, true))
if (wi.type == WindowInfo::Type::MacOS && !SupportsExtension(VK_EXT_METAL_SURFACE_EXTENSION_NAME, true))
return false;
#endif
#if 0
if (wi && wi->type == WindowInfo::Type::Display && !SupportsExtension(VK_KHR_DISPLAY_EXTENSION_NAME, true))
if (wi.type == WindowInfo::Type::Display && !SupportsExtension(VK_KHR_DISPLAY_EXTENSION_NAME, true))
return false;
#endif
@@ -195,170 +194,67 @@ namespace Vulkan
Context::GPUList Context::EnumerateGPUs(VkInstance instance)
{
GPUList gpus;
u32 gpu_count = 0;
VkResult res = vkEnumeratePhysicalDevices(instance, &gpu_count, nullptr);
if ((res != VK_SUCCESS && res != VK_INCOMPLETE) || gpu_count == 0)
{
LOG_VULKAN_ERROR(res, "vkEnumeratePhysicalDevices (1) failed: ");
return {};
return gpus;
}
GPUList gpus;
gpus.resize(gpu_count);
res = vkEnumeratePhysicalDevices(instance, &gpu_count, gpus.data());
std::vector<VkPhysicalDevice> physical_devices(gpu_count);
res = vkEnumeratePhysicalDevices(instance, &gpu_count, physical_devices.data());
if (res == VK_INCOMPLETE)
{
Console.Warning("First vkEnumeratePhysicalDevices() call returned %zu devices, but second returned %u", gpus.size(), gpu_count);
Console.Warning("First vkEnumeratePhysicalDevices() call returned %zu devices, but second returned %u",
physical_devices.size(), gpu_count);
}
else if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkEnumeratePhysicalDevices (2) failed: ");
return {};
return gpus;
}
// Maybe we lost a GPU?
if (gpu_count < gpus.size())
gpus.resize(gpu_count);
if (gpu_count < physical_devices.size())
physical_devices.resize(gpu_count);
return gpus;
}
Context::GPUNameList Context::EnumerateGPUNames(VkInstance instance)
{
u32 gpu_count = 0;
VkResult res = vkEnumeratePhysicalDevices(instance, &gpu_count, nullptr);
if (res != VK_SUCCESS || gpu_count == 0)
{
LOG_VULKAN_ERROR(res, "vkEnumeratePhysicalDevices failed: ");
return {};
}
GPUList gpus;
gpus.resize(gpu_count);
res = vkEnumeratePhysicalDevices(instance, &gpu_count, gpus.data());
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkEnumeratePhysicalDevices failed: ");
return {};
}
GPUNameList gpu_names;
gpu_names.reserve(gpu_count);
for (u32 i = 0; i < gpu_count; i++)
gpus.reserve(physical_devices.size());
for (VkPhysicalDevice device : physical_devices)
{
VkPhysicalDeviceProperties props = {};
vkGetPhysicalDeviceProperties(gpus[i], &props);
vkGetPhysicalDeviceProperties(device, &props);
std::string gpu_name(props.deviceName);
std::string gpu_name = props.deviceName;
// handle duplicate adapter names
if (std::any_of(gpu_names.begin(), gpu_names.end(),
[&gpu_name](const std::string& other) { return (gpu_name == other); }))
if (std::any_of(gpus.begin(), gpus.end(),
[&gpu_name](const auto& other) { return (gpu_name == other.second); }))
{
std::string original_adapter_name = std::move(gpu_name);
u32 current_extra = 2;
do
{
gpu_name = StringUtil::StdStringFromFormat("%s (%u)", original_adapter_name.c_str(), current_extra);
gpu_name = fmt::format("{} ({})", original_adapter_name, current_extra);
current_extra++;
} while (std::any_of(gpu_names.begin(), gpu_names.end(),
[&gpu_name](const std::string& other) { return (gpu_name == other); }));
} while (std::any_of(gpus.begin(), gpus.end(),
[&gpu_name](const auto& other) { return (gpu_name == other.second); }));
}
gpu_names.push_back(std::move(gpu_name));
gpus.emplace_back(device, std::move(gpu_name));
}
return gpu_names;
return gpus;
}
bool Context::Create(std::string_view gpu_name, const WindowInfo* wi, std::unique_ptr<SwapChain>* out_swap_chain,
VkPresentModeKHR preferred_present_mode, bool threaded_presentation, bool enable_debug_utils,
bool enable_validation_layer)
bool Context::Create(VkInstance instance, VkSurfaceKHR surface, VkPhysicalDevice physical_device,
bool threaded_presentation, bool enable_debug_utils, bool enable_validation_layer)
{
pxAssertMsg(!g_vulkan_context, "Has no current context");
if (!Vulkan::LoadVulkanLibrary())
{
Console.Error("Failed to load Vulkan library");
return false;
}
const bool enable_surface = (wi && wi->type != WindowInfo::Type::Surfaceless);
VkInstance instance = CreateVulkanInstance(wi, enable_debug_utils, enable_validation_layer);
if (instance == VK_NULL_HANDLE)
{
if (enable_debug_utils || enable_validation_layer)
{
// Try again without the validation layer.
enable_debug_utils = false;
enable_validation_layer = false;
instance = CreateVulkanInstance(wi, enable_debug_utils, enable_validation_layer);
if (instance == VK_NULL_HANDLE)
{
Vulkan::UnloadVulkanLibrary();
return false;
}
Console.Error("Vulkan validation/debug layers requested but are unavailable. Creating non-debug device.");
}
}
if (!Vulkan::LoadVulkanInstanceFunctions(instance))
{
Console.Error("Failed to load Vulkan instance functions");
vkDestroyInstance(instance, nullptr);
Vulkan::UnloadVulkanLibrary();
return false;
}
GPUList gpus = EnumerateGPUs(instance);
if (gpus.empty())
{
vkDestroyInstance(instance, nullptr);
Vulkan::UnloadVulkanLibrary();
return false;
}
u32 gpu_index = 0;
GPUNameList gpu_names = EnumerateGPUNames(instance);
if (!gpu_name.empty())
{
for (; gpu_index < static_cast<u32>(gpu_names.size()); gpu_index++)
{
Console.WriteLn("GPU %u: %s", static_cast<u32>(gpu_index), gpu_names[gpu_index].c_str());
if (gpu_names[gpu_index] == gpu_name)
break;
}
if (gpu_index == static_cast<u32>(gpu_names.size()))
{
Console.Warning("Requested GPU '%s' not found, using first (%s)", std::string(gpu_name).c_str(),
gpu_names[0].c_str());
gpu_index = 0;
}
}
else
{
Console.WriteLn("No GPU requested, using first (%s)", gpu_names[0].c_str());
}
VkSurfaceKHR surface = VK_NULL_HANDLE;
WindowInfo wi_copy;
if (wi)
wi_copy = *wi;
if (enable_surface &&
(surface = SwapChain::CreateVulkanSurface(instance, gpus[gpu_index], &wi_copy)) == VK_NULL_HANDLE)
{
vkDestroyInstance(instance, nullptr);
Vulkan::UnloadVulkanLibrary();
return false;
}
g_vulkan_context.reset(new Context(instance, gpus[gpu_index]));
g_vulkan_context.reset(new Context(instance, physical_device));
if (enable_debug_utils)
g_vulkan_context->EnableDebugUtils();
@@ -367,8 +263,7 @@ namespace Vulkan
if (!g_vulkan_context->CreateDevice(surface, enable_validation_layer, nullptr, 0, nullptr, 0, nullptr) ||
!g_vulkan_context->CreateAllocator() || !g_vulkan_context->CreateGlobalDescriptorPool() ||
!g_vulkan_context->CreateCommandBuffers() || !g_vulkan_context->CreateTextureStreamBuffer() ||
!g_vulkan_context->InitSpinResources() ||
(enable_surface && (*out_swap_chain = SwapChain::Create(wi_copy, surface, preferred_present_mode)) == nullptr))
!g_vulkan_context->InitSpinResources())
{
// Since we are destroying the instance, we're also responsible for destroying the surface.
if (surface != VK_NULL_HANDLE)
@@ -468,12 +363,15 @@ namespace Vulkan
SupportsExtension(VK_EXT_CALIBRATED_TIMESTAMPS_EXTENSION_NAME, false);
m_optional_extensions.vk_ext_line_rasterization =
SupportsExtension(VK_EXT_LINE_RASTERIZATION_EXTENSION_NAME, false);
m_optional_extensions.vk_ext_rasterization_order_attachment_access =
SupportsExtension(VK_EXT_RASTERIZATION_ORDER_ATTACHMENT_ACCESS_EXTENSION_NAME, false) ||
SupportsExtension(VK_ARM_RASTERIZATION_ORDER_ATTACHMENT_ACCESS_EXTENSION_NAME, false);
m_optional_extensions.vk_khr_driver_properties =
SupportsExtension(VK_KHR_DRIVER_PROPERTIES_EXTENSION_NAME, false);
m_optional_extensions.vk_arm_rasterization_order_attachment_access =
SupportsExtension(VK_ARM_RASTERIZATION_ORDER_ATTACHMENT_ACCESS_EXTENSION_NAME, false);
m_optional_extensions.vk_khr_fragment_shader_barycentric =
SupportsExtension(VK_KHR_FRAGMENT_SHADER_BARYCENTRIC_EXTENSION_NAME, false);
m_optional_extensions.vk_khr_shader_draw_parameters =
SupportsExtension(VK_KHR_SHADER_DRAW_PARAMETERS_EXTENSION_NAME, false);
return true;
}
@@ -488,7 +386,6 @@ namespace Vulkan
// Enable the features we use.
m_device_features.dualSrcBlend = available_features.dualSrcBlend;
m_device_features.geometryShader = available_features.geometryShader;
m_device_features.largePoints = available_features.largePoints;
m_device_features.wideLines = available_features.wideLines;
m_device_features.fragmentStoresAndAtomics = available_features.fragmentStoresAndAtomics;
@@ -662,8 +559,8 @@ namespace Vulkan
// provoking vertex
VkPhysicalDeviceProvokingVertexFeaturesEXT provoking_vertex_feature = {
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROVOKING_VERTEX_FEATURES_EXT};
VkPhysicalDeviceRasterizationOrderAttachmentAccessFeaturesARM rasterization_order_access_feature = {
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RASTERIZATION_ORDER_ATTACHMENT_ACCESS_FEATURES_ARM};
VkPhysicalDeviceRasterizationOrderAttachmentAccessFeaturesEXT rasterization_order_access_feature = {
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RASTERIZATION_ORDER_ATTACHMENT_ACCESS_FEATURES_EXT};
VkPhysicalDeviceLineRasterizationFeaturesEXT line_rasterization_feature = {
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_LINE_RASTERIZATION_FEATURES_EXT};
@@ -677,7 +574,7 @@ namespace Vulkan
line_rasterization_feature.bresenhamLines = VK_TRUE;
Util::AddPointerToChain(&device_info, &line_rasterization_feature);
}
if (m_optional_extensions.vk_arm_rasterization_order_attachment_access)
if (m_optional_extensions.vk_ext_rasterization_order_attachment_access)
{
rasterization_order_access_feature.rasterizationOrderColorAttachmentAccess = VK_TRUE;
Util::AddPointerToChain(&device_info, &rasterization_order_access_feature);
@@ -743,15 +640,15 @@ namespace Vulkan
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROVOKING_VERTEX_FEATURES_EXT};
VkPhysicalDeviceLineRasterizationFeaturesEXT line_rasterization_feature = {
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_LINE_RASTERIZATION_FEATURES_EXT};
VkPhysicalDeviceRasterizationOrderAttachmentAccessFeaturesARM rasterization_order_access_feature = {
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RASTERIZATION_ORDER_ATTACHMENT_ACCESS_FEATURES_ARM};
VkPhysicalDeviceRasterizationOrderAttachmentAccessFeaturesEXT rasterization_order_access_feature = {
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RASTERIZATION_ORDER_ATTACHMENT_ACCESS_FEATURES_EXT};
// add in optional feature structs
if (m_optional_extensions.vk_ext_provoking_vertex)
Util::AddPointerToChain(&features2, &provoking_vertex_features);
if (m_optional_extensions.vk_ext_line_rasterization)
Util::AddPointerToChain(&features2, &line_rasterization_feature);
if (m_optional_extensions.vk_arm_rasterization_order_attachment_access)
if (m_optional_extensions.vk_ext_rasterization_order_attachment_access)
Util::AddPointerToChain(&features2, &rasterization_order_access_feature);
// query
@@ -759,7 +656,7 @@ namespace Vulkan
// confirm we actually support it
m_optional_extensions.vk_ext_provoking_vertex &= (provoking_vertex_features.provokingVertexLast == VK_TRUE);
m_optional_extensions.vk_arm_rasterization_order_attachment_access &= (rasterization_order_access_feature.rasterizationOrderColorAttachmentAccess == VK_TRUE);
m_optional_extensions.vk_ext_rasterization_order_attachment_access &= (rasterization_order_access_feature.rasterizationOrderColorAttachmentAccess == VK_TRUE);
m_optional_extensions.vk_ext_line_rasterization &= (line_rasterization_feature.bresenhamLines == VK_TRUE);
VkPhysicalDeviceProperties2 properties2 = {VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2};
@@ -815,8 +712,8 @@ namespace Vulkan
m_optional_extensions.vk_ext_line_rasterization ? "supported" : "NOT supported");
Console.WriteLn("VK_EXT_calibrated_timestamps is %s",
m_optional_extensions.vk_ext_calibrated_timestamps ? "supported" : "NOT supported");
Console.WriteLn("VK_ARM_rasterization_order_attachment_access is %s",
m_optional_extensions.vk_arm_rasterization_order_attachment_access ? "supported" : "NOT supported");
Console.WriteLn("VK_EXT_rasterization_order_attachment_access is %s",
m_optional_extensions.vk_ext_rasterization_order_attachment_access ? "supported" : "NOT supported");
}
bool Context::CreateAllocator()
@@ -956,11 +853,9 @@ namespace Vulkan
bool Context::CreateGlobalDescriptorPool()
{
// TODO: A better way to choose the number of descriptors.
VkDescriptorPoolSize pool_sizes[] = {
{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1024},
{VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1024},
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1},
static constexpr const VkDescriptorPoolSize pool_sizes[] = {
{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 2},
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 2},
};
VkDescriptorPoolCreateInfo pool_create_info = {VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO, nullptr,
@@ -1666,7 +1561,7 @@ namespace Vulkan
input_reference.layout = VK_IMAGE_LAYOUT_GENERAL;
input_reference_ptr = &input_reference;
if (!g_vulkan_context->GetOptionalExtensions().vk_arm_rasterization_order_attachment_access)
if (!g_vulkan_context->GetOptionalExtensions().vk_ext_rasterization_order_attachment_access)
{
// don't need the framebuffer-local dependency when we have rasterization order attachment access
subpass_dependency.srcSubpass = 0;
@@ -1685,20 +1580,23 @@ namespace Vulkan
}
if (key.depth_format != VK_FORMAT_UNDEFINED)
{
const VkImageLayout layout = key.depth_sampling ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
attachments[num_attachments] = {0, static_cast<VkFormat>(key.depth_format), VK_SAMPLE_COUNT_1_BIT,
static_cast<VkAttachmentLoadOp>(key.depth_load_op),
static_cast<VkAttachmentStoreOp>(key.depth_store_op),
static_cast<VkAttachmentLoadOp>(key.stencil_load_op),
static_cast<VkAttachmentStoreOp>(key.stencil_store_op),
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL};
layout, layout};
depth_reference.attachment = num_attachments;
depth_reference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
depth_reference.layout = layout;
depth_reference_ptr = &depth_reference;
num_attachments++;
}
const VkSubpassDescriptionFlags subpass_flags =
(key.color_feedback_loop && g_vulkan_context->GetOptionalExtensions().vk_arm_rasterization_order_attachment_access) ? VK_SUBPASS_DESCRIPTION_RASTERIZATION_ORDER_ATTACHMENT_COLOR_ACCESS_BIT_ARM : 0;
(key.color_feedback_loop && g_vulkan_context->GetOptionalExtensions().vk_ext_rasterization_order_attachment_access) ?
VK_SUBPASS_DESCRIPTION_RASTERIZATION_ORDER_ATTACHMENT_COLOR_ACCESS_BIT_EXT :
0;
const VkSubpassDescription subpass = {subpass_flags, VK_PIPELINE_BIND_POINT_GRAPHICS, input_reference_ptr ? 1u : 0u,
input_reference_ptr ? input_reference_ptr : nullptr, color_reference_ptr ? 1u : 0u,
color_reference_ptr ? color_reference_ptr : nullptr, nullptr, depth_reference_ptr, 0, nullptr};
@@ -1748,7 +1646,7 @@ void main()
{
if (!m_spinning_supported)
return true;
auto spirv = ShaderCompiler::CompileComputeShader(SPIN_SHADER);
auto spirv = ShaderCompiler::CompileComputeShader(SPIN_SHADER, false);
if (!spirv.has_value())
return false;
@@ -2076,4 +1974,52 @@ void main()
return static_cast<u64>(ts.tv_sec) * 1000000000 + ts.tv_nsec;
#endif
}
bool Context::AllocatePreinitializedGPUBuffer(u32 size, VkBuffer* gpu_buffer, VmaAllocation* gpu_allocation,
VkBufferUsageFlags gpu_usage, const std::function<void(void*)>& fill_callback)
{
// Try to place the fixed index buffer in GPU local memory.
// Use the staging buffer to copy into it.
const VkBufferCreateInfo cpu_bci = {
VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
nullptr,
0, size,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_SHARING_MODE_EXCLUSIVE};
const VmaAllocationCreateInfo cpu_aci = {
VMA_ALLOCATION_CREATE_MAPPED_BIT, VMA_MEMORY_USAGE_CPU_ONLY, 0, 0};
VkBuffer cpu_buffer;
VmaAllocation cpu_allocation;
VmaAllocationInfo cpu_ai;
VkResult res = vmaCreateBuffer(m_allocator, &cpu_bci, &cpu_aci, &cpu_buffer,
&cpu_allocation, &cpu_ai);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vmaCreateBuffer() for CPU expand buffer failed: ");
return false;
}
const VkBufferCreateInfo gpu_bci = {
VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
nullptr,
0, size,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_SHARING_MODE_EXCLUSIVE};
const VmaAllocationCreateInfo gpu_aci = {
0, VMA_MEMORY_USAGE_GPU_ONLY, 0, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT};
VmaAllocationInfo ai;
res = vmaCreateBuffer(m_allocator, &gpu_bci, &gpu_aci, gpu_buffer, gpu_allocation, &ai);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vmaCreateBuffer() for expand buffer failed: ");
vmaDestroyBuffer(m_allocator, cpu_buffer, cpu_allocation);
return false;
}
const VkBufferCopy buf_copy = {0u, 0u, size};
fill_callback(cpu_ai.pMappedData);
vmaFlushAllocation(m_allocator, cpu_allocation, 0, size);
vkCmdCopyBuffer(GetCurrentInitCommandBuffer(), cpu_buffer, *gpu_buffer, 1, &buf_copy);
DeferBufferDestruction(cpu_buffer, cpu_allocation);
return true;
}
} // namespace Vulkan
+15 -10
View File
@@ -53,27 +53,25 @@ namespace Vulkan
bool vk_ext_memory_budget : 1;
bool vk_ext_calibrated_timestamps : 1;
bool vk_ext_line_rasterization : 1;
bool vk_ext_rasterization_order_attachment_access : 1;
bool vk_khr_driver_properties : 1;
bool vk_arm_rasterization_order_attachment_access : 1;
bool vk_khr_fragment_shader_barycentric : 1;
bool vk_khr_shader_draw_parameters : 1;
};
~Context();
// Helper method to create a Vulkan instance.
static VkInstance CreateVulkanInstance(
const WindowInfo* wi, bool enable_debug_utils, bool enable_validation_layer);
const WindowInfo& wi, bool enable_debug_utils, bool enable_validation_layer);
// Returns a list of Vulkan-compatible GPUs.
using GPUList = std::vector<VkPhysicalDevice>;
using GPUNameList = std::vector<std::string>;
using GPUList = std::vector<std::pair<VkPhysicalDevice, std::string>>;
static GPUList EnumerateGPUs(VkInstance instance);
static GPUNameList EnumerateGPUNames(VkInstance instance);
// Creates a new context and sets it up as global.
static bool Create(std::string_view gpu_name, const WindowInfo* wi, std::unique_ptr<SwapChain>* out_swap_chain,
VkPresentModeKHR preferred_present_mode, bool threaded_presentation, bool enable_debug_utils,
bool enable_validation_layer);
static bool Create(VkInstance instance, VkSurfaceKHR surface, VkPhysicalDevice physical_device,
bool threaded_presentation, bool enable_debug_utils, bool enable_validation_layer);
// Destroys context.
static void Destroy();
@@ -139,7 +137,8 @@ namespace Vulkan
VkAttachmentLoadOp depth_load_op = VK_ATTACHMENT_LOAD_OP_LOAD,
VkAttachmentStoreOp depth_store_op = VK_ATTACHMENT_STORE_OP_STORE,
VkAttachmentLoadOp stencil_load_op = VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VkAttachmentStoreOp stencil_store_op = VK_ATTACHMENT_STORE_OP_DONT_CARE, bool color_feedback_loop = false)
VkAttachmentStoreOp stencil_store_op = VK_ATTACHMENT_STORE_OP_DONT_CARE,
bool color_feedback_loop = false, bool depth_sampling = false)
{
RenderPassCacheKey key = {};
key.color_format = color_format;
@@ -151,6 +150,7 @@ namespace Vulkan
key.stencil_load_op = stencil_load_op;
key.stencil_store_op = stencil_store_op;
key.color_feedback_loop = color_feedback_loop;
key.depth_sampling = depth_sampling;
auto it = m_render_pass_cache.find(key.key);
if (it != m_render_pass_cache.end())
@@ -236,6 +236,10 @@ namespace Vulkan
void CountRenderPass() { m_command_buffer_render_passes++; }
void NotifyOfReadback();
// Allocates a temporary CPU staging buffer, fires the callback with it to populate, then copies to a GPU buffer.
bool AllocatePreinitializedGPUBuffer(u32 size, VkBuffer* gpu_buffer, VmaAllocation* gpu_allocation,
VkBufferUsageFlags gpu_usage, const std::function<void(void*)>& fill_callback);
private:
Context(VkInstance instance, VkPhysicalDevice physical_device);
@@ -252,6 +256,7 @@ namespace Vulkan
u32 stencil_load_op : 2;
u32 stencil_store_op : 1;
u32 color_feedback_loop : 1;
u32 depth_sampling : 1;
};
u32 key;
@@ -259,7 +264,7 @@ namespace Vulkan
using ExtensionList = std::vector<const char*>;
static bool SelectInstanceExtensions(
ExtensionList* extension_list, const WindowInfo* wi, bool enable_debug_utils);
ExtensionList* extension_list, const WindowInfo& wi, bool enable_debug_utils);
bool SelectDeviceExtensions(ExtensionList* extension_list, bool enable_surface);
bool SelectDeviceFeatures(const VkPhysicalDeviceFeatures* required_features);
bool CreateDevice(VkSurfaceKHR surface, bool enable_validation_layer, const char** required_device_extensions,
-5
View File
@@ -493,11 +493,6 @@ namespace Vulkan
return GetShaderModule(ShaderCompiler::Type::Vertex, std::move(shader_code));
}
VkShaderModule ShaderCache::GetGeometryShader(std::string_view shader_code)
{
return GetShaderModule(ShaderCompiler::Type::Geometry, std::move(shader_code));
}
VkShaderModule ShaderCache::GetFragmentShader(std::string_view shader_code)
{
return GetShaderModule(ShaderCompiler::Type::Fragment, std::move(shader_code));
-1
View File
@@ -47,7 +47,6 @@ namespace Vulkan
VkShaderModule GetShaderModule(ShaderCompiler::Type type, std::string_view shader_code);
VkShaderModule GetVertexShader(std::string_view shader_code);
VkShaderModule GetGeometryShader(std::string_view shader_code);
VkShaderModule GetFragmentShader(std::string_view shader_code);
VkShaderModule GetComputeShader(std::string_view shader_code);
+16 -22
View File
@@ -37,7 +37,7 @@ namespace Vulkan::ShaderCompiler
static bool glslang_initialized = false;
static std::optional<SPIRVCodeVector> CompileShaderToSPV(
EShLanguage stage, const char* stage_filename, std::string_view source)
EShLanguage stage, const char* stage_filename, std::string_view source, bool debug)
{
if (!InitializeGlslang())
return std::nullopt;
@@ -45,9 +45,9 @@ namespace Vulkan::ShaderCompiler
std::unique_ptr<glslang::TShader> shader = std::make_unique<glslang::TShader>(stage);
std::unique_ptr<glslang::TProgram> program;
glslang::TShader::ForbidIncluder includer;
EProfile profile = ECoreProfile;
EShMessages messages = static_cast<EShMessages>(EShMsgDefault | EShMsgSpvRules | EShMsgVulkanRules);
int default_version = 450;
const EProfile profile = ECoreProfile;
const EShMessages messages = static_cast<EShMessages>(EShMsgDefault | EShMsgSpvRules | EShMsgVulkanRules | (debug ? EShMsgDebugInfo : 0));
const int default_version = 450;
std::string full_source_code;
const char* pass_source_code = source.data();
@@ -104,7 +104,9 @@ namespace Vulkan::ShaderCompiler
SPIRVCodeVector out_code;
spv::SpvBuildLogger logger;
glslang::GlslangToSpv(*intermediate, out_code, &logger);
glslang::SpvOptions options;
options.generateDebugInfo = debug;
glslang::GlslangToSpv(*intermediate, out_code, &logger, &options);
// Write out messages
if (std::strlen(shader->getInfoLog()) > 0)
@@ -147,24 +149,19 @@ namespace Vulkan::ShaderCompiler
glslang_initialized = false;
}
std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code)
std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code, bool debug)
{
return CompileShaderToSPV(EShLangVertex, "vs", source_code);
return CompileShaderToSPV(EShLangVertex, "vs", source_code, debug);
}
std::optional<SPIRVCodeVector> CompileGeometryShader(std::string_view source_code)
std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code, bool debug)
{
return CompileShaderToSPV(EShLangGeometry, "gs", source_code);
return CompileShaderToSPV(EShLangFragment, "ps", source_code, debug);
}
std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code)
std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code, bool debug)
{
return CompileShaderToSPV(EShLangFragment, "ps", source_code);
}
std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code)
{
return CompileShaderToSPV(EShLangCompute, "cs", source_code);
return CompileShaderToSPV(EShLangCompute, "cs", source_code, debug);
}
std::optional<ShaderCompiler::SPIRVCodeVector> CompileShader(Type type, std::string_view source_code, bool debug)
@@ -172,16 +169,13 @@ namespace Vulkan::ShaderCompiler
switch (type)
{
case Type::Vertex:
return CompileShaderToSPV(EShLangVertex, "vs", source_code);
case Type::Geometry:
return CompileShaderToSPV(EShLangGeometry, "gs", source_code);
return CompileShaderToSPV(EShLangVertex, "vs", source_code, debug);
case Type::Fragment:
return CompileShaderToSPV(EShLangFragment, "ps", source_code);
return CompileShaderToSPV(EShLangFragment, "ps", source_code, debug);
case Type::Compute:
return CompileShaderToSPV(EShLangCompute, "cs", source_code);
return CompileShaderToSPV(EShLangCompute, "cs", source_code, debug);
default:
return std::nullopt;
+3 -7
View File
@@ -26,7 +26,6 @@ namespace Vulkan::ShaderCompiler
enum class Type
{
Vertex,
Geometry,
Fragment,
Compute
};
@@ -38,16 +37,13 @@ namespace Vulkan::ShaderCompiler
using SPIRVCodeVector = std::vector<SPIRVCodeType>;
// Compile a vertex shader to SPIR-V.
std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code);
// Compile a geometry shader to SPIR-V.
std::optional<SPIRVCodeVector> CompileGeometryShader(std::string_view source_code);
std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code, bool debug);
// Compile a fragment shader to SPIR-V.
std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code);
std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code, bool debug);
// Compile a compute shader to SPIR-V.
std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code);
std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code, bool debug);
std::optional<SPIRVCodeVector> CompileShader(Type type, std::string_view source_code, bool debug);
} // namespace Vulkan::ShaderCompiler
+11 -5
View File
@@ -545,9 +545,7 @@ namespace Vulkan
// Determine the dimensions of the swap chain. Values of -1 indicate the size we specify here
// determines window size?
VkExtent2D size = surface_capabilities.currentExtent;
#ifndef ANDROID
if (size.width == UINT32_MAX)
#endif
{
size.width = m_window_info.surface_width;
size.height = m_window_info.surface_height;
@@ -562,9 +560,17 @@ namespace Vulkan
if (!(surface_capabilities.supportedTransforms & VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR))
transform = surface_capabilities.currentTransform;
VkCompositeAlphaFlagBitsKHR alpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
if (!(surface_capabilities.supportedCompositeAlpha & VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR))
{
// If we only support pre-multiplied/post-multiplied... :/
if (surface_capabilities.supportedCompositeAlpha & VK_COMPOSITE_ALPHA_INHERIT_BIT_KHR)
alpha = VK_COMPOSITE_ALPHA_INHERIT_BIT_KHR;
}
// Select swap chain flags, we only need a colour attachment
VkImageUsageFlags image_usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
if (!(surface_capabilities.supportedUsageFlags & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT))
VkImageUsageFlags image_usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
if ((surface_capabilities.supportedUsageFlags & image_usage) != image_usage)
{
Console.Error("Vulkan: Swap chain does not support usage as color attachment");
return false;
@@ -577,7 +583,7 @@ namespace Vulkan
// Now we can actually create the swap chain
VkSwapchainCreateInfoKHR swap_chain_info = {VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR, nullptr, 0, m_surface,
image_count, m_surface_format.format, m_surface_format.colorSpace, size, 1u, image_usage,
VK_SHARING_MODE_EXCLUSIVE, 0, nullptr, transform, VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR, m_present_mode,
VK_SHARING_MODE_EXCLUSIVE, 0, nullptr, transform, alpha, m_present_mode,
VK_TRUE, old_swap_chain};
std::array<uint32_t, 2> indices = {{
g_vulkan_context->GetGraphicsQueueFamilyIndex(),
+12 -6
View File
@@ -291,9 +291,12 @@ namespace Vulkan
case VK_IMAGE_LAYOUT_GENERAL:
// General is used for feedback loops.
barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
barrier.srcAccessMask = (aspect == VK_IMAGE_ASPECT_COLOR_BIT) ?
(VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_INPUT_ATTACHMENT_READ_BIT) :
(VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT);
srcStageMask = (aspect == VK_IMAGE_ASPECT_COLOR_BIT) ?
(VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT) :
(VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
break;
default:
@@ -341,9 +344,12 @@ namespace Vulkan
case VK_IMAGE_LAYOUT_GENERAL:
// General is used for feedback loops.
barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
barrier.dstAccessMask = (aspect == VK_IMAGE_ASPECT_COLOR_BIT) ?
(VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_INPUT_ATTACHMENT_READ_BIT) :
(VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT);
dstStageMask = (aspect == VK_IMAGE_ASPECT_COLOR_BIT) ?
(VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT) :
(VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
break;
default:
+3 -3
View File
@@ -2,11 +2,11 @@
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Label="UserMacros">
<BinaryOutputDir>$(SolutionDir)bin\</BinaryOutputDir>
<PCSX2QTDIRDefault Condition="'$(Platform)'=='x64'">$(SolutionDir)3rdparty\qt\6.4.0\msvc2022_64\</PCSX2QTDIRDefault>
<PCSX2QTDIRDefault Condition="'$(Platform)'=='ARM64'">$(SolutionDir)3rdparty\qt\6.4.0\msvc2022_arm64\</PCSX2QTDIRDefault>
<PCSX2QTDIRDefault Condition="'$(Platform)'=='x64'">$(SolutionDir)3rdparty\qt\6.5.0\msvc2022_64\</PCSX2QTDIRDefault>
<PCSX2QTDIRDefault Condition="'$(Platform)'=='ARM64'">$(SolutionDir)3rdparty\qt\6.5.0\msvc2022_arm64\</PCSX2QTDIRDefault>
<PCSX2QTDIR Condition="Exists('$(PCSX2QTDIRDefault)') And ('$(PCSX2QTDIR)'=='' Or !Exists('$(PCSX2QTDIR)'))">$(PCSX2QTDIRDefault)</PCSX2QTDIR>
<PCSX2QTDIR Condition="Exists('$(PCSX2QTDIR)') And !HasTrailingSlash('$(PCSX2QTDIR)')">$(PCSX2QTDIR)\</PCSX2QTDIR>
<PCSX2QTDIRHost>$(SolutionDir)3rdparty\qt\6.4.0\msvc2022_64\</PCSX2QTDIRHost>
<PCSX2QTDIRHost>$(SolutionDir)3rdparty\qt\6.5.0\msvc2022_64\</PCSX2QTDIRHost>
<QtDirValid>false</QtDirValid>
<QtDirValid Condition="Exists('$(PCSX2QTDIR)')">true</QtDirValid>
<QtIncludeDir>$(PCSX2QTDIR)include\</QtIncludeDir>
+5 -52
View File
@@ -45,7 +45,7 @@
#include "pcsx2/GS.h"
#include "pcsx2/GS/GS.h"
#include "pcsx2/GSDumpReplayer.h"
#include "pcsx2/HostDisplay.h"
#include "pcsx2/Host.h"
#include "pcsx2/HostSettings.h"
#include "pcsx2/INISettingsInterface.h"
#include "pcsx2/PAD/Host/PAD.h"
@@ -254,36 +254,16 @@ void Host::SetRelativeMouseMode(bool enabled)
{
}
bool Host::AcquireHostDisplay(RenderAPI api, bool clear_state_on_fail)
std::optional<WindowInfo> Host::AcquireRenderWindow(bool recreate_window)
{
const std::optional<WindowInfo> wi(GSRunner::GetPlatformWindowInfo());
if (!wi.has_value())
return false;
g_host_display = HostDisplay::CreateForAPI(api);
if (!g_host_display)
return false;
if (!g_host_display->CreateDevice(wi.value(), Host::GetEffectiveVSyncMode()) ||
!g_host_display->MakeCurrent() || !g_host_display->SetupDevice() || !ImGuiManager::Initialize())
{
ReleaseHostDisplay(clear_state_on_fail);
return false;
}
Console.WriteLn(Color_StrongGreen, "%s Graphics Driver Info:", HostDisplay::RenderAPIToString(g_host_display->GetRenderAPI()));
Console.Indent().WriteLn(g_host_display->GetDriverInfo());
return g_host_display.get();
return GSRunner::GetPlatformWindowInfo();
}
void Host::ReleaseHostDisplay(bool clear_state)
void Host::ReleaseRenderWindow()
{
ImGuiManager::Shutdown(clear_state);
g_host_display.reset();
}
HostDisplay::PresentResult Host::BeginPresentFrame(bool frame_skip)
void Host::BeginPresentFrame()
{
if (s_loop_number == 0 && !s_output_prefix.empty())
{
@@ -294,33 +274,6 @@ HostDisplay::PresentResult Host::BeginPresentFrame(bool frame_skip)
std::string dump_path(fmt::format("{}_frame{}.png", s_output_prefix, s_dump_frame_number));
GSQueueSnapshot(dump_path);
}
const HostDisplay::PresentResult result = g_host_display->BeginPresent(frame_skip);
if (result != HostDisplay::PresentResult::OK)
{
// don't render imgui
ImGuiManager::SkipFrame();
}
return result;
}
void Host::EndPresentFrame()
{
if (GSDumpReplayer::IsReplayingDump())
GSDumpReplayer::RenderUI();
ImGuiManager::RenderOSD();
g_host_display->EndPresent();
ImGuiManager::NewFrame();
}
void Host::ResizeHostDisplay(u32 new_window_width, u32 new_window_height, float new_window_scale)
{
}
void Host::UpdateHostDisplay()
{
}
void Host::RequestResizeHostDisplay(s32 width, s32 height)
+9 -10
View File
@@ -7,20 +7,19 @@ import multiprocessing
from pathlib import Path
from functools import partial
def is_gs_path(path):
ppath = Path(path)
for extension in [[".gs"], [".gs", ".xz"], [".gs", ".zst"]]:
if ppath.suffixes == extension:
return True
def get_gs_name(path):
lpath = path.lower()
return False
for extension in [".gs", ".gs.xz", ".gs.zst"]:
if lpath.endswith(extension):
return os.path.basename(path)[:-len(extension)]
return None
def run_regression_test(runner, dumpdir, renderer, upscale, renderhacks, parallel, gspath):
args = [runner]
gsname = Path(gspath).name
while gsname.rfind('.') >= 0:
gsname = gsname[:gsname.rfind('.')]
gsname = get_gs_name(gspath)
real_dumpdir = os.path.join(dumpdir, gsname).strip()
if not os.path.exists(real_dumpdir):
@@ -62,7 +61,7 @@ def run_regression_test(runner, dumpdir, renderer, upscale, renderhacks, paralle
def run_regression_tests(runner, gsdir, dumpdir, renderer, upscale, renderhacks, parallel=1):
paths = glob.glob(gsdir + "/*.*", recursive=True)
gamepaths = list(filter(is_gs_path, paths))
gamepaths = list(filter(lambda x: get_gs_name(x) is not None, paths))
if not os.path.isdir(dumpdir):
os.mkdir(dumpdir)
+31
View File
@@ -595,6 +595,11 @@ bool AutoUpdaterDialog::doUpdate(const QString& zip_path, const QString& updater
return true;
}
void AutoUpdaterDialog::cleanupAfterUpdate()
{
// Nothing to do on Windows for now, the updater stub cleans everything up.
}
#elif defined(__linux__)
bool AutoUpdaterDialog::processUpdate(const QByteArray& update_data, QProgressDialog&)
@@ -663,6 +668,7 @@ bool AutoUpdaterDialog::processUpdate(const QByteArray& update_data, QProgressDi
// Execute new appimage.
QProcess* new_process = new QProcess();
new_process->setProgram(qappimage_path);
new_process->setArguments(QStringList{QStringLiteral("-updatecleanup")});
if (!new_process->startDetached())
{
reportError("Failed to execute new AppImage.");
@@ -673,6 +679,23 @@ bool AutoUpdaterDialog::processUpdate(const QByteArray& update_data, QProgressDi
return true;
}
void AutoUpdaterDialog::cleanupAfterUpdate()
{
// Remove old/backup AppImage.
const char* appimage_path = std::getenv("APPIMAGE");
if (!appimage_path)
return;
const QString qappimage_path(QString::fromUtf8(appimage_path));
const QString backup_appimage_path(qappimage_path + QStringLiteral(".backup"));
if (!QFile::exists(backup_appimage_path))
return;
Console.WriteLn(Color_StrongOrange, QStringLiteral("Removing backup AppImage %1").arg(backup_appimage_path).toStdString());
if (!QFile::remove(backup_appimage_path))
Console.Error(QStringLiteral("Failed to remove backup AppImage %1").arg(backup_appimage_path).toStdString());
}
#elif defined(__APPLE__)
static QString UpdateVersionNumberInName(QString name, QStringView new_version)
@@ -789,6 +812,10 @@ bool AutoUpdaterDialog::processUpdate(const QByteArray& update_data, QProgressDi
return true;
}
void AutoUpdaterDialog::cleanupAfterUpdate()
{
}
#else
bool AutoUpdaterDialog::processUpdate(const QByteArray& update_data, QProgressDialog& progress)
@@ -796,4 +823,8 @@ bool AutoUpdaterDialog::processUpdate(const QByteArray& update_data, QProgressDi
return false;
}
void AutoUpdaterDialog::cleanupAfterUpdate()
{
}
#endif
+1
View File
@@ -37,6 +37,7 @@ public:
static std::string getDefaultTag();
static QString getCurrentVersion();
static QString getCurrentVersionDate();
static void cleanupAfterUpdate();
Q_SIGNALS:
void updateCheckCompleted();
+2 -1
View File
@@ -24,6 +24,8 @@ target_sources(pcsx2-qt PRIVATE
MainWindow.ui
PrecompiledHeader.cpp
PrecompiledHeader.h
SettingWidgetBinder.h
Themes.cpp
QtHost.cpp
QtHost.h
QtKeyCodes.cpp
@@ -31,7 +33,6 @@ target_sources(pcsx2-qt PRIVATE
QtProgressCallback.h
QtUtils.cpp
QtUtils.h
SettingWidgetBinder.h
GameList/EmptyGameListWidget.ui
GameList/GameListModel.cpp
GameList/GameListModel.h
+26 -1
View File
@@ -665,9 +665,11 @@ void CpuWidget::onSearchButtonClicked()
const QString searchValue = m_ui.txtSearchValue->text();
unsigned long long value;
if (searchType < 4)
{
searchValue.toLong(&ok, searchHex ? 16 : 10);
value = searchValue.toULongLong(&ok, searchHex ? 16 : 10);
}
else if (searchType != 6)
{
@@ -680,6 +682,29 @@ void CpuWidget::onSearchButtonClicked()
return;
}
switch (searchType)
{
case 6:
case 5:
case 4:
break;
case 3:
if (value <= std::numeric_limits<unsigned long long>::max())
break;
case 2:
if (value <= std::numeric_limits<unsigned long>::max())
break;
case 1:
if (value <= std::numeric_limits<unsigned short>::max())
break;
case 0:
if (value <= std::numeric_limits<unsigned char>::max())
break;
default:
QMessageBox::critical(this, tr("Debugger"), tr("Value is larger than type"));
return;
}
QFutureWatcher<std::vector<u32>>* workerWatcher = new QFutureWatcher<std::vector<u32>>;
connect(workerWatcher, &QFutureWatcher<std::vector<u32>>::finished, [this, workerWatcher] {
+5 -1
View File
@@ -319,8 +319,12 @@ bool BreakpointModel::insertBreakpointRows(int row, int count, std::vector<Break
if (breakpoints.size() != static_cast<size_t>(count))
return false;
beginInsertRows(index, row, row + count);
beginInsertRows(index, row, row + (count - 1));
// After endInsertRows, Qt will try and validate our new rows
// Because we add the breakpoints off of the UI thread, our new rows may not be visible yet
// To prevent the (seemingly harmless?) warning emitted by enderInsertRows, add the breakpoints manually here as well
m_breakpoints.insert(m_breakpoints.begin(), breakpoints.begin(), breakpoints.end());
for (const auto& bp_mc : breakpoints)
{
if (const auto* bp = std::get_if<BreakPoint>(&bp_mc))
+1 -1
View File
@@ -181,7 +181,7 @@ void GameListWidget::initialize()
m_list_view = new GameListGridListView(m_ui.stack);
m_list_view->setModel(m_sort_model);
m_list_view->setModelColumn(GameListModel::Column_Cover);
m_list_view->setSelectionMode(QAbstractItemView::ExtendedSelection);
m_list_view->setSelectionMode(QAbstractItemView::SingleSelection);
m_list_view->setViewMode(QListView::IconMode);
m_list_view->setResizeMode(QListView::Adjust);
m_list_view->setUniformItemSizes(true);
+73 -539
View File
@@ -32,9 +32,9 @@
#include "pcsx2/CDVD/CDVDdiscReader.h"
#include "pcsx2/Frontend/GameList.h"
#include "pcsx2/Frontend/LogSink.h"
#include "pcsx2/GS.h"
#include "pcsx2/GS/GS.h"
#include "pcsx2/GSDumpReplayer.h"
#include "pcsx2/HostDisplay.h"
#include "pcsx2/HostSettings.h"
#include "pcsx2/PerformanceMetrics.h"
#include "pcsx2/Recording/InputRecording.h"
@@ -66,7 +66,6 @@
#include "pcsx2/Frontend/Achievements.h"
#endif
const char* MainWindow::OPEN_FILE_FILTER =
QT_TRANSLATE_NOOP("MainWindow", "All File Types (*.bin *.iso *.cue *.chd *.cso *.gz *.elf *.irx *.gs *.gs.xz *.gs.zst *.dump);;"
"Single-Track Raw Images (*.bin *.iso);;"
@@ -87,16 +86,7 @@ const char* MainWindow::DISC_IMAGE_FILTER = QT_TRANSLATE_NOOP("MainWindow", "All
"GZ Images (*.gz);;"
"Block Dumps (*.dump)");
#ifdef __APPLE__
const char* MainWindow::DEFAULT_THEME_NAME = "";
#else
const char* MainWindow::DEFAULT_THEME_NAME = "darkfusion";
#endif
MainWindow* g_main_window = nullptr;
static QString s_unthemed_style_name;
static QPalette s_unthemed_palette;
static bool s_unthemed_style_name_set;
#if defined(_WIN32) || defined(__APPLE__)
static const bool s_use_central_widget = false;
@@ -415,10 +405,9 @@ void MainWindow::connectVMThreadSignals(EmuThread* thread)
connect(m_ui.actionStartFullscreenUI, &QAction::triggered, thread, &EmuThread::startFullscreenUI);
connect(m_ui.actionStartFullscreenUI2, &QAction::triggered, thread, &EmuThread::startFullscreenUI);
connect(thread, &EmuThread::messageConfirmed, this, &MainWindow::confirmMessage, Qt::BlockingQueuedConnection);
connect(thread, &EmuThread::onCreateDisplayRequested, this, &MainWindow::createDisplay, Qt::BlockingQueuedConnection);
connect(thread, &EmuThread::onUpdateDisplayRequested, this, &MainWindow::updateDisplay, Qt::BlockingQueuedConnection);
connect(thread, &EmuThread::onDestroyDisplayRequested, this, &MainWindow::destroyDisplay, Qt::BlockingQueuedConnection);
connect(thread, &EmuThread::onResizeDisplayRequested, this, &MainWindow::displayResizeRequested);
connect(thread, &EmuThread::onAcquireRenderWindowRequested, this, &MainWindow::acquireRenderWindow, Qt::BlockingQueuedConnection);
connect(thread, &EmuThread::onReleaseRenderWindowRequested, this, &MainWindow::releaseRenderWindow, Qt::BlockingQueuedConnection);
connect(thread, &EmuThread::onResizeRenderWindowRequested, this, &MainWindow::displayResizeRequested);
connect(thread, &EmuThread::onRelativeMouseModeRequested, this, &MainWindow::relativeMouseModeRequested);
connect(thread, &EmuThread::onVMStarting, this, &MainWindow::onVMStarting);
connect(thread, &EmuThread::onVMStarted, this, &MainWindow::onVMStarted);
@@ -503,415 +492,7 @@ void MainWindow::resetSettings(bool ui)
g_main_window->recreateSettings();
}
void MainWindow::updateApplicationTheme()
{
if (!s_unthemed_style_name_set)
{
s_unthemed_style_name_set = true;
s_unthemed_style_name = QApplication::style()->objectName();
s_unthemed_palette = QApplication::style()->standardPalette();
}
setStyleFromSettings();
setIconThemeFromStyle();
}
void MainWindow::setStyleFromSettings()
{
const std::string theme(Host::GetBaseStringSettingValue("UI", "Theme", DEFAULT_THEME_NAME));
if (theme == "fusion")
{
qApp->setPalette(s_unthemed_palette);
qApp->setStyleSheet(QString());
qApp->setStyle(QStyleFactory::create("Fusion"));
}
else if (theme == "darkfusion")
{
// adapted from https://gist.github.com/QuantumCD/6245215
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor lighterGray(75, 75, 75);
const QColor darkGray(53, 53, 53);
const QColor gray(128, 128, 128);
const QColor black(25, 25, 25);
const QColor blue(198, 238, 255);
QPalette darkPalette;
darkPalette.setColor(QPalette::Window, darkGray);
darkPalette.setColor(QPalette::WindowText, Qt::white);
darkPalette.setColor(QPalette::Base, black);
darkPalette.setColor(QPalette::AlternateBase, darkGray);
darkPalette.setColor(QPalette::ToolTipBase, darkGray);
darkPalette.setColor(QPalette::ToolTipText, Qt::white);
darkPalette.setColor(QPalette::Text, Qt::white);
darkPalette.setColor(QPalette::Button, darkGray);
darkPalette.setColor(QPalette::ButtonText, Qt::white);
darkPalette.setColor(QPalette::Link, blue);
darkPalette.setColor(QPalette::Highlight, lighterGray);
darkPalette.setColor(QPalette::HighlightedText, Qt::white);
darkPalette.setColor(QPalette::PlaceholderText, QColor(Qt::white).darker());
darkPalette.setColor(QPalette::Active, QPalette::Button, darkGray);
darkPalette.setColor(QPalette::Disabled, QPalette::ButtonText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::WindowText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Text, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Light, darkGray);
qApp->setPalette(darkPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "darkfusionblue")
{
// adapted from https://gist.github.com/QuantumCD/6245215
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor darkGray(53, 53, 53);
const QColor gray(128, 128, 128);
const QColor black(25, 25, 25);
const QColor blue(198, 238, 255);
const QColor blue2(0, 88, 208);
QPalette darkPalette;
darkPalette.setColor(QPalette::Window, darkGray);
darkPalette.setColor(QPalette::WindowText, Qt::white);
darkPalette.setColor(QPalette::Base, black);
darkPalette.setColor(QPalette::AlternateBase, darkGray);
darkPalette.setColor(QPalette::ToolTipBase, blue2);
darkPalette.setColor(QPalette::ToolTipText, Qt::white);
darkPalette.setColor(QPalette::Text, Qt::white);
darkPalette.setColor(QPalette::Button, darkGray);
darkPalette.setColor(QPalette::ButtonText, Qt::white);
darkPalette.setColor(QPalette::Link, blue);
darkPalette.setColor(QPalette::Highlight, blue2);
darkPalette.setColor(QPalette::HighlightedText, Qt::white);
darkPalette.setColor(QPalette::PlaceholderText, QColor(Qt::white).darker());
darkPalette.setColor(QPalette::Active, QPalette::Button, darkGray);
darkPalette.setColor(QPalette::Disabled, QPalette::ButtonText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::WindowText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Text, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Light, darkGray);
qApp->setPalette(darkPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "UntouchedLagoon")
{
// Custom palette by RedDevilus, Tame (Light/Washed out) Green as main color and Grayish Blue as complimentary.
// Alternative white theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor black(25, 25, 25);
const QColor darkteal(0, 77, 77);
const QColor teal(0, 128, 128);
const QColor tameTeal(160, 190, 185);
const QColor grayBlue(160, 180, 190);
QPalette standardPalette;
standardPalette.setColor(QPalette::Window, tameTeal);
standardPalette.setColor(QPalette::WindowText, black.lighter());
standardPalette.setColor(QPalette::Base, grayBlue);
standardPalette.setColor(QPalette::AlternateBase, tameTeal);
standardPalette.setColor(QPalette::ToolTipBase, tameTeal);
standardPalette.setColor(QPalette::ToolTipText, grayBlue);
standardPalette.setColor(QPalette::Text, black);
standardPalette.setColor(QPalette::Button, tameTeal);
standardPalette.setColor(QPalette::ButtonText, black);
standardPalette.setColor(QPalette::Link, black.lighter());
standardPalette.setColor(QPalette::Highlight, teal);
standardPalette.setColor(QPalette::HighlightedText, grayBlue.lighter());
standardPalette.setColor(QPalette::Active, QPalette::Button, tameTeal);
standardPalette.setColor(QPalette::Disabled, QPalette::ButtonText, darkteal);
standardPalette.setColor(QPalette::Disabled, QPalette::WindowText, darkteal.lighter());
standardPalette.setColor(QPalette::Disabled, QPalette::Text, darkteal.lighter());
standardPalette.setColor(QPalette::Disabled, QPalette::Light, tameTeal);
qApp->setPalette(standardPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "BabyPastel")
{
// Custom palette by RedDevilus, Blue as main color and blue as complimentary.
// Alternative light theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor gray(150, 150, 150);
const QColor black(25, 25, 25);
const QColor redpinkish(200, 75, 132);
const QColor pink(255, 174, 201);
const QColor brightPink(255, 230, 255);
const QColor congoPink(255, 127, 121);
const QColor blue(221, 225, 239);
QPalette standardPalette;
standardPalette.setColor(QPalette::Window, pink);
standardPalette.setColor(QPalette::WindowText, black);
standardPalette.setColor(QPalette::Base, brightPink);
standardPalette.setColor(QPalette::AlternateBase, blue);
standardPalette.setColor(QPalette::ToolTipBase, pink);
standardPalette.setColor(QPalette::ToolTipText, brightPink);
standardPalette.setColor(QPalette::Text, black);
standardPalette.setColor(QPalette::Button, pink);
standardPalette.setColor(QPalette::ButtonText, black);
standardPalette.setColor(QPalette::Link, black);
standardPalette.setColor(QPalette::Highlight, congoPink);
standardPalette.setColor(QPalette::HighlightedText, black);
standardPalette.setColor(QPalette::Active, QPalette::Button, pink);
standardPalette.setColor(QPalette::Disabled, QPalette::ButtonText, redpinkish);
standardPalette.setColor(QPalette::Disabled, QPalette::WindowText, redpinkish);
standardPalette.setColor(QPalette::Disabled, QPalette::Text, redpinkish);
standardPalette.setColor(QPalette::Disabled, QPalette::Light, gray);
qApp->setPalette(standardPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "PCSX2Blue")
{
// Custom palette by RedDevilus, White as main color and Blue as complimentary.
// Alternative light theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor blackish(35, 35, 35);
const QColor darkBlue(73, 97, 177);
const QColor blue2(80, 120, 200);
const QColor blue(106, 156, 255);
const QColor lightBlue(130, 155, 241);
QPalette standardPalette;
standardPalette.setColor(QPalette::Window, blue2.lighter());
standardPalette.setColor(QPalette::WindowText, blackish);
standardPalette.setColor(QPalette::Base, lightBlue);
standardPalette.setColor(QPalette::AlternateBase, blue2.lighter());
standardPalette.setColor(QPalette::ToolTipBase, blue2);
standardPalette.setColor(QPalette::ToolTipText, Qt::white);
standardPalette.setColor(QPalette::Text, blackish);
standardPalette.setColor(QPalette::Button, blue);
standardPalette.setColor(QPalette::ButtonText, blackish);
standardPalette.setColor(QPalette::Link, darkBlue);
standardPalette.setColor(QPalette::Highlight, Qt::white);
standardPalette.setColor(QPalette::HighlightedText, blackish);
standardPalette.setColor(QPalette::Active, QPalette::Button, blue);
standardPalette.setColor(QPalette::Disabled, QPalette::ButtonText, darkBlue);
standardPalette.setColor(QPalette::Disabled, QPalette::WindowText, darkBlue);
standardPalette.setColor(QPalette::Disabled, QPalette::Text, darkBlue);
standardPalette.setColor(QPalette::Disabled, QPalette::Light, darkBlue);
qApp->setPalette(standardPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "ScarletDevilRed")
{
// Custom palette by RedDevilus, Red as main color and Purple as complimentary.
// Alternative dark theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor darkRed(80, 45, 69);
const QColor purplishRed(120, 45, 69);
const QColor brightRed(200, 45, 69);
QPalette darkPalette;
darkPalette.setColor(QPalette::Window, darkRed);
darkPalette.setColor(QPalette::WindowText, Qt::white);
darkPalette.setColor(QPalette::Base, purplishRed);
darkPalette.setColor(QPalette::AlternateBase, darkRed);
darkPalette.setColor(QPalette::ToolTipBase, darkRed);
darkPalette.setColor(QPalette::ToolTipText, Qt::white);
darkPalette.setColor(QPalette::Text, Qt::white);
darkPalette.setColor(QPalette::Button, purplishRed.darker());
darkPalette.setColor(QPalette::ButtonText, Qt::white);
darkPalette.setColor(QPalette::Link, brightRed);
darkPalette.setColor(QPalette::Highlight, brightRed);
darkPalette.setColor(QPalette::HighlightedText, Qt::white);
darkPalette.setColor(QPalette::Active, QPalette::Button, purplishRed.darker());
darkPalette.setColor(QPalette::Disabled, QPalette::ButtonText, brightRed);
darkPalette.setColor(QPalette::Disabled, QPalette::WindowText, brightRed);
darkPalette.setColor(QPalette::Disabled, QPalette::Text, brightRed);
darkPalette.setColor(QPalette::Disabled, QPalette::Light, darkRed);
qApp->setPalette(darkPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "CobaltSky")
{
// Custom palette by KamFretoZ, A soothing deep royal blue
// that are meant to be easy on the eyes as the main color.
// Alternative dark theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor gray(192, 192, 192);
const QColor royalBlue(29, 41, 81);
const QColor darkishBlue(17, 30, 108);
QPalette darkPalette;
darkPalette.setColor(QPalette::Window, royalBlue);
darkPalette.setColor(QPalette::WindowText, Qt::white);
darkPalette.setColor(QPalette::Base, royalBlue.lighter());
darkPalette.setColor(QPalette::AlternateBase, royalBlue);
darkPalette.setColor(QPalette::ToolTipBase, darkishBlue);
darkPalette.setColor(QPalette::ToolTipText, Qt::white);
darkPalette.setColor(QPalette::Text, Qt::white);
darkPalette.setColor(QPalette::Button, royalBlue.darker());
darkPalette.setColor(QPalette::ButtonText, Qt::white);
darkPalette.setColor(QPalette::Link, Qt::white);
darkPalette.setColor(QPalette::Highlight, darkishBlue.lighter());
darkPalette.setColor(QPalette::HighlightedText, Qt::white);
darkPalette.setColor(QPalette::Active, QPalette::Button, darkishBlue);
darkPalette.setColor(QPalette::Disabled, QPalette::ButtonText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::WindowText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Text, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Light, gray.darker());
qApp->setPalette(darkPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "VioletAngelPurple")
{
// Custom palette by RedDevilus, Blue as main color and Purple as complimentary.
// Alternative dark theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor blackishblue(50, 25, 70);
const QColor darkerPurple(90, 30, 105);
const QColor nauticalPurple(110, 30, 125);
QPalette darkPalette;
darkPalette.setColor(QPalette::Window, blackishblue);
darkPalette.setColor(QPalette::WindowText, Qt::white);
darkPalette.setColor(QPalette::Base, nauticalPurple);
darkPalette.setColor(QPalette::AlternateBase, blackishblue);
darkPalette.setColor(QPalette::ToolTipBase, nauticalPurple);
darkPalette.setColor(QPalette::ToolTipText, Qt::white);
darkPalette.setColor(QPalette::Text, Qt::white);
darkPalette.setColor(QPalette::Button, nauticalPurple.darker());
darkPalette.setColor(QPalette::ButtonText, Qt::white);
darkPalette.setColor(QPalette::Link, darkerPurple.lighter());
darkPalette.setColor(QPalette::Highlight, darkerPurple.lighter());
darkPalette.setColor(QPalette::HighlightedText, Qt::white);
darkPalette.setColor(QPalette::Active, QPalette::Button, nauticalPurple.darker());
darkPalette.setColor(QPalette::Disabled, QPalette::ButtonText, darkerPurple.lighter());
darkPalette.setColor(QPalette::Disabled, QPalette::WindowText, darkerPurple.lighter());
darkPalette.setColor(QPalette::Disabled, QPalette::Text, darkerPurple.darker());
darkPalette.setColor(QPalette::Disabled, QPalette::Light, nauticalPurple);
qApp->setPalette(darkPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "Ruby")
{
// Custom palette by Daisouji, Black as main color and Red as complimentary.
// Alternative dark (black) theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor gray(128, 128, 128);
const QColor slate(18, 18, 18);
const QColor rubyish(172, 21, 31);
QPalette darkPalette;
darkPalette.setColor(QPalette::Window, slate);
darkPalette.setColor(QPalette::WindowText, Qt::white);
darkPalette.setColor(QPalette::Base, slate.lighter());
darkPalette.setColor(QPalette::AlternateBase, slate.lighter());
darkPalette.setColor(QPalette::ToolTipBase, slate);
darkPalette.setColor(QPalette::ToolTipText, Qt::white);
darkPalette.setColor(QPalette::Text, Qt::white);
darkPalette.setColor(QPalette::Button, slate);
darkPalette.setColor(QPalette::ButtonText, Qt::white);
darkPalette.setColor(QPalette::Link, Qt::white);
darkPalette.setColor(QPalette::Highlight, rubyish);
darkPalette.setColor(QPalette::HighlightedText, Qt::white);
darkPalette.setColor(QPalette::Active, QPalette::Button, slate);
darkPalette.setColor(QPalette::Disabled, QPalette::ButtonText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::WindowText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Text, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Light, slate.lighter());
qApp->setPalette(darkPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "Sapphire")
{
// Custom palette by RedDevilus, Black as main color and Blue as complimentary.
// Alternative dark (black) theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor gray(128, 128, 128);
const QColor slate(18, 18, 18);
const QColor persianBlue(32, 35, 204);
QPalette darkPalette;
darkPalette.setColor(QPalette::Window, slate);
darkPalette.setColor(QPalette::WindowText, Qt::white);
darkPalette.setColor(QPalette::Base, slate.lighter());
darkPalette.setColor(QPalette::AlternateBase, slate.lighter());
darkPalette.setColor(QPalette::ToolTipBase, slate);
darkPalette.setColor(QPalette::ToolTipText, Qt::white);
darkPalette.setColor(QPalette::Text, Qt::white);
darkPalette.setColor(QPalette::Button, slate);
darkPalette.setColor(QPalette::ButtonText, Qt::white);
darkPalette.setColor(QPalette::Link, Qt::white);
darkPalette.setColor(QPalette::Highlight, persianBlue);
darkPalette.setColor(QPalette::HighlightedText, Qt::white);
darkPalette.setColor(QPalette::Active, QPalette::Button, slate);
darkPalette.setColor(QPalette::Disabled, QPalette::ButtonText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::WindowText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Text, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Light, slate.lighter());
qApp->setPalette(darkPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "Custom")
{
//Additional Theme option than loads .qss from main PCSX2 Directory
qApp->setStyle(QStyleFactory::create("Fusion"));
QString sheet_content;
QFile sheets(QString::fromStdString(Path::Combine(EmuFolders::DataRoot, "custom.qss")));
if (sheets.open(QFile::ReadOnly))
{
QString sheet_content = QString::fromUtf8(sheets.readAll().data());
qApp->setStyleSheet(sheet_content);
}
else
{
qApp->setStyle(QStyleFactory::create("Fusion"));
}
}
else
{
qApp->setPalette(s_unthemed_palette);
qApp->setStyleSheet(QString());
qApp->setStyle(s_unthemed_style_name);
}
}
void MainWindow::setIconThemeFromStyle()
{
QPalette palette = qApp->palette();
bool dark = palette.windowText().color().value() > palette.window().color().value();
QIcon::setThemeName(dark ? QStringLiteral("white") : QStringLiteral("black"));
}
void MainWindow::onScreenshotActionTriggered()
{
@@ -1108,12 +689,18 @@ void MainWindow::updateEmulationActions(bool starting, bool running, bool stoppi
m_ui.actionToolsVideoCapture->setEnabled(running);
if (!running && m_ui.actionToolsVideoCapture->isChecked())
{
QSignalBlocker sb(m_ui.actionToolsVideoCapture);
m_ui.actionToolsVideoCapture->setChecked(false);
}
m_game_list_widget->setDisabled(starting && !running);
if (!starting && !running)
{
QSignalBlocker sb(m_ui.actionPause);
m_ui.actionPause->setChecked(false);
}
// scanning needs to be disabled while running
m_ui.actionScanForNewGames->setDisabled(starting_or_running || stopping);
@@ -1123,7 +710,7 @@ void MainWindow::updateEmulationActions(bool starting, bool running, bool stoppi
void MainWindow::updateDisplayRelatedActions(bool has_surface, bool render_to_main, bool fullscreen)
{
// rendering to main, or switched to gamelist/grid
m_ui.actionViewSystemDisplay->setEnabled((has_surface && render_to_main) || (!has_surface && g_host_display));
m_ui.actionViewSystemDisplay->setEnabled((has_surface && render_to_main) || (!has_surface && GetMTGS().IsOpen()));
m_ui.menuWindowSize->setEnabled(has_surface && !fullscreen);
m_ui.actionFullscreen->setEnabled(has_surface);
@@ -1235,10 +822,10 @@ bool MainWindow::isShowingGameList() const
bool MainWindow::isRenderingFullscreen() const
{
if (!g_host_display || !m_display_widget)
if (!GetMTGS().IsOpen() || !m_display_widget)
return false;
return getDisplayContainer()->isFullScreen() || g_host_display->IsFullscreen();
return getDisplayContainer()->isFullScreen();
}
bool MainWindow::isRenderingToMain() const
@@ -1386,13 +973,16 @@ bool MainWindow::requestShutdown(bool allow_confirm, bool allow_save_to_state, b
void MainWindow::requestExit(bool allow_confirm)
{
// requestShutdown() clears this flag.
const bool vm_was_valid = QtHost::IsVMValid();
// this is block, because otherwise closeEvent() will also prompt
if (!requestShutdown(allow_confirm, true, EmuConfig.SaveStateOnShutdown))
return;
// VM stopped signal won't have fired yet, so queue an exit if we still have one.
// Otherwise, immediately exit, because there's no VM to exit us later.
if (QtHost::IsVMValid())
if (vm_was_valid)
m_is_closing = true;
else
QGuiApplication::quit();
@@ -1527,7 +1117,11 @@ void MainWindow::onGameListEntryContextMenuRequested(const QPoint& point)
if (m_ui.menuDebug->menuAction()->isVisible())
{
action = menu.addAction(tr("Boot and Debug"));
connect(action, &QAction::triggered, [this, entry]() { DebugInterface::setPauseOnEntry(true); startGameListEntry(entry); getDebuggerWindow()->show(); });
connect(action, &QAction::triggered, [this, entry]() {
DebugInterface::setPauseOnEntry(true);
startGameListEntry(entry);
getDebuggerWindow()->show();
});
}
menu.addSeparator();
@@ -1791,7 +1385,7 @@ void MainWindow::onToolsCoverDownloaderTriggered()
void MainWindow::updateTheme()
{
updateApplicationTheme();
QtHost::UpdateApplicationTheme();
m_game_list_widget->refreshImages();
}
@@ -2153,83 +1747,29 @@ bool MainWindow::nativeEvent(const QByteArray& eventType, void* message, qintptr
#endif
DisplayWidget* MainWindow::createDisplay(bool fullscreen, bool render_to_main)
std::optional<WindowInfo> MainWindow::acquireRenderWindow(bool recreate_window, bool fullscreen, bool render_to_main, bool surfaceless)
{
DevCon.WriteLn("createDisplay(%u, %u)", static_cast<u32>(fullscreen), static_cast<u32>(render_to_main));
if (!g_host_display)
return nullptr;
const std::string fullscreen_mode(Host::GetBaseStringSettingValue("EmuCore/GS", "FullscreenMode", ""));
const bool is_exclusive_fullscreen = (fullscreen && !fullscreen_mode.empty() && g_host_display->SupportsFullscreen());
createDisplayWidget(fullscreen, render_to_main, is_exclusive_fullscreen);
// we need the surface visible.. this might be able to be replaced with something else
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
std::optional<WindowInfo> wi = m_display_widget->getWindowInfo();
if (!wi.has_value())
{
QMessageBox::critical(this, tr("Error"), tr("Failed to get window info from widget"));
destroyDisplayWidget(true);
return nullptr;
}
g_emu_thread->connectDisplaySignals(m_display_widget);
if (!g_host_display->CreateDevice(wi.value(), Host::GetEffectiveVSyncMode()))
{
QMessageBox::critical(this, tr("Error"),
tr("Failed to create host display device. This may be due to your GPU not supporting the chosen renderer (%1), or because your "
"graphics drivers need to be updated.")
.arg(QString::fromUtf8(Pcsx2Config::GSOptions::GetRendererName(EmuConfig.GS.Renderer))));
destroyDisplayWidget(true);
return nullptr;
}
m_display_created = true;
if (is_exclusive_fullscreen)
setDisplayFullscreen(fullscreen_mode);
updateWindowTitle();
updateWindowState();
m_ui.actionStartFullscreenUI->setEnabled(false);
m_ui.actionStartFullscreenUI2->setEnabled(false);
updateDisplayWidgetCursor();
m_display_widget->setFocus();
g_host_display->DoneCurrent();
return m_display_widget;
}
DisplayWidget* MainWindow::updateDisplay(bool fullscreen, bool render_to_main, bool surfaceless)
{
DevCon.WriteLn("updateDisplay() fullscreen=%s render_to_main=%s surfaceless=%s", fullscreen ? "true" : "false",
render_to_main ? "true" : "false", surfaceless ? "true" : "false");
DevCon.WriteLn("acquireRenderWindow() recreate=%s fullscreen=%s render_to_main=%s surfaceless=%s", recreate_window ? "true" : "false",
fullscreen ? "true" : "false", render_to_main ? "true" : "false", surfaceless ? "true" : "false");
QWidget* container = m_display_container ? static_cast<QWidget*>(m_display_container) : static_cast<QWidget*>(m_display_widget);
const bool is_fullscreen = isRenderingFullscreen();
const bool is_rendering_to_main = isRenderingToMain();
const std::string fullscreen_mode(Host::GetBaseStringSettingValue("EmuCore/GS", "FullscreenMode", ""));
const bool is_exclusive_fullscreen = (fullscreen && !fullscreen_mode.empty() && g_host_display->SupportsFullscreen());
const bool changing_surfaceless = (!m_display_widget != surfaceless);
if (fullscreen == is_fullscreen && is_rendering_to_main == render_to_main && !changing_surfaceless)
return m_display_widget;
if (m_display_created && !recreate_window && fullscreen == is_fullscreen && is_rendering_to_main == render_to_main &&
!changing_surfaceless)
{
return m_display_widget ? m_display_widget->getWindowInfo() : WindowInfo();
}
// Skip recreating the surface if we're just transitioning between fullscreen and windowed with render-to-main off.
// .. except on Wayland, where everything tends to break if you don't recreate.
const bool has_container = (m_display_container != nullptr);
const bool needs_container = DisplayContainer::isNeeded(fullscreen, render_to_main);
if (!is_rendering_to_main && !render_to_main && !is_exclusive_fullscreen && has_container == needs_container && !needs_container &&
!changing_surfaceless)
if (m_display_created && !recreate_window && !is_rendering_to_main && !render_to_main && has_container == needs_container &&
!needs_container && !changing_surfaceless)
{
DevCon.WriteLn("Toggling to %s without recreating surface", (fullscreen ? "fullscreen" : "windowed"));
if (g_host_display->IsFullscreen())
g_host_display->SetFullscreen(false, 0, 0, 0.0f);
// since we don't destroy the display widget, we need to save it here
if (!is_fullscreen && !is_rendering_to_main)
@@ -2250,45 +1790,44 @@ DisplayWidget* MainWindow::updateDisplay(bool fullscreen, bool render_to_main, b
updateWindowState();
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
return m_display_widget;
return m_display_widget->getWindowInfo();
}
g_host_display->DestroySurface();
destroyDisplayWidget(surfaceless);
m_display_created = true;
// if we're going to surfaceless, we're done here
if (surfaceless)
return nullptr;
return WindowInfo();
createDisplayWidget(fullscreen, render_to_main, is_exclusive_fullscreen);
createDisplayWidget(fullscreen, render_to_main);
// we need the surface visible.. this might be able to be replaced with something else
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
std::optional<WindowInfo> wi = m_display_widget->getWindowInfo();
if (!wi.has_value())
{
QMessageBox::critical(this, tr("Error"), tr("Failed to get new window info from widget"));
QMessageBox::critical(this, tr("Error"), tr("Failed to get window info from widget"));
destroyDisplayWidget(true);
return nullptr;
return std::nullopt;
}
g_emu_thread->connectDisplaySignals(m_display_widget);
if (!g_host_display->ChangeWindow(wi.value()))
pxFailRel("Failed to recreate surface on new widget.");
if (is_exclusive_fullscreen)
setDisplayFullscreen(fullscreen_mode);
updateWindowTitle();
updateWindowState();
m_ui.actionStartFullscreenUI->setEnabled(false);
m_ui.actionStartFullscreenUI2->setEnabled(false);
updateDisplayWidgetCursor();
m_display_widget->setFocus();
return m_display_widget;
return wi;
}
void MainWindow::createDisplayWidget(bool fullscreen, bool render_to_main, bool is_exclusive_fullscreen)
void MainWindow::createDisplayWidget(bool fullscreen, bool render_to_main)
{
// If we're rendering to main and were hidden (e.g. coming back from fullscreen),
// make sure we're visible before trying to add ourselves. Otherwise Wayland breaks.
@@ -2330,10 +1869,7 @@ void MainWindow::createDisplayWidget(bool fullscreen, bool render_to_main, bool
restoreDisplayWindowGeometryFromConfig();
}
if (!is_exclusive_fullscreen)
container->showFullScreen();
else
container->showNormal();
container->showFullScreen();
}
else if (!render_to_main)
{
@@ -2394,7 +1930,7 @@ void MainWindow::relativeMouseModeRequested(bool enabled)
updateDisplayWidgetCursor();
}
void MainWindow::destroyDisplay()
void MainWindow::releaseRenderWindow()
{
// Now we can safely destroy the display window.
destroyDisplayWidget(true);
@@ -2514,23 +2050,6 @@ void MainWindow::restoreDisplayWindowGeometryFromConfig()
}
}
void MainWindow::setDisplayFullscreen(const std::string& fullscreen_mode)
{
u32 width, height;
float refresh_rate;
if (HostDisplay::ParseFullscreenMode(fullscreen_mode, &width, &height, &refresh_rate))
{
if (g_host_display->SetFullscreen(true, width, height, refresh_rate))
{
Host::AddOSDMessage("Acquired exclusive fullscreen.", Host::OSD_INFO_DURATION);
}
else
{
Host::AddOSDMessage("Failed to acquire exclusive fullscreen.", Host::OSD_WARNING_DURATION);
}
}
}
SettingsDialog* MainWindow::getSettingsDialog()
{
if (!m_settings_dialog)
@@ -2963,19 +2482,33 @@ void MainWindow::doDiscChange(CDVD_SourceType source, const QString& path)
MainWindow::VMLock MainWindow::pauseAndLockVM()
{
const bool was_fullscreen = isRenderingFullscreen();
// To switch out of fullscreen when displaying a popup, or not to?
// For Windows, with driver's direct scanout, what renders behind tends to be hit and miss.
// We can't draw anything over exclusive fullscreen, so get out of it in that case.
// Wayland's a pain as usual, we need to recreate the window, which means there'll be a brief
// period when there's no window, and Qt might shut us down. So avoid it there.
// On MacOS, it forces a workspace switch, which is kinda jarring.
#ifndef __APPLE__
const bool was_fullscreen = g_emu_thread->isFullscreen() && !s_use_central_widget;
#else
const bool was_fullscreen = false;
#endif
const bool was_paused = s_vm_paused;
// We use surfaceless rather than switching out of fullscreen, because
// we're paused, so we're not going to be rendering anyway.
if (was_fullscreen)
g_emu_thread->setSurfaceless(true);
if (!was_paused)
g_emu_thread->setVMPaused(true);
// We want to parent dialogs to the display widget, except if we were fullscreen,
// since it's going to get destroyed by the surfaceless call above.
QWidget* dialog_parent = was_fullscreen ? static_cast<QWidget*>(this) : getDisplayContainer();
// We need to switch out of exclusive fullscreen before we can display our popup.
// However, we do not want to switch back to render-to-main, the window might have generated this event.
if (was_fullscreen)
{
g_emu_thread->setFullscreen(false, false);
while (QtHost::IsVMValid() && g_emu_thread->isFullscreen())
QApplication::processEvents(QEventLoop::ExcludeUserInputEvents, 1);
}
// Now we'll either have a borderless window, or a regular window (if we were exclusive fullscreen).
QWidget* dialog_parent = getDisplayContainer();
return VMLock(dialog_parent, was_paused, was_fullscreen);
}
@@ -3005,7 +2538,8 @@ MainWindow::VMLock::VMLock(VMLock&& lock)
MainWindow::VMLock::~VMLock()
{
if (m_was_fullscreen)
g_emu_thread->setSurfaceless(false);
g_emu_thread->setFullscreen(true, true);
if (!m_was_paused)
g_emu_thread->setVMPaused(false);
}
+4 -12
View File
@@ -69,7 +69,7 @@ public:
void cancelResume();
private:
VMLock(QWidget* dialog_parent, bool was_paused, bool was_fullscreen);
VMLock(QWidget* dialog_parent, bool was_paused, bool was_exclusive_fullscreen);
friend MainWindow;
QWidget* m_dialog_parent;
@@ -77,9 +77,6 @@ public:
bool m_was_fullscreen;
};
/// Default theme name for the platform.
static const char* DEFAULT_THEME_NAME;
/// Default filter for opening a file.
static const char* OPEN_FILE_FILTER;
@@ -90,9 +87,6 @@ public:
MainWindow();
~MainWindow();
/// Sets application theme according to settings.
static void updateApplicationTheme();
void initialize();
void connectVMThreadSignals(EmuThread* thread);
void startupUpdateCheck();
@@ -128,11 +122,10 @@ public Q_SLOTS:
private Q_SLOTS:
void onUpdateCheckComplete();
DisplayWidget* createDisplay(bool fullscreen, bool render_to_main);
DisplayWidget* updateDisplay(bool fullscreen, bool render_to_main, bool surfaceless);
std::optional<WindowInfo> acquireRenderWindow(bool recreate_window, bool fullscreen, bool render_to_main, bool surfaceless);
void displayResizeRequested(qint32 width, qint32 height);
void relativeMouseModeRequested(bool enabled);
void destroyDisplay();
void releaseRenderWindow();
void focusDisplayWidget();
void onGameListRefreshComplete();
@@ -233,10 +226,9 @@ private:
QWidget* getDisplayContainer() const;
void saveDisplayWindowGeometryToConfig();
void restoreDisplayWindowGeometryFromConfig();
void createDisplayWidget(bool fullscreen, bool render_to_main, bool is_exclusive_fullscreen);
void createDisplayWidget(bool fullscreen, bool render_to_main);
void destroyDisplayWidget(bool show_game_list);
void updateDisplayWidgetCursor();
void setDisplayFullscreen(const std::string& fullscreen_mode);
SettingsDialog* getSettingsDialog();
void doSettings(const char* category = nullptr);
+16
View File
@@ -438,16 +438,28 @@
<property name="text">
<string>&amp;GitHub Repository...</string>
</property>
<property name="icon">
<iconset theme="github">
<normaloff>.</normaloff>.</iconset>
</property>
</action>
<action name="actionSupportForums">
<property name="text">
<string>Support &amp;Forums...</string>
</property>
<property name="icon">
<iconset theme="at">
<normaloff>.</normaloff>.</iconset>
</property>
</action>
<action name="actionDiscordServer">
<property name="text">
<string>&amp;Discord Server...</string>
</property>
<property name="icon">
<iconset theme="discord">
<normaloff>.</normaloff>.</iconset>
</property>
</action>
<action name="actionCheckForUpdates">
<property name="icon">
@@ -471,6 +483,10 @@
<property name="text">
<string>&amp;About PCSX2...</string>
</property>
<property name="icon">
<iconset resource="resources/resources.qrc">
<normaloff>:/icons/AppIcon.png</normaloff>:/icons/AppIcon.png</iconset>
</property>
</action>
<action name="actionChangeDisc">
<property name="icon">
+40 -117
View File
@@ -41,7 +41,6 @@
#include "pcsx2/GS.h"
#include "pcsx2/GS/GS.h"
#include "pcsx2/GSDumpReplayer.h"
#include "pcsx2/HostDisplay.h"
#include "pcsx2/HostSettings.h"
#include "pcsx2/INISettingsInterface.h"
#include "pcsx2/PAD/Host/PAD.h"
@@ -56,6 +55,7 @@
#include "fmt/core.h"
#include "AutoUpdaterDialog.h"
#include "DisplayWidget.h"
#include "GameList/GameListWidget.h"
#include "MainWindow.h"
@@ -190,12 +190,14 @@ void EmuThread::startFullscreenUI(bool fullscreen)
return;
}
if (VMManager::HasValidVM())
if (VMManager::HasValidVM() || GetMTGS().IsOpen())
return;
// this should just set the flag so it gets automatically started
ImGuiManager::InitializeFullscreenUI();
m_run_fullscreen_ui = true;
if (fullscreen)
m_is_fullscreen = true;
m_is_rendering_to_main = shouldRenderToMain();
m_is_fullscreen = fullscreen;
if (!GetMTGS().WaitForOpen())
{
@@ -215,13 +217,13 @@ void EmuThread::stopFullscreenUI()
QMetaObject::invokeMethod(this, &EmuThread::stopFullscreenUI, Qt::QueuedConnection);
// wait until the host display is gone
while (g_host_display)
while (GetMTGS().IsOpen())
QApplication::processEvents(QEventLoop::ExcludeUserInputEvents, 1);
return;
}
if (!g_host_display)
if (!GetMTGS().IsOpen())
return;
pxAssertRel(!VMManager::HasValidVM(), "VM is not valid at FSUI shutdown time");
@@ -240,6 +242,7 @@ void EmuThread::startVM(std::shared_ptr<VMBootParameters> boot_params)
pxAssertRel(!VMManager::HasValidVM(), "VM is shut down");
// Determine whether to start fullscreen or not.
m_is_rendering_to_main = shouldRenderToMain();
if (boot_params->fullscreen.has_value())
m_is_fullscreen = boot_params->fullscreen.value();
else
@@ -490,14 +493,14 @@ void EmuThread::toggleFullscreen()
return;
}
setFullscreen(!m_is_fullscreen);
setFullscreen(!m_is_fullscreen, true);
}
void EmuThread::setFullscreen(bool fullscreen)
void EmuThread::setFullscreen(bool fullscreen, bool allow_render_to_main)
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, "setFullscreen", Qt::QueuedConnection, Q_ARG(bool, fullscreen));
QMetaObject::invokeMethod(this, "setFullscreen", Qt::QueuedConnection, Q_ARG(bool, fullscreen), Q_ARG(bool, allow_render_to_main));
return;
}
@@ -506,11 +509,12 @@ void EmuThread::setFullscreen(bool fullscreen)
// This will call back to us on the MTGS thread.
m_is_fullscreen = fullscreen;
m_is_rendering_to_main = allow_render_to_main && shouldRenderToMain();
GetMTGS().UpdateDisplayWindow();
GetMTGS().WaitGS();
// If we're using exclusive fullscreen, the refresh rate may have changed.
UpdateVSyncRate();
UpdateVSyncRate(true);
}
void EmuThread::setSurfaceless(bool surfaceless)
@@ -589,7 +593,7 @@ void EmuThread::checkForSettingChanges(const Pcsx2Config& old_config)
{
QMetaObject::invokeMethod(g_main_window, &MainWindow::checkForSettingChanges, Qt::QueuedConnection);
if (g_host_display)
if (GetMTGS().IsOpen())
{
const bool render_to_main = shouldRenderToMain();
if (!m_is_fullscreen && m_is_rendering_to_main != render_to_main)
@@ -786,7 +790,7 @@ void EmuThread::connectDisplaySignals(DisplayWidget* widget)
void EmuThread::onDisplayWindowResized(int width, int height, float scale)
{
if (!g_host_display)
if (!GetMTGS().IsOpen())
return;
GetMTGS().ResizeDisplayWindow(width, height, scale);
@@ -891,126 +895,38 @@ void EmuThread::endCapture()
GetMTGS().RunOnGSThread(&GSEndCapture);
}
void EmuThread::updateDisplay()
std::optional<WindowInfo> EmuThread::acquireRenderWindow(bool recreate_window)
{
pxAssertRel(!isOnEmuThread(), "Not on emu thread");
// Check if we're wanting to get exclusive fullscreen. This should be safe to read, since we're going to be calling from the GS thread.
m_is_exclusive_fullscreen = m_is_fullscreen && GSWantsExclusiveFullscreen();
const bool window_fullscreen = m_is_fullscreen && !m_is_exclusive_fullscreen;
const bool render_to_main = !m_is_exclusive_fullscreen && !window_fullscreen && m_is_rendering_to_main;
// finished with the display for now
g_host_display->DoneCurrent();
// but we should get it back after this call
onUpdateDisplayRequested(m_is_fullscreen, !m_is_fullscreen && m_is_rendering_to_main, m_is_surfaceless);
if (!g_host_display->MakeCurrent())
{
pxFailRel("Failed to recreate context after updating");
return;
}
return emit onAcquireRenderWindowRequested(recreate_window, window_fullscreen, render_to_main, m_is_surfaceless);
}
bool EmuThread::acquireHostDisplay(RenderAPI api, bool clear_state_on_fail)
void EmuThread::releaseRenderWindow()
{
pxAssertRel(!g_host_display, "Host display does not exist on create");
m_is_rendering_to_main = shouldRenderToMain();
m_is_surfaceless = false;
g_host_display = HostDisplay::CreateForAPI(api);
if (!g_host_display)
return false;
DisplayWidget* widget = emit onCreateDisplayRequested(m_is_fullscreen, m_is_rendering_to_main);
if (!widget)
{
g_host_display.reset();
return false;
}
connectDisplaySignals(widget);
if (!g_host_display->MakeCurrent())
{
Console.Error("Failed to make render context current");
releaseHostDisplay(clear_state_on_fail);
return false;
}
if (!g_host_display->SetupDevice() || !ImGuiManager::Initialize())
{
Console.Error("Failed to initialize device/imgui");
releaseHostDisplay(clear_state_on_fail);
return false;
}
Console.WriteLn(Color_StrongGreen, "%s Graphics Driver Info:", HostDisplay::RenderAPIToString(g_host_display->GetRenderAPI()));
Console.Indent().WriteLn(g_host_display->GetDriverInfo());
if (m_run_fullscreen_ui && !ImGuiManager::InitializeFullscreenUI())
{
Console.Error("Failed to initialize fullscreen UI");
releaseHostDisplay(clear_state_on_fail);
m_run_fullscreen_ui = false;
return false;
}
return true;
emit onReleaseRenderWindowRequested();
}
void EmuThread::releaseHostDisplay(bool clear_state)
std::optional<WindowInfo> Host::AcquireRenderWindow(bool recreate_window)
{
ImGuiManager::Shutdown(clear_state);
g_host_display.reset();
emit onDestroyDisplayRequested();
return g_emu_thread->acquireRenderWindow(recreate_window);
}
bool Host::AcquireHostDisplay(RenderAPI api, bool clear_state_on_fail)
void Host::ReleaseRenderWindow()
{
return g_emu_thread->acquireHostDisplay(api, clear_state_on_fail);
return g_emu_thread->releaseRenderWindow();
}
void Host::ReleaseHostDisplay(bool clear_state)
void Host::BeginPresentFrame()
{
g_emu_thread->releaseHostDisplay(clear_state);
}
HostDisplay::PresentResult Host::BeginPresentFrame(bool frame_skip)
{
const HostDisplay::PresentResult result = g_host_display->BeginPresent(frame_skip);
if (result != HostDisplay::PresentResult::OK)
{
// if we're skipping a frame, we need to reset imgui's state, since
// we won't be calling EndPresentFrame().
ImGuiManager::SkipFrame();
}
return result;
}
void Host::EndPresentFrame()
{
if (GSDumpReplayer::IsReplayingDump())
GSDumpReplayer::RenderUI();
FullscreenUI::Render();
ImGuiManager::RenderOSD();
g_host_display->EndPresent();
ImGuiManager::NewFrame();
}
void Host::ResizeHostDisplay(u32 new_window_width, u32 new_window_height, float new_window_scale)
{
g_host_display->ResizeWindow(new_window_width, new_window_height, new_window_scale);
ImGuiManager::WindowResized();
}
void Host::RequestResizeHostDisplay(s32 width, s32 height)
{
g_emu_thread->onResizeDisplayRequested(width, height);
}
void Host::UpdateHostDisplay()
{
g_emu_thread->updateDisplay();
ImGuiManager::WindowResized();
g_emu_thread->onResizeRenderWindowRequested(width, height);
}
void Host::OnVMStarting()
@@ -1272,7 +1188,7 @@ bool Host::IsFullscreen()
void Host::SetFullscreen(bool enabled)
{
g_emu_thread->setFullscreen(enabled);
g_emu_thread->setFullscreen(enabled, true);
}
alignas(16) static SysMtgsThread s_mtgs_thread;
@@ -1328,7 +1244,7 @@ void Host::SetDefaultUISettings(SettingsInterface& si)
si.SetBoolValue("UI", "RenderToSeparateWindow", false);
si.SetBoolValue("UI", "HideMainWindowWhenRunning", false);
si.SetBoolValue("UI", "DisableWindowResize", false);
si.SetStringValue("UI", "Theme", MainWindow::DEFAULT_THEME_NAME);
si.SetStringValue("UI", "Theme", QtHost::GetDefaultThemeName());
}
void QtHost::SaveSettings()
@@ -1755,6 +1671,13 @@ bool QtHost::ParseCommandLineOptions(const QStringList& args, std::shared_ptr<VM
s_boot_and_debug = true;
continue;
}
else if (CHECK_ARG(QStringLiteral("-updatecleanup")))
{
if (AutoUpdaterDialog::isSupported())
AutoUpdaterDialog::cleanupAfterUpdate();
continue;
}
#ifdef ENABLE_RAINTEGRATION
else if (CHECK_ARG(QStringLiteral("-raintegration")))
{
@@ -1868,7 +1791,7 @@ int main(int argc, char* argv[])
return EXIT_SUCCESS;
// Set theme before creating any windows.
MainWindow::updateApplicationTheme();
QtHost::UpdateApplicationTheme();
MainWindow* main_window = new MainWindow();
// Start up the CPU thread.
+14 -9
View File
@@ -21,7 +21,6 @@
#include <optional>
#include "pcsx2/Host.h"
#include "pcsx2/HostDisplay.h"
#include "pcsx2/HostSettings.h"
#include "pcsx2/Frontend/InputManager.h"
#include "pcsx2/VMManager.h"
@@ -62,6 +61,7 @@ public:
__fi QEventLoop* getEventLoop() const { return m_event_loop; }
__fi bool isFullscreen() const { return m_is_fullscreen; }
__fi bool isExclusiveFullscreen() const { return m_is_exclusive_fullscreen; }
__fi bool isRenderingToMain() const { return m_is_rendering_to_main; }
__fi bool isSurfaceless() const { return m_is_surfaceless; }
__fi bool isRunningFullscreenUI() const { return m_run_fullscreen_ui; }
@@ -70,10 +70,9 @@ public:
bool shouldRenderToMain() const;
/// Called back from the GS thread when the display state changes (e.g. fullscreen, render to main).
bool acquireHostDisplay(RenderAPI api, bool clear_state_on_fail);
std::optional<WindowInfo> acquireRenderWindow(bool recreate_window);
void connectDisplaySignals(DisplayWidget* widget);
void releaseHostDisplay(bool clear_state);
void updateDisplay();
void releaseRenderWindow();
void startBackgroundControllerPollTimer();
void stopBackgroundControllerPollTimer();
@@ -94,7 +93,7 @@ public Q_SLOTS:
void saveState(const QString& filename);
void saveStateToSlot(qint32 slot);
void toggleFullscreen();
void setFullscreen(bool fullscreen);
void setFullscreen(bool fullscreen, bool allow_render_to_main);
void setSurfaceless(bool surfaceless);
void applySettings();
void reloadGameSettings();
@@ -118,10 +117,9 @@ public Q_SLOTS:
Q_SIGNALS:
bool messageConfirmed(const QString& title, const QString& message);
DisplayWidget* onCreateDisplayRequested(bool fullscreen, bool render_to_main);
DisplayWidget* onUpdateDisplayRequested(bool fullscreen, bool render_to_main, bool surfaceless);
void onResizeDisplayRequested(qint32 width, qint32 height);
void onDestroyDisplayRequested();
std::optional<WindowInfo> onAcquireRenderWindowRequested(bool recreate_window, bool fullscreen, bool render_to_main, bool surfaceless);
void onResizeRenderWindowRequested(qint32 width, qint32 height);
void onReleaseRenderWindowRequested();
void onRelativeMouseModeRequested(bool enabled);
/// Called when the VM is starting initialization, but has not been completed yet.
@@ -196,6 +194,7 @@ private:
bool m_run_fullscreen_ui = false;
bool m_is_rendering_to_main = false;
bool m_is_fullscreen = false;
bool m_is_exclusive_fullscreen = false;
bool m_is_surfaceless = false;
bool m_save_state_on_shutdown = false;
bool m_pause_on_focus_loss = false;
@@ -214,6 +213,12 @@ extern EmuThread* g_emu_thread;
namespace QtHost
{
/// Default theme name for the platform.
const char* GetDefaultThemeName();
/// Sets application theme according to settings.
void UpdateApplicationTheme();
/// Sets batch mode (exit after game shutdown).
bool InBatchMode();
+9 -3
View File
@@ -114,12 +114,18 @@ AudioSettingsWidget::AudioSettingsWidget(SettingsDialog* dialog, QWidget* parent
dialog->registerWidgetHelp(m_ui.syncMode, tr("Synchronization"), tr("TimeStretch (Recommended)"),
tr("When running outside of 100% speed, adjusts the tempo on audio instead of dropping frames. Produces much nicer fast-forward/slowdown audio."));
dialog->registerWidgetHelp(m_ui.expansionMode, tr("Expansion"), tr("Stereo (None, Default)"), tr(""));
dialog->registerWidgetHelp(m_ui.expansionMode, tr("Expansion"), tr("Stereo (None, Default)"),
tr("Determines how the stereo output from the emulated system is upmixed into a greater number of the output speakers."));
//: Cubeb is an audio engine name. Leave as-is.
dialog->registerWidgetHelp(m_ui.outputModule, tr("Output Module"), tr("Cubeb (Cross-platform)"), tr(""));
dialog->registerWidgetHelp(m_ui.outputModule, tr("Output Module"), tr("Cubeb (Cross-platform)"),
tr("Selects the library to be used for audio output."));
dialog->registerWidgetHelp(m_ui.backend, tr("Output Backend"), tr("Default"), tr(""));
dialog->registerWidgetHelp(m_ui.backend, tr("Output Backend"), tr("Default"),
tr("When the sound output module supports multiple audio backends, determines the API to be used for audio output to the system."));
dialog->registerWidgetHelp(m_ui.outputDevice, tr("Output Device"), tr("Default"),
tr("Determines which audio device to output the sound to."));
dialog->registerWidgetHelp(m_ui.targetLatency, tr("Target Latency"), tr("60 ms"),
tr("Determines the buffer size which the time stretcher will try to keep filled. It effectively selects the average latency, as "
+1 -1
View File
@@ -176,7 +176,7 @@
</size>
</property>
<property name="text">
<string>Reset Defaults</string>
<string>Restore Defaults</string>
</property>
</widget>
</item>
@@ -44,6 +44,14 @@ ControllerGlobalSettingsWidget::ControllerGlobalSettingsWidget(QWidget* parent,
m_ui.ledSettings->setEnabled(false);
#endif
#if defined(SDL_BUILD) && defined(_WIN32)
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.enableSDLRawInput, "InputSources", "SDLRawInput", false);
#else
m_ui.gridLayout_2->removeWidget(m_ui.enableSDLRawInput);
m_ui.enableSDLRawInput->deleteLater();
m_ui.enableSDLRawInput = nullptr;
#endif
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.enableMouseMapping, "UI", "EnableMouseMapping", false);
connect(m_ui.mouseSettings, &QToolButton::clicked, this, &ControllerGlobalSettingsWidget::mouseSettingsClicked);
@@ -113,6 +121,9 @@ void ControllerGlobalSettingsWidget::updateSDLOptionsEnabled()
const bool enabled = m_ui.enableSDLSource->isChecked();
m_ui.enableSDLEnhancedMode->setEnabled(enabled);
m_ui.ledSettings->setEnabled(enabled);
#ifdef _WIN32
m_ui.enableSDLRawInput->setEnabled(enabled);
#endif
}
void ControllerGlobalSettingsWidget::ledSettingsClicked()
@@ -58,6 +58,13 @@
<string>SDL Input Source</string>
</property>
<layout class="QGridLayout" name="gridLayout_2">
<item row="1" column="0">
<widget class="QCheckBox" name="enableSDLSource">
<property name="text">
<string>Enable SDL Input Source</string>
</property>
</widget>
</item>
<item row="0" column="0" colspan="2">
<widget class="QLabel" name="label_2">
<property name="text">
@@ -68,13 +75,6 @@
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QCheckBox" name="enableSDLSource">
<property name="text">
<string>Enable SDL Input Source</string>
</property>
</widget>
</item>
<item row="1" column="1">
<layout class="QHBoxLayout" name="horizontalLayout_4">
<item>
@@ -97,6 +97,13 @@
</item>
</layout>
</item>
<item row="2" column="0">
<widget class="QCheckBox" name="enableSDLRawInput">
<property name="text">
<string>Enable SDL Raw Input</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
@@ -111,7 +111,7 @@ EmulationSettingsWidget::EmulationSettingsWidget(SettingsDialog* dialog, QWidget
//: P-Core = Performance Core, E-Core = Efficiency Core. See if Intel has official translations for these terms.
"May help CPUs with big (P) and little (E) cores (e.g. Intel 12th or newer generation CPUs from Intel or other vendors such as AMD)."));
dialog->registerWidgetHelp(m_ui.MTVU, tr("Enable Multithreaded VU1 (MTVU1)"), tr("Checked"),
tr("Generally a speedup on CPUs with 3 or more threads. "
tr("Generally a speedup on CPUs with 4 or more cores. "
"Safe for most games, but a few are incompatible and may hang."));
dialog->registerWidgetHelp(m_ui.instantVU1, tr("Enable Instant VU1"), tr("Checked"),
tr("Runs VU1 instantly. Provides a modest speed improvement in most games. "
+25 -61
View File
@@ -26,18 +26,6 @@
#include "pcsx2/GS/GSCapture.h"
#include "pcsx2/GS/GSUtil.h"
#ifdef ENABLE_VULKAN
#include "Frontend/VulkanHostDisplay.h"
#endif
#ifdef _WIN32
#include "Frontend/D3D11HostDisplay.h"
#include "Frontend/D3D12HostDisplay.h"
#endif
#ifdef __APPLE__
#include "GS/Renderers/Metal/GSMetalCPPAccessible.h"
#endif
struct RendererInfo
{
const char* name;
@@ -186,16 +174,9 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsDialog* dialog, QWidget*
sif, m_ui.blending, "EmuCore/GS", "accurate_blending_unit", static_cast<int>(AccBlendLevel::Basic));
SettingWidgetBinder::BindWidgetToIntSetting(
sif, m_ui.texturePreloading, "EmuCore/GS", "texture_preloading", static_cast<int>(TexturePreloadingLevel::Off));
connect(m_ui.trilinearFiltering, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
&GraphicsSettingsWidget::onTrilinearFilteringChanged);
connect(m_ui.gpuPaletteConversion, QOverload<int>::of(&QCheckBox::stateChanged), this,
&GraphicsSettingsWidget::onGpuPaletteConversionChanged);
connect(m_ui.textureInsideRt, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
&GraphicsSettingsWidget::onTextureInsideRtChanged);
onTrilinearFilteringChanged();
onGpuPaletteConversionChanged(m_ui.gpuPaletteConversion->checkState());
onTextureInsideRtChanged();
//////////////////////////////////////////////////////////////////////////
// HW Renderer Fixes
@@ -203,11 +184,12 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsDialog* dialog, QWidget*
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.crcFixLevel, "EmuCore/GS", "crc_hack_level", static_cast<int>(CRCHackLevel::Automatic), -1);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.halfScreenFix, "EmuCore/GS", "UserHacks_Half_Bottom_Override", -1, -1);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.cpuSpriteRenderBW, "EmuCore/GS", "UserHacks_CPUSpriteRenderBW", 0);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.cpuSpriteRenderLevel, "EmuCore/GS", "UserHacks_CPUSpriteRenderLevel", 0);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.cpuCLUTRender, "EmuCore/GS", "UserHacks_CPUCLUTRender", 0);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.gpuTargetCLUTMode, "EmuCore/GS", "UserHacks_GPUTargetCLUTMode", 0);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.skipDrawStart, "EmuCore/GS", "UserHacks_SkipDraw_Start", 0);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.skipDrawEnd, "EmuCore/GS", "UserHacks_SkipDraw_End", 0);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.hwAutoFlush, "EmuCore/GS", "UserHacks_AutoFlush", false);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.hwAutoFlush, "EmuCore/GS", "UserHacks_AutoFlushLevel", 0);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.frameBufferConversion, "EmuCore/GS", "UserHacks_CPU_FB_Conversion", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableDepthEmulation, "EmuCore/GS", "UserHacks_DisableDepthSupport", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableSafeFeatures, "EmuCore/GS", "UserHacks_Disable_Safe_Features", false);
@@ -220,6 +202,15 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsDialog* dialog, QWidget*
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.targetPartialInvalidation, "EmuCore/GS", "UserHacks_TargetPartialInvalidation", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.estimateTextureRegion, "EmuCore/GS", "UserHacks_EstimateTextureRegion", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.gpuPaletteConversion, "EmuCore/GS", "paltex", false);
connect(m_ui.cpuSpriteRenderBW, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
&GraphicsSettingsWidget::onCPUSpriteRenderBWChanged);
connect(m_ui.textureInsideRt, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
&GraphicsSettingsWidget::onTextureInsideRtChanged);
connect(m_ui.gpuPaletteConversion, QOverload<int>::of(&QCheckBox::stateChanged), this,
&GraphicsSettingsWidget::onGpuPaletteConversionChanged);
onCPUSpriteRenderBWChanged();
onTextureInsideRtChanged();
onGpuPaletteConversionChanged(m_ui.gpuPaletteConversion->checkState());
//////////////////////////////////////////////////////////////////////////
// HW Upscaling Fixes
@@ -232,6 +223,7 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsDialog* dialog, QWidget*
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.mergeSprite, "EmuCore/GS", "UserHacks_merge_pp_sprite", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.wildHack, "EmuCore/GS", "UserHacks_WildHack", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.bilinearHack, "EmuCore/GS", "UserHacks_BilinearHack", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.nativePaletteDraw, "EmuCore/GS", "UserHacks_NativePaletteDraw", false);
//////////////////////////////////////////////////////////////////////////
// Texture Replacements
//////////////////////////////////////////////////////////////////////////
@@ -253,7 +245,6 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsDialog* dialog, QWidget*
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.skipPresentingDuplicateFrames, "EmuCore/GS", "SkipDuplicateFrames", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.threadedPresentation, "EmuCore/GS", "DisableThreadedPresentation", false);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.overrideTextureBarriers, "EmuCore/GS", "OverrideTextureBarriers", -1, -1);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.overrideGeometryShader, "EmuCore/GS", "OverrideGeometryShaders", -1, -1);
SettingWidgetBinder::BindWidgetToIntSetting(
sif, m_ui.gsDumpCompression, "EmuCore/GS", "GSDumpCompression", static_cast<int>(GSDumpCompressionMethod::Zstandard));
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableFramebufferFetch, "EmuCore/GS", "DisableFramebufferFetch", false);
@@ -671,7 +662,7 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsDialog* dialog, QWidget*
dialog->registerWidgetHelp(m_ui.osdShowGSStats, tr("Show Statistics"), tr("Unchecked"),
tr("Shows counters for internal graphical utilization, useful for debugging."));
dialog->registerWidgetHelp(m_ui.osdShowIndicators, tr("Show Indicators"), tr("Unchecked"),
dialog->registerWidgetHelp(m_ui.osdShowIndicators, tr("Show Indicators"), tr("Checked"),
tr("Shows OSD icon indicators for emulation states such as Pausing, Turbo, Fast-Forward, and Slow-Motion."));
dialog->registerWidgetHelp(m_ui.osdShowSettings, tr("Show Settings"), tr("Unchecked"),
@@ -701,10 +692,6 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsDialog* dialog, QWidget*
{
dialog->registerWidgetHelp(m_ui.overrideTextureBarriers, tr("Override Texture Barriers"), tr("Automatic (Default)"), tr(""));
dialog->registerWidgetHelp(m_ui.overrideGeometryShader, tr("Override Geometry Shader"), tr("Automatic (Default)"),
tr("Allows the GPU instead of just the CPU to transform lines into sprites. "
"This reduces CPU load and bandwidth requirement, but it is heavier on the GPU."));
dialog->registerWidgetHelp(m_ui.gsDumpCompression, tr("GS Dump Compression"), tr("Zstandard (zst)"),
tr("Change the compression algorithm used when creating a GS dump."));
@@ -889,6 +876,12 @@ void GraphicsSettingsWidget::onGpuPaletteConversionChanged(int state)
m_ui.anisotropicFiltering->setDisabled(disabled);
}
void GraphicsSettingsWidget::onCPUSpriteRenderBWChanged()
{
const int value = m_dialog->getEffectiveIntValue("EmuCore/GS", "UserHacks_CPUSpriteRenderBW", 0);
m_ui.cpuSpriteRenderLevel->setEnabled(value != 0);
}
void GraphicsSettingsWidget::onTextureInsideRtChanged()
{
const bool disabled = static_cast<GSTextureInRtMode>(m_ui.textureInsideRt->currentIndex()) >= GSTextureInRtMode::InsideTargets;
@@ -950,42 +943,13 @@ void GraphicsSettingsWidget::updateRendererDependentOptions()
m_ui.useBlitSwapChain->setEnabled(is_dx11);
m_ui.overrideTextureBarriers->setDisabled(is_sw_dx);
m_ui.overrideGeometryShader->setDisabled(is_sw_dx);
m_ui.disableFramebufferFetch->setDisabled(is_sw_dx);
// populate adapters
HostDisplay::AdapterAndModeList modes;
switch (type)
{
#ifdef _WIN32
case GSRendererType::DX11:
modes = D3D11HostDisplay::StaticGetAdapterAndModeList();
break;
case GSRendererType::DX12:
modes = D3D12HostDisplay::StaticGetAdapterAndModeList();
break;
#endif
#ifdef ENABLE_VULKAN
case GSRendererType::VK:
modes = VulkanHostDisplay::StaticGetAdapterAndModeList(nullptr);
break;
#endif
#ifdef __APPLE__
case GSRendererType::Metal:
modes = GetMetalAdapterAndModeList();
break;
#endif
case GSRendererType::OGL:
case GSRendererType::SW:
case GSRendererType::Null:
case GSRendererType::Auto:
default:
break;
}
std::vector<std::string> adapters;
std::vector<std::string> fullscreen_modes;
GSGetAdaptersAndFullscreenModes(type, &adapters, &fullscreen_modes);
// fill+select adapters
{
@@ -993,7 +957,7 @@ void GraphicsSettingsWidget::updateRendererDependentOptions()
std::string current_adapter = Host::GetBaseStringSettingValue("EmuCore/GS", "Adapter", "");
m_ui.adapter->clear();
m_ui.adapter->setEnabled(!modes.adapter_names.empty());
m_ui.adapter->setEnabled(!adapters.empty());
m_ui.adapter->addItem(tr("(Default)"));
m_ui.adapter->setCurrentIndex(0);
@@ -1009,7 +973,7 @@ void GraphicsSettingsWidget::updateRendererDependentOptions()
}
}
for (const std::string& adapter : modes.adapter_names)
for (const std::string& adapter : adapters)
{
m_ui.adapter->addItem(QString::fromStdString(adapter));
if (current_adapter == adapter)
@@ -1037,7 +1001,7 @@ void GraphicsSettingsWidget::updateRendererDependentOptions()
}
}
for (const std::string& fs_mode : modes.fullscreen_modes)
for (const std::string& fs_mode : fullscreen_modes)
{
m_ui.fullscreenModes->addItem(QString::fromStdString(fs_mode));
if (current_mode == fs_mode)
@@ -41,6 +41,7 @@ private Q_SLOTS:
void onAdapterChanged(int index);
void onTrilinearFilteringChanged();
void onGpuPaletteConversionChanged(int state);
void onCPUSpriteRenderBWChanged();
void onTextureInsideRtChanged();
void onFullscreenModeChanged(int index);
void onShadeBoostChanged();
+187 -164
View File
@@ -7,7 +7,7 @@
<x>0</x>
<y>0</y>
<width>720</width>
<height>476</height>
<height>498</height>
</rect>
</property>
<property name="windowTitle">
@@ -780,6 +780,47 @@
<string>Hardware Fixes</string>
</attribute>
<layout class="QFormLayout" name="hardwareFixesLayout">
<item row="0" column="0">
<widget class="QLabel" name="label_7">
<property name="text">
<string>CRC Fix Level:</string>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="QComboBox" name="crcFixLevel">
<item>
<property name="text">
<string>Automatic (Default)</string>
</property>
</item>
<item>
<property name="text">
<string>None (Debug)</string>
</property>
</item>
<item>
<property name="text">
<string>Minimum (Debug)</string>
</property>
</item>
<item>
<property name="text">
<string>Partial (OpenGL)</string>
</property>
</item>
<item>
<property name="text">
<string>Full (Direct3D)</string>
</property>
</item>
<item>
<property name="text">
<string>Aggressive</string>
</property>
</item>
</widget>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label_10">
<property name="text">
@@ -814,63 +855,86 @@
</widget>
</item>
<item row="2" column="1">
<widget class="QComboBox" name="cpuSpriteRenderBW">
<layout class="QHBoxLayout" name="horizontalLayout_5" stretch="1,0">
<item>
<property name="text">
<string>0 (Disabled)</string>
</property>
<widget class="QComboBox" name="cpuSpriteRenderBW">
<item>
<property name="text">
<string>0 (Disabled)</string>
</property>
</item>
<item>
<property name="text">
<string>1 (64 Max Width)</string>
</property>
</item>
<item>
<property name="text">
<string>2 (128 Max Width)</string>
</property>
</item>
<item>
<property name="text">
<string>3 (192 Max Width)</string>
</property>
</item>
<item>
<property name="text">
<string>4 (256 Max Width)</string>
</property>
</item>
<item>
<property name="text">
<string>5 (320 Max Width)</string>
</property>
</item>
<item>
<property name="text">
<string>6 (384 Max Width)</string>
</property>
</item>
<item>
<property name="text">
<string>7 (448 Max Width)</string>
</property>
</item>
<item>
<property name="text">
<string>8 (512 Max Width)</string>
</property>
</item>
<item>
<property name="text">
<string>9 (576 Max Width)</string>
</property>
</item>
<item>
<property name="text">
<string>10 (640 Max Width)</string>
</property>
</item>
</widget>
</item>
<item>
<property name="text">
<string>1 (64 Max Width)</string>
</property>
<widget class="QComboBox" name="cpuSpriteRenderLevel">
<item>
<property name="text">
<string>Sprites Only</string>
</property>
</item>
<item>
<property name="text">
<string>Sprites/Triangles</string>
</property>
</item>
<item>
<property name="text">
<string>Blended Sprites/Triangles</string>
</property>
</item>
</widget>
</item>
<item>
<property name="text">
<string>2 (128 Max Width)</string>
</property>
</item>
<item>
<property name="text">
<string>3 (192 Max Width)</string>
</property>
</item>
<item>
<property name="text">
<string>4 (256 Max Width)</string>
</property>
</item>
<item>
<property name="text">
<string>5 (320 Max Width)</string>
</property>
</item>
<item>
<property name="text">
<string>6 (384 Max Width)</string>
</property>
</item>
<item>
<property name="text">
<string>7 (448 Max Width)</string>
</property>
</item>
<item>
<property name="text">
<string>8 (512 Max Width)</string>
</property>
</item>
<item>
<property name="text">
<string>9 (576 Max Width)</string>
</property>
</item>
<item>
<property name="text">
<string>10 (640 Max Width)</string>
</property>
</item>
</widget>
</layout>
</item>
<item row="3" column="0">
<widget class="QLabel" name="label_16">
@@ -930,14 +994,14 @@
</item>
</widget>
</item>
<item row="5" column="0">
<item row="6" column="0">
<widget class="QLabel" name="label_45">
<property name="text">
<string>Texture Inside RT:</string>
</property>
</widget>
</item>
<item row="5" column="1">
<item row="6" column="1">
<widget class="QComboBox" name="textureInsideRt">
<item>
<property name="text">
@@ -956,14 +1020,40 @@
</item>
</widget>
</item>
<item row="6" column="0">
<item row="5" column="0">
<widget class="QLabel" name="label_30">
<property name="text">
<string>Auto Flush:</string>
</property>
</widget>
</item>
<item row="5" column="1">
<widget class="QComboBox" name="hwAutoFlush">
<item>
<property name="text">
<string>Disabled (Default)</string>
</property>
</item>
<item>
<property name="text">
<string>Enabled (Sprites Only)</string>
</property>
</item>
<item>
<property name="text">
<string>Enabled (All Primitives)</string>
</property>
</item>
</widget>
</item>
<item row="7" column="0">
<widget class="QLabel" name="label_12">
<property name="text">
<string>Skipdraw Range:</string>
</property>
</widget>
</item>
<item row="6" column="1">
<item row="7" column="1">
<layout class="QHBoxLayout" name="horizontalLayout">
<item>
<widget class="QSpinBox" name="skipDrawStart">
@@ -981,29 +1071,8 @@
</item>
</layout>
</item>
<item row="7" column="0" colspan="2">
<item row="8" column="0" colspan="2">
<layout class="QGridLayout" name="gridLayout">
<item row="0" column="0">
<widget class="QCheckBox" name="hwAutoFlush">
<property name="text">
<string>Auto Flush</string>
</property>
</widget>
</item>
<item row="2" column="0">
<widget class="QCheckBox" name="disableSafeFeatures">
<property name="text">
<string>Disable Safe Features</string>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QCheckBox" name="disableDepthEmulation">
<property name="text">
<string>Disable Depth Emulation</string>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="QCheckBox" name="frameBufferConversion">
<property name="text">
@@ -1018,13 +1087,6 @@
</property>
</widget>
</item>
<item row="3" column="0">
<widget class="QCheckBox" name="disablePartialInvalidation">
<property name="text">
<string>Disable Partial Source Invalidation</string>
</property>
</widget>
</item>
<item row="3" column="1">
<widget class="QCheckBox" name="targetPartialInvalidation">
<property name="text">
@@ -1039,14 +1101,35 @@
</property>
</widget>
</item>
<item row="4" column="0">
<item row="0" column="0">
<widget class="QCheckBox" name="disableDepthEmulation">
<property name="text">
<string>Disable Depth Emulation</string>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QCheckBox" name="disableSafeFeatures">
<property name="text">
<string>Disable Safe Features</string>
</property>
</widget>
</item>
<item row="2" column="0">
<widget class="QCheckBox" name="disablePartialInvalidation">
<property name="text">
<string>Disable Partial Source Invalidation</string>
</property>
</widget>
</item>
<item row="3" column="0">
<widget class="QCheckBox" name="estimateTextureRegion">
<property name="text">
<string>Estimate Texture Region</string>
</property>
</widget>
</item>
<item row="4" column="1">
<item row="4" column="0">
<widget class="QCheckBox" name="gpuPaletteConversion">
<property name="text">
<string>GPU Palette Conversion</string>
@@ -1055,47 +1138,6 @@
</item>
</layout>
</item>
<item row="0" column="0">
<widget class="QLabel" name="label_7">
<property name="text">
<string>CRC Fix Level:</string>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="QComboBox" name="crcFixLevel">
<item>
<property name="text">
<string>Automatic (Default)</string>
</property>
</item>
<item>
<property name="text">
<string>None (Debug)</string>
</property>
</item>
<item>
<property name="text">
<string>Minimum (Debug)</string>
</property>
</item>
<item>
<property name="text">
<string>Partial (OpenGL)</string>
</property>
</item>
<item>
<property name="text">
<string>Full (Direct3D)</string>
</property>
</item>
<item>
<property name="text">
<string>Aggressive</string>
</property>
</item>
</widget>
</item>
</layout>
</widget>
<widget class="QGroupBox" name="upscalingFixesTab">
@@ -1201,13 +1243,6 @@
</item>
<item row="3" column="0" colspan="2">
<layout class="QGridLayout" name="gridLayout_3">
<item row="0" column="1">
<widget class="QCheckBox" name="mergeSprite">
<property name="text">
<string>Merge Sprite</string>
</property>
</widget>
</item>
<item row="0" column="0">
<widget class="QCheckBox" name="alignSprite">
<property name="text">
@@ -1229,6 +1264,20 @@
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="QCheckBox" name="mergeSprite">
<property name="text">
<string>Merge Sprite</string>
</property>
</widget>
</item>
<item row="2" column="0">
<widget class="QCheckBox" name="nativePaletteDraw">
<property name="text">
<string>Unscaled Palette Texture Draws</string>
</property>
</widget>
</item>
</layout>
</item>
</layout>
@@ -2103,33 +2152,7 @@
</item>
</widget>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label_30">
<property name="text">
<string>Override Geometry Shader:</string>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="QComboBox" name="overrideGeometryShader">
<item>
<property name="text">
<string>Automatic (Default)</string>
</property>
</item>
<item>
<property name="text">
<string>Force Disabled</string>
</property>
</item>
<item>
<property name="text">
<string>Force Enabled</string>
</property>
</item>
</widget>
</item>
<item row="3" column="0" colspan="2">
<item row="2" column="0" colspan="2">
<layout class="QGridLayout" name="gridLayout_7">
<item row="1" column="0">
<widget class="QCheckBox" name="useDebugDevice">
+16 -8
View File
@@ -20,11 +20,12 @@
#include "MainWindow.h"
#include "SettingWidgetBinder.h"
#include "SettingsDialog.h"
#include "QtHost.h"
static const char* THEME_NAMES[] = {
QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Native"),
//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Fusion [Light]"),
QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Fusion [Light/Dark]"),
//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Dark Fusion (Gray) [Dark]"),
//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
@@ -34,13 +35,15 @@ static const char* THEME_NAMES[] = {
//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Baby Pastel (Pink) [Light]"),
//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Pizza Time! (Brown-ish/Creamy White) [Light]"),
//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "PCSX2 (White/Blue) [Light]"),
//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Scarlet Devil (Red/Purple) [Dark]"),
//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Violet Angel (Blue/Purple) [Dark]"),
//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Cobalt Sky (Royal Blue) [Dark]"),
QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Cobalt Sky (Blue) [Dark]"),
//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Ruby (Black/Red) [Dark]"),
//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
@@ -56,6 +59,7 @@ static const char* THEME_VALUES[] = {
"darkfusionblue",
"UntouchedLagoon",
"BabyPastel",
"PizzaBrown",
"PCSX2Blue",
"ScarletDevilRed",
"VioletAngelPurple",
@@ -76,7 +80,7 @@ InterfaceSettingsWidget::InterfaceSettingsWidget(SettingsDialog* dialog, QWidget
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.confirmShutdown, "UI", "ConfirmShutdown", true);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.saveStateOnShutdown, "EmuCore", "SaveStateOnShutdown", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pauseOnFocusLoss, "UI", "PauseOnFocusLoss", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.backupSaveStates, "EmuCore", "BackupSavestate", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.backupSaveStates, "EmuCore", "BackupSavestate", true);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.startFullscreen, "UI", "StartFullscreen", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.doubleClickTogglesFullscreen, "UI", "DoubleClickTogglesFullscreen",
@@ -88,7 +92,7 @@ InterfaceSettingsWidget::InterfaceSettingsWidget(SettingsDialog* dialog, QWidget
connect(m_ui.renderToSeparateWindow, &QCheckBox::stateChanged, this, &InterfaceSettingsWidget::onRenderToSeparateWindowChanged);
SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.theme, "UI", "Theme", THEME_NAMES, THEME_VALUES,
MainWindow::DEFAULT_THEME_NAME);
QtHost::GetDefaultThemeName());
connect(m_ui.theme, QOverload<int>::of(&QComboBox::currentIndexChanged), [this]() { emit themeChanged(); });
// Per-game settings is special, we don't want to bind it if we're editing per-game settings.
@@ -152,12 +156,12 @@ InterfaceSettingsWidget::InterfaceSettingsWidget(SettingsDialog* dialog, QWidget
dialog->registerWidgetHelp(m_ui.pauseOnFocusLoss, tr("Pause On Focus Loss"), tr("Unchecked"),
tr("Pauses the emulator when you minimize the window or switch to another application, "
"and unpauses when you switch back."));
dialog->registerWidgetHelp(m_ui.backupSaveStates, tr("Create Save State Backups"), tr("Unchecked"),
dialog->registerWidgetHelp(m_ui.backupSaveStates, tr("Create Save State Backups"), tr("Checked"),
//: Do not translate the ".backup" extension.
tr("Creates a backup copy of a save state if it already exists when the save is created. The backup copy has a .backup suffix."));
dialog->registerWidgetHelp(m_ui.startFullscreen, tr("Start Fullscreen"), tr("Unchecked"),
tr("Automatically switches to fullscreen mode when a game is started."));
dialog->registerWidgetHelp(m_ui.hideMouseCursor, tr("Hide Cursor In Fullscreen"), tr("Checked"),
dialog->registerWidgetHelp(m_ui.hideMouseCursor, tr("Hide Cursor In Fullscreen"), tr("Unchecked"),
tr("Hides the mouse pointer/cursor when the emulator is in fullscreen mode."));
dialog->registerWidgetHelp(
m_ui.renderToSeparateWindow, tr("Render To Separate Window"), tr("Unchecked"),
@@ -170,8 +174,12 @@ InterfaceSettingsWidget::InterfaceSettingsWidget(SettingsDialog* dialog, QWidget
dialog->registerWidgetHelp(
m_ui.discordPresence, tr("Enable Discord Presence"), tr("Unchecked"),
tr("Shows the game you are currently playing as part of your profile in Discord."));
dialog->registerWidgetHelp(m_ui.doubleClickTogglesFullscreen, tr("Double-Click Toggles Fullscreen"), tr("Unchecked"), tr(""));
dialog->registerWidgetHelp(m_ui.disableWindowResizing, tr("Disable Window Resizing"), tr("Unchecked"), tr(""));
dialog->registerWidgetHelp(
m_ui.doubleClickTogglesFullscreen, tr("Double-Click Toggles Fullscreen"), tr("Checked"),
tr("Allows switching in and out of fullscreen mode by double-clicking the game window."));
dialog->registerWidgetHelp(
m_ui.disableWindowResizing, tr("Disable Window Resizing"), tr("Unchecked"),
tr("Prevents the main window from being resized."));
// Not yet used, disable the options
m_ui.language->setDisabled(true);
+495
View File
@@ -0,0 +1,495 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2023 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "QtHost.h"
#include "pcsx2/Config.h"
#include "pcsx2/HostSettings.h"
#include "common/Path.h"
#include <QtGui/QPalette>
#include <QtWidgets/QApplication>
#include <QtWidgets/QStyle>
#include <QtWidgets/QStyleFactory>
namespace QtHost
{
static void SetStyleFromSettings();
static void SetIconThemeFromStyle();
} // namespace QtHost
static QString s_unthemed_style_name;
static bool s_unthemed_style_name_set;
const char* QtHost::GetDefaultThemeName()
{
#ifdef __APPLE__
return "";
#else
return "darkfusion";
#endif
}
void QtHost::UpdateApplicationTheme()
{
if (!s_unthemed_style_name_set)
{
s_unthemed_style_name_set = true;
s_unthemed_style_name = QApplication::style()->objectName();
}
SetStyleFromSettings();
SetIconThemeFromStyle();
}
void QtHost::SetStyleFromSettings()
{
const std::string theme(Host::GetBaseStringSettingValue("UI", "Theme", GetDefaultThemeName()));
if (theme == "fusion")
{
// setPalette() shouldn't be necessary, as the documentation claims that setStyle() resets the palette, but it
// is here, to work around a bug in 6.4.x and 6.5.x where the palette doesn't restore after changing themes.
qApp->setPalette(QPalette());
qApp->setStyle(QStyleFactory::create("Fusion"));
qApp->setStyleSheet(QString());
}
else if (theme == "darkfusion")
{
// adapted from https://gist.github.com/QuantumCD/6245215
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor lighterGray(75, 75, 75);
const QColor darkGray(53, 53, 53);
const QColor gray(128, 128, 128);
const QColor black(25, 25, 25);
const QColor blue(198, 238, 255);
QPalette darkPalette;
darkPalette.setColor(QPalette::Window, darkGray);
darkPalette.setColor(QPalette::WindowText, Qt::white);
darkPalette.setColor(QPalette::Base, black);
darkPalette.setColor(QPalette::AlternateBase, darkGray);
darkPalette.setColor(QPalette::ToolTipBase, darkGray);
darkPalette.setColor(QPalette::ToolTipText, Qt::white);
darkPalette.setColor(QPalette::Text, Qt::white);
darkPalette.setColor(QPalette::Button, darkGray);
darkPalette.setColor(QPalette::ButtonText, Qt::white);
darkPalette.setColor(QPalette::Link, blue);
darkPalette.setColor(QPalette::Highlight, lighterGray);
darkPalette.setColor(QPalette::HighlightedText, Qt::white);
darkPalette.setColor(QPalette::PlaceholderText, QColor(Qt::white).darker());
darkPalette.setColor(QPalette::Active, QPalette::Button, darkGray);
darkPalette.setColor(QPalette::Disabled, QPalette::ButtonText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::WindowText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Text, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Light, darkGray);
qApp->setPalette(darkPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "darkfusionblue")
{
// adapted from https://gist.github.com/QuantumCD/6245215
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor darkGray(53, 53, 53);
const QColor gray(128, 128, 128);
const QColor black(25, 25, 25);
const QColor blue(198, 238, 255);
const QColor blue2(0, 88, 208);
QPalette darkPalette;
darkPalette.setColor(QPalette::Window, darkGray);
darkPalette.setColor(QPalette::WindowText, Qt::white);
darkPalette.setColor(QPalette::Base, black);
darkPalette.setColor(QPalette::AlternateBase, darkGray);
darkPalette.setColor(QPalette::ToolTipBase, blue2);
darkPalette.setColor(QPalette::ToolTipText, Qt::white);
darkPalette.setColor(QPalette::Text, Qt::white);
darkPalette.setColor(QPalette::Button, darkGray);
darkPalette.setColor(QPalette::ButtonText, Qt::white);
darkPalette.setColor(QPalette::Link, blue);
darkPalette.setColor(QPalette::Highlight, blue2);
darkPalette.setColor(QPalette::HighlightedText, Qt::white);
darkPalette.setColor(QPalette::PlaceholderText, QColor(Qt::white).darker());
darkPalette.setColor(QPalette::Active, QPalette::Button, darkGray);
darkPalette.setColor(QPalette::Disabled, QPalette::ButtonText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::WindowText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Text, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Light, darkGray);
qApp->setPalette(darkPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "UntouchedLagoon")
{
// Custom palette by RedDevilus, Tame (Light/Washed out) Green as main color and Grayish Blue as complimentary.
// Alternative white theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor black(25, 25, 25);
const QColor darkteal(0, 77, 77);
const QColor teal(0, 128, 128);
const QColor tameTeal(160, 190, 185);
const QColor grayBlue(160, 180, 190);
QPalette standardPalette;
standardPalette.setColor(QPalette::Window, tameTeal);
standardPalette.setColor(QPalette::WindowText, black.lighter());
standardPalette.setColor(QPalette::Base, grayBlue);
standardPalette.setColor(QPalette::AlternateBase, tameTeal);
standardPalette.setColor(QPalette::ToolTipBase, tameTeal);
standardPalette.setColor(QPalette::ToolTipText, grayBlue);
standardPalette.setColor(QPalette::Text, black);
standardPalette.setColor(QPalette::Button, tameTeal);
standardPalette.setColor(QPalette::ButtonText, black);
standardPalette.setColor(QPalette::Link, black.lighter());
standardPalette.setColor(QPalette::Highlight, teal);
standardPalette.setColor(QPalette::HighlightedText, grayBlue.lighter());
standardPalette.setColor(QPalette::Active, QPalette::Button, tameTeal);
standardPalette.setColor(QPalette::Disabled, QPalette::ButtonText, darkteal);
standardPalette.setColor(QPalette::Disabled, QPalette::WindowText, darkteal.lighter());
standardPalette.setColor(QPalette::Disabled, QPalette::Text, darkteal.lighter());
standardPalette.setColor(QPalette::Disabled, QPalette::Light, tameTeal);
qApp->setPalette(standardPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "BabyPastel")
{
// Custom palette by RedDevilus, Blue as main color and blue as complimentary.
// Alternative light theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor gray(150, 150, 150);
const QColor black(25, 25, 25);
const QColor redpinkish(200, 75, 132);
const QColor pink(255, 174, 201);
const QColor brightPink(255, 230, 255);
const QColor congoPink(255, 127, 121);
const QColor blue(221, 225, 239);
QPalette standardPalette;
standardPalette.setColor(QPalette::Window, pink);
standardPalette.setColor(QPalette::WindowText, black);
standardPalette.setColor(QPalette::Base, brightPink);
standardPalette.setColor(QPalette::AlternateBase, blue);
standardPalette.setColor(QPalette::ToolTipBase, pink);
standardPalette.setColor(QPalette::ToolTipText, brightPink);
standardPalette.setColor(QPalette::Text, black);
standardPalette.setColor(QPalette::Button, pink);
standardPalette.setColor(QPalette::ButtonText, black);
standardPalette.setColor(QPalette::Link, black);
standardPalette.setColor(QPalette::Highlight, congoPink);
standardPalette.setColor(QPalette::HighlightedText, black);
standardPalette.setColor(QPalette::Active, QPalette::Button, pink);
standardPalette.setColor(QPalette::Disabled, QPalette::ButtonText, redpinkish);
standardPalette.setColor(QPalette::Disabled, QPalette::WindowText, redpinkish);
standardPalette.setColor(QPalette::Disabled, QPalette::Text, redpinkish);
standardPalette.setColor(QPalette::Disabled, QPalette::Light, gray);
qApp->setPalette(standardPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "PizzaBrown")
{
// Custom palette by KamFretoZ, a Pizza Tower Reference!
// With a mixtures of Light Brown, Peachy/Creamy White, Latte-like Color.
// Thanks to Jordan for the idea :P
// Alternative light theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor gray(128, 128, 128);
const QColor extr(248, 192, 88);
const QColor main(233, 187, 147);
const QColor comp(248, 230, 213);
const QColor highlight(188, 100, 60);
QPalette standardPalette;
standardPalette.setColor(QPalette::Window, main);
standardPalette.setColor(QPalette::WindowText, Qt::black);
standardPalette.setColor(QPalette::Base, comp);
standardPalette.setColor(QPalette::AlternateBase, extr);
standardPalette.setColor(QPalette::ToolTipBase, comp);
standardPalette.setColor(QPalette::ToolTipText, Qt::black);
standardPalette.setColor(QPalette::Text, Qt::black);
standardPalette.setColor(QPalette::Button, extr);
standardPalette.setColor(QPalette::ButtonText, Qt::black);
standardPalette.setColor(QPalette::Link, Qt::black);
standardPalette.setColor(QPalette::Highlight, highlight);
standardPalette.setColor(QPalette::HighlightedText, Qt::white);
standardPalette.setColor(QPalette::Active, QPalette::Button, extr);
standardPalette.setColor(QPalette::Disabled, QPalette::ButtonText, gray.darker());
standardPalette.setColor(QPalette::Disabled, QPalette::WindowText, gray.darker());
standardPalette.setColor(QPalette::Disabled, QPalette::Text, Qt::gray);
standardPalette.setColor(QPalette::Disabled, QPalette::Light, gray.lighter());
qApp->setPalette(standardPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #cc3f18; border: 1px solid white; }");
}
else if (theme == "PCSX2Blue")
{
// Custom palette by RedDevilus, White as main color and Blue as complimentary.
// Alternative light theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor blackish(35, 35, 35);
const QColor darkBlue(73, 97, 177);
const QColor blue2(80, 120, 200);
const QColor blue(106, 156, 255);
const QColor lightBlue(130, 155, 241);
QPalette standardPalette;
standardPalette.setColor(QPalette::Window, blue2.lighter());
standardPalette.setColor(QPalette::WindowText, blackish);
standardPalette.setColor(QPalette::Base, lightBlue);
standardPalette.setColor(QPalette::AlternateBase, blue2.lighter());
standardPalette.setColor(QPalette::ToolTipBase, blue2);
standardPalette.setColor(QPalette::ToolTipText, Qt::white);
standardPalette.setColor(QPalette::Text, blackish);
standardPalette.setColor(QPalette::Button, blue);
standardPalette.setColor(QPalette::ButtonText, blackish);
standardPalette.setColor(QPalette::Link, darkBlue);
standardPalette.setColor(QPalette::Highlight, Qt::white);
standardPalette.setColor(QPalette::HighlightedText, blackish);
standardPalette.setColor(QPalette::Active, QPalette::Button, blue);
standardPalette.setColor(QPalette::Disabled, QPalette::ButtonText, darkBlue);
standardPalette.setColor(QPalette::Disabled, QPalette::WindowText, darkBlue);
standardPalette.setColor(QPalette::Disabled, QPalette::Text, darkBlue);
standardPalette.setColor(QPalette::Disabled, QPalette::Light, darkBlue);
qApp->setPalette(standardPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "ScarletDevilRed")
{
// Custom palette by RedDevilus, Red as main color and Purple as complimentary.
// Alternative dark theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor darkRed(80, 45, 69);
const QColor purplishRed(120, 45, 69);
const QColor brightRed(200, 45, 69);
QPalette darkPalette;
darkPalette.setColor(QPalette::Window, darkRed);
darkPalette.setColor(QPalette::WindowText, Qt::white);
darkPalette.setColor(QPalette::Base, purplishRed);
darkPalette.setColor(QPalette::AlternateBase, darkRed);
darkPalette.setColor(QPalette::ToolTipBase, darkRed);
darkPalette.setColor(QPalette::ToolTipText, Qt::white);
darkPalette.setColor(QPalette::Text, Qt::white);
darkPalette.setColor(QPalette::Button, purplishRed.darker());
darkPalette.setColor(QPalette::ButtonText, Qt::white);
darkPalette.setColor(QPalette::Link, brightRed);
darkPalette.setColor(QPalette::Highlight, brightRed);
darkPalette.setColor(QPalette::HighlightedText, Qt::white);
darkPalette.setColor(QPalette::Active, QPalette::Button, purplishRed.darker());
darkPalette.setColor(QPalette::Disabled, QPalette::ButtonText, brightRed);
darkPalette.setColor(QPalette::Disabled, QPalette::WindowText, brightRed);
darkPalette.setColor(QPalette::Disabled, QPalette::Text, brightRed);
darkPalette.setColor(QPalette::Disabled, QPalette::Light, darkRed);
qApp->setPalette(darkPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "CobaltSky")
{
// Custom palette by KamFretoZ, A soothing deep royal blue
// that are meant to be easy on the eyes as the main color.
// Alternative dark theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor gray(150, 150, 150);
const QColor royalBlue(29, 41, 81);
const QColor darkishBlue(17, 30, 108);
const QColor highlight(36, 93, 218);
QPalette darkPalette;
darkPalette.setColor(QPalette::Window, royalBlue);
darkPalette.setColor(QPalette::WindowText, Qt::white);
darkPalette.setColor(QPalette::Base, royalBlue.lighter());
darkPalette.setColor(QPalette::AlternateBase, darkishBlue);
darkPalette.setColor(QPalette::ToolTipBase, darkishBlue);
darkPalette.setColor(QPalette::ToolTipText, Qt::white);
darkPalette.setColor(QPalette::Text, Qt::white);
darkPalette.setColor(QPalette::Button, darkishBlue);
darkPalette.setColor(QPalette::ButtonText, Qt::white);
darkPalette.setColor(QPalette::Link, Qt::white);
darkPalette.setColor(QPalette::Highlight, highlight);
darkPalette.setColor(QPalette::HighlightedText, Qt::white);
darkPalette.setColor(QPalette::Active, QPalette::Button, darkishBlue);
darkPalette.setColor(QPalette::Disabled, QPalette::ButtonText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::WindowText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Text, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Light, gray);
qApp->setPalette(darkPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "VioletAngelPurple")
{
// Custom palette by RedDevilus, Blue as main color and Purple as complimentary.
// Alternative dark theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor blackishblue(50, 25, 70);
const QColor darkerPurple(90, 30, 105);
const QColor nauticalPurple(110, 30, 125);
QPalette darkPalette;
darkPalette.setColor(QPalette::Window, blackishblue);
darkPalette.setColor(QPalette::WindowText, Qt::white);
darkPalette.setColor(QPalette::Base, nauticalPurple);
darkPalette.setColor(QPalette::AlternateBase, blackishblue);
darkPalette.setColor(QPalette::ToolTipBase, nauticalPurple);
darkPalette.setColor(QPalette::ToolTipText, Qt::white);
darkPalette.setColor(QPalette::Text, Qt::white);
darkPalette.setColor(QPalette::Button, nauticalPurple.darker());
darkPalette.setColor(QPalette::ButtonText, Qt::white);
darkPalette.setColor(QPalette::Link, darkerPurple.lighter());
darkPalette.setColor(QPalette::Highlight, darkerPurple.lighter());
darkPalette.setColor(QPalette::HighlightedText, Qt::white);
darkPalette.setColor(QPalette::Active, QPalette::Button, nauticalPurple.darker());
darkPalette.setColor(QPalette::Disabled, QPalette::ButtonText, darkerPurple.lighter());
darkPalette.setColor(QPalette::Disabled, QPalette::WindowText, darkerPurple.lighter());
darkPalette.setColor(QPalette::Disabled, QPalette::Text, darkerPurple.darker());
darkPalette.setColor(QPalette::Disabled, QPalette::Light, nauticalPurple);
qApp->setPalette(darkPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "Ruby")
{
// Custom palette by Daisouji, Black as main color and Red as complimentary.
// Alternative dark (black) theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor gray(128, 128, 128);
const QColor slate(18, 18, 18);
const QColor rubyish(172, 21, 31);
QPalette darkPalette;
darkPalette.setColor(QPalette::Window, slate);
darkPalette.setColor(QPalette::WindowText, Qt::white);
darkPalette.setColor(QPalette::Base, slate.lighter());
darkPalette.setColor(QPalette::AlternateBase, slate.lighter());
darkPalette.setColor(QPalette::ToolTipBase, slate);
darkPalette.setColor(QPalette::ToolTipText, Qt::white);
darkPalette.setColor(QPalette::Text, Qt::white);
darkPalette.setColor(QPalette::Button, slate);
darkPalette.setColor(QPalette::ButtonText, Qt::white);
darkPalette.setColor(QPalette::Link, Qt::white);
darkPalette.setColor(QPalette::Highlight, rubyish);
darkPalette.setColor(QPalette::HighlightedText, Qt::white);
darkPalette.setColor(QPalette::Active, QPalette::Button, slate);
darkPalette.setColor(QPalette::Disabled, QPalette::ButtonText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::WindowText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Text, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Light, slate.lighter());
qApp->setPalette(darkPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "Sapphire")
{
// Custom palette by RedDevilus, Black as main color and Blue as complimentary.
// Alternative dark (black) theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor gray(128, 128, 128);
const QColor slate(18, 18, 18);
const QColor persianBlue(32, 35, 204);
QPalette darkPalette;
darkPalette.setColor(QPalette::Window, slate);
darkPalette.setColor(QPalette::WindowText, Qt::white);
darkPalette.setColor(QPalette::Base, slate.lighter());
darkPalette.setColor(QPalette::AlternateBase, slate.lighter());
darkPalette.setColor(QPalette::ToolTipBase, slate);
darkPalette.setColor(QPalette::ToolTipText, Qt::white);
darkPalette.setColor(QPalette::Text, Qt::white);
darkPalette.setColor(QPalette::Button, slate);
darkPalette.setColor(QPalette::ButtonText, Qt::white);
darkPalette.setColor(QPalette::Link, Qt::white);
darkPalette.setColor(QPalette::Highlight, persianBlue);
darkPalette.setColor(QPalette::HighlightedText, Qt::white);
darkPalette.setColor(QPalette::Active, QPalette::Button, slate);
darkPalette.setColor(QPalette::Disabled, QPalette::ButtonText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::WindowText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Text, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Light, slate.lighter());
qApp->setPalette(darkPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "Custom")
{
//Additional Theme option than loads .qss from main PCSX2 Directory
qApp->setStyle(QStyleFactory::create("Fusion"));
QString sheet_content;
QFile sheets(QString::fromStdString(Path::Combine(EmuFolders::DataRoot, "custom.qss")));
if (sheets.open(QFile::ReadOnly))
{
QString sheet_content = QString::fromUtf8(sheets.readAll().data());
qApp->setStyleSheet(sheet_content);
}
else
{
qApp->setStyle(QStyleFactory::create("Fusion"));
}
}
else
{
// setPalette() shouldn't be necessary, as the documentation claims that setStyle() resets the palette, but it
// is here, to work around a bug in 6.4.x and 6.5.x where the palette doesn't restore after changing themes.
qApp->setPalette(QPalette());
qApp->setStyle(s_unthemed_style_name);
qApp->setStyleSheet(QString());
}
}
void QtHost::SetIconThemeFromStyle()
{
QPalette palette = qApp->palette();
bool dark = palette.windowText().color().value() > palette.window().color().value();
QIcon::setThemeName(dark ? QStringLiteral("white") : QStringLiteral("black"));
}
+1 -1
View File
@@ -692,7 +692,7 @@ Login token generated on %2.</source>
</message>
<message>
<location filename="../Settings/AudioSettingsWidget.ui" line="179"/>
<source>Reset Defaults</source>
<source>Restore Defaults</source>
<translation type="unfinished"></translation>
</message>
<message>
+1
View File
@@ -144,6 +144,7 @@
<ClCompile Include="Settings\DebugSettingsWidget.cpp" />
<ClCompile Include="Settings\FolderSettingsWidget.cpp" />
<ClCompile Include="Settings\MemoryCardConvertWorker.cpp" />
<ClCompile Include="Themes.cpp" />
<ClCompile Include="Tools\InputRecording\InputRecordingViewer.cpp" />
<ClCompile Include="Tools\InputRecording\NewInputRecordingDlg.cpp" />
<ClCompile Include="Debugger\CpuWidget.cpp" />
+1
View File
@@ -315,6 +315,7 @@
<ClCompile Include="$(IntDir)moc_ColorPickerButton.cpp">
<Filter>moc</Filter>
</ClCompile>
<ClCompile Include="Themes.cpp" />
</ItemGroup>
<ItemGroup>
<Manifest Include="..\pcsx2\windows\PCSX2.manifest">
+1 -1
View File
@@ -5,7 +5,7 @@ IFS="
printf "<RCC>\n"
printf "\t<qresource>\n"
for i in $(find . -not -iname '*.sh' -not -iname '*.qrc' -type f | cut -d'/' -f2-99); do
for i in $(find . -not -iname '.*' -not -iname '*.sh' -not -iname '*.qrc' -type f | cut -d'/' -f2-99 | sort -f); do
printf "\t\t<file>%s</file>\n" "$i"
done
printf "\t</qresource>\n"
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