fixes vulkan issues and android settings (#105)

- removes provoking vertex, vertex input, dynamic state if not supported
- moves dynamic state to be a 0-3 slider and vertex input its own checkbox
- the rich presence was disabled on linux.
- there were duplicate settings in "edens veil"?
- weird behavior of the vertex input checkbox on per game setting
- adds xenoblade 2 to the d24 conversion control function
- adds the flush logs by line setting to android.
- adds the memory layout setting to android
- Adds the option to show building shaders on the android overlay.

Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Co-authored-by: swurl <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/105
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
This commit is contained in:
Aleksandr Popovich 2025-05-17 20:22:25 +00:00 committed by CamilleLaVey
parent 9d7075254d
commit 049cc54f4c
46 changed files with 555 additions and 403 deletions

View file

@ -803,6 +803,9 @@ void GraphicsPipeline::MakePipeline(VkRenderPass render_pass) {
VK_DYNAMIC_STATE_STENCIL_WRITE_MASK, VK_DYNAMIC_STATE_STENCIL_REFERENCE,
VK_DYNAMIC_STATE_LINE_WIDTH, VK_DYNAMIC_STATE_LINE_STIPPLE,
};
if (key.state.dynamic_vertex_input) {
dynamic_states.push_back(VK_DYNAMIC_STATE_VERTEX_INPUT_EXT);
}
if (key.state.extended_dynamic_state) {
static constexpr std::array extended{
VK_DYNAMIC_STATE_CULL_MODE_EXT,
@ -815,9 +818,6 @@ void GraphicsPipeline::MakePipeline(VkRenderPass render_pass) {
VK_DYNAMIC_STATE_STENCIL_TEST_ENABLE_EXT,
VK_DYNAMIC_STATE_STENCIL_OP_EXT,
};
if (key.state.dynamic_vertex_input) {
dynamic_states.push_back(VK_DYNAMIC_STATE_VERTEX_INPUT_EXT);
}
dynamic_states.insert(dynamic_states.end(), extended.begin(), extended.end());
if (key.state.extended_dynamic_state_2) {
static constexpr std::array extended2{

View file

@ -128,7 +128,8 @@ Shader::AttributeType CastAttributeType(const FixedPipelineState::VertexAttribut
return Shader::AttributeType::Float;
}
Shader::AttributeType AttributeType(const FixedPipelineState& state, size_t index) {
Shader::AttributeType AttributeType(const FixedPipelineState& state, size_t index)
{
switch (state.DynamicAttributeType(index)) {
case 0:
return Shader::AttributeType::Disabled;
@ -179,7 +180,8 @@ Shader::RuntimeInfo MakeRuntimeInfo(std::span<const Shader::IR::Program> program
info.generic_input_types[index] = AttributeType(key.state, index);
}
} else {
std::ranges::transform(key.state.attributes, info.generic_input_types.begin(),
std::ranges::transform(key.state.attributes,
info.generic_input_types.begin(),
&CastAttributeType);
}
break;
@ -403,17 +405,23 @@ PipelineCache::PipelineCache(Tegra::MaxwellDeviceMemoryManager& device_memory_,
}
const u8 dynamic_state = Settings::values.dyna_state.GetValue();
const bool dynamic_state3 = dynamic_state == 2 && Settings::values.dyna_state3.GetValue();
const bool vertex_input = Settings::values.vertex_input.GetValue();
LOG_INFO(Render_Vulkan, "DynamicState value is set to {}", (u32) dynamic_state);
LOG_INFO(Render_Vulkan, "DynamicState3 value is set to {}", dynamic_state3);
dynamic_features = DynamicFeatures{
.has_extended_dynamic_state = device.IsExtExtendedDynamicStateSupported() && dynamic_state > 0,
.has_extended_dynamic_state_2 = device.IsExtExtendedDynamicState2Supported() && dynamic_state > 1,
.has_extended_dynamic_state_2_extra = device.IsExtExtendedDynamicState2ExtrasSupported() && dynamic_state > 1,
.has_extended_dynamic_state_3_blend = device.IsExtExtendedDynamicState3BlendingSupported() && dynamic_state3,
.has_extended_dynamic_state_3_enables = device.IsExtExtendedDynamicState3EnablesSupported() && dynamic_state3,
.has_dynamic_vertex_input = device.IsExtVertexInputDynamicStateSupported(),// && dynamic_state3,
.has_extended_dynamic_state = device.IsExtExtendedDynamicStateSupported()
&& dynamic_state > 0,
.has_extended_dynamic_state_2 = device.IsExtExtendedDynamicState2Supported()
&& dynamic_state > 1,
.has_extended_dynamic_state_2_extra = device.IsExtExtendedDynamicState2ExtrasSupported()
&& dynamic_state > 1,
.has_extended_dynamic_state_3_blend = device.IsExtExtendedDynamicState3BlendingSupported()
&& dynamic_state > 2,
.has_extended_dynamic_state_3_enables = device.IsExtExtendedDynamicState3EnablesSupported()
&& dynamic_state > 2,
.has_dynamic_vertex_input = device.IsExtVertexInputDynamicStateSupported() && vertex_input,
};
LOG_INFO(Render_Vulkan, "DynamicState1: {}", dynamic_features.has_extended_dynamic_state);

View file

@ -952,28 +952,28 @@ void RasterizerVulkan::UpdateDynamicStates() {
UpdateDepthBiasEnable(regs);
}
if (device.IsExtExtendedDynamicState3EnablesSupported()) {
using namespace Tegra::Engines;
if (device.GetDriverID() == VkDriverIdKHR::VK_DRIVER_ID_AMD_OPEN_SOURCE
|| device.GetDriverID() == VkDriverIdKHR::VK_DRIVER_ID_AMD_PROPRIETARY) {
struct In {
const Maxwell3D::Regs::VertexAttribute::Type d;
In(Maxwell3D::Regs::VertexAttribute::Type n) : d(n) {}
bool operator()(Maxwell3D::Regs::VertexAttribute n) const {
return n.type == d;
}
};
auto has_float = std::any_of(
regs.vertex_attrib_format.begin(), regs.vertex_attrib_format.end(),
In(Maxwell3D::Regs::VertexAttribute::Type::Float));
if (regs.logic_op.enable)
regs.logic_op.enable = static_cast<u32>(!has_float);
UpdateLogicOpEnable(regs);
} else
UpdateLogicOpEnable(regs);
using namespace Tegra::Engines;
if (device.GetDriverID() == VkDriverIdKHR::VK_DRIVER_ID_AMD_OPEN_SOURCE
|| device.GetDriverID() == VkDriverIdKHR::VK_DRIVER_ID_AMD_PROPRIETARY) {
struct In {
const Maxwell3D::Regs::VertexAttribute::Type d;
In(Maxwell3D::Regs::VertexAttribute::Type n) : d(n) {}
bool operator()(Maxwell3D::Regs::VertexAttribute n) const {
return n.type == d;
}
};
auto has_float = std::any_of(
regs.vertex_attrib_format.begin(), regs.vertex_attrib_format.end(),
In(Maxwell3D::Regs::VertexAttribute::Type::Float));
if (regs.logic_op.enable)
regs.logic_op.enable = static_cast<u32>(!has_float);
UpdateLogicOpEnable(regs);
} else
UpdateLogicOpEnable(regs);
UpdateDepthClampEnable(regs);
}
}
@ -1103,12 +1103,21 @@ void RasterizerVulkan::UpdateDepthBias(Tegra::Engines::Maxwell3D::Regs& regs) {
regs.zeta.format == Tegra::DepthFormat::X8Z24_UNORM ||
regs.zeta.format == Tegra::DepthFormat::S8Z24_UNORM ||
regs.zeta.format == Tegra::DepthFormat::V8Z24_UNORM;
if (is_d24 && !device.SupportsD24DepthBuffer() && program_id == 0x1006A800016E000ULL) {
// Only activate this in Super Smash Brothers Ultimate
size_t length = sizeof(NEEDS_D24) / sizeof(u64);
bool needs_convert = false;
for (size_t i = 0; i < length; ++i) {
if (NEEDS_D24[i] == program_id) {
needs_convert = true;
break;
}
}
if (is_d24 && !device.SupportsD24DepthBuffer() && needs_convert) {
// the base formulas can be obtained from here:
// https://docs.microsoft.com/en-us/windows/win32/direct3d11/d3d10-graphics-programming-guide-output-merger-stage-depth-bias
const double rescale_factor =
static_cast<double>(1ULL << (32 - 24)) / (static_cast<double>(0x1.ep+127));
const double rescale_factor = static_cast<double>(1ULL << (32 - 24))
/ (static_cast<double>(0x1.ep+127));
units = static_cast<float>(static_cast<double>(units) * rescale_factor);
}
scheduler.Record([constant = units, clamp = regs.depth_bias_clamp,

View file

@ -144,6 +144,10 @@ private:
static constexpr size_t MAX_IMAGE_VIEWS = MAX_TEXTURES + MAX_IMAGES;
static constexpr VkDeviceSize DEFAULT_BUFFER_SIZE = 4 * sizeof(float);
static constexpr u64 NEEDS_D24[] = {
0x1006A800016E000ULL, // SSBU
0x0100E95004038000ULL, // XC2
};
template <typename Func>
void PrepareDraw(bool is_indexed, Func&&);