mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2025-08-05 08:52:36 +00:00
make the feature optional, add error log, remove window offset
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parent
50bbfc4f86
commit
092db6829f
@ -208,6 +208,7 @@ std::string Instance::GetDriverVersionName() {
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bool Instance::CreateDevice() {
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const vk::StructureChain feature_chain = physical_device.getFeatures2<
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vk::PhysicalDeviceFeatures2, vk::PhysicalDeviceExtendedDynamicStateFeaturesEXT,
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vk::PhysicalDevicePrimitiveTopologyListRestartFeaturesEXT,
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vk::PhysicalDeviceExtendedDynamicState2FeaturesEXT,
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vk::PhysicalDeviceExtendedDynamicState3FeaturesEXT,
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vk::PhysicalDeviceCustomBorderColorFeaturesEXT,
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@ -316,6 +317,9 @@ bool Instance::CreateDevice() {
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.pQueuePriorities = queue_priorities.data(),
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};
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const auto topology_list_restart_features =
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feature_chain.get<vk::PhysicalDevicePrimitiveTopologyListRestartFeaturesEXT>();
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const auto vk12_features = feature_chain.get<vk::PhysicalDeviceVulkan12Features>();
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vk::StructureChain device_chain = {
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vk::DeviceCreateInfo{
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@ -406,7 +410,8 @@ bool Instance::CreateDevice() {
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},
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vk::PhysicalDevicePrimitiveTopologyListRestartFeaturesEXT{
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.primitiveTopologyListRestart = true,
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.primitiveTopologyPatchListRestart = true,
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.primitiveTopologyPatchListRestart =
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topology_list_restart_features.primitiveTopologyPatchListRestart,
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},
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vk::PhysicalDeviceFragmentShaderBarycentricFeaturesKHR{
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.fragmentShaderBarycentric = true,
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@ -1151,6 +1151,11 @@ void Rasterizer::UpdateViewportScissorState(const GraphicsPipeline& pipeline) {
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? 1.0f
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: 0.0f;
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if (regs.polygon_control.enable_window_offset) {
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LOG_ERROR(Render_Vulkan,
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"PA_SU_SC_MODE_CNTL.VTX_WINDOW_OFFSET_ENABLE support is not yet implemented.");
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}
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for (u32 i = 0; i < Liverpool::NumViewports; i++) {
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const auto& vp = regs.viewports[i];
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const auto& vp_d = regs.viewport_depths[i];
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@ -1158,29 +1163,13 @@ void Rasterizer::UpdateViewportScissorState(const GraphicsPipeline& pipeline) {
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continue;
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}
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auto vp_scsr = scsr;
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if (regs.mode_control.vport_scissor_enable) {
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vp_scsr.top_left_x =
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std::max(vp_scsr.top_left_x, s16(regs.viewport_scissors[i].top_left_x.Value()));
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vp_scsr.top_left_y =
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std::max(vp_scsr.top_left_y, s16(regs.viewport_scissors[i].top_left_y.Value()));
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vp_scsr.bottom_right_x =
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std::min(vp_scsr.bottom_right_x, regs.viewport_scissors[i].bottom_right_x);
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vp_scsr.bottom_right_y =
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std::min(vp_scsr.bottom_right_y, regs.viewport_scissors[i].bottom_right_y);
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}
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scissors.push_back({
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.offset = {vp_scsr.top_left_x, vp_scsr.top_left_y},
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.extent = {vp_scsr.GetWidth(), vp_scsr.GetHeight()},
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});
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if (pipeline.IsClipDisabled()) {
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// In case if clipping is disabled we patch the shader to convert vertex position
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// from screen space coordinates to NDC by defining a render space as full hardware
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// window range [0..16383, 0..16383] and setting the viewport to its size.
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viewports.push_back({
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.x = enable_offset ? float(regs.window_offset.window_x_offset) : 0.f,
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.y = enable_offset ? float(regs.window_offset.window_y_offset) : 0.f,
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.x = 0.f,
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.y = 0.f,
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.width = float(16_KB),
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.height = float(16_KB),
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.minDepth = 0.0,
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@ -1202,6 +1191,22 @@ void Rasterizer::UpdateViewportScissorState(const GraphicsPipeline& pipeline) {
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.maxDepth = zscale + zoffset,
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});
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}
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auto vp_scsr = scsr;
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if (regs.mode_control.vport_scissor_enable) {
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vp_scsr.top_left_x =
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std::max(vp_scsr.top_left_x, s16(regs.viewport_scissors[i].top_left_x.Value()));
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vp_scsr.top_left_y =
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std::max(vp_scsr.top_left_y, s16(regs.viewport_scissors[i].top_left_y.Value()));
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vp_scsr.bottom_right_x =
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std::min(vp_scsr.bottom_right_x, regs.viewport_scissors[i].bottom_right_x);
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vp_scsr.bottom_right_y =
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std::min(vp_scsr.bottom_right_y, regs.viewport_scissors[i].bottom_right_y);
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}
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scissors.push_back({
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.offset = {vp_scsr.top_left_x, vp_scsr.top_left_y},
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.extent = {vp_scsr.GetWidth(), vp_scsr.GetHeight()},
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});
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}
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if (viewports.empty()) {
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