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https://github.com/cemu-project/Cemu.git
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Minor code improvements (#1124)
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eaa82817dd
commit
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@ -973,7 +973,7 @@ void _emitOperandInputCode(LatteDecompilerShaderContext* shaderContext, LatteDec
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}
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}
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else
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else
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{
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{
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cemuLog_log(LogType::Force, "Unsupported shader ALU operand sel 0x%x\n", aluInstruction->sourceOperand[operandIndex].sel);
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cemuLog_log(LogType::Force, "Unsupported shader ALU operand sel {:#x}\n", aluInstruction->sourceOperand[operandIndex].sel);
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debugBreakpoint();
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debugBreakpoint();
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}
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}
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@ -30,8 +30,6 @@ public:
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void Flush(bool waitIdle = false) override;
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void Flush(bool waitIdle = false) override;
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void NotifyLatteCommandProcessorIdle() override;
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void NotifyLatteCommandProcessorIdle() override;
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void UpdateVSyncState();
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void EnableDebugMode() override;
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void EnableDebugMode() override;
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void SwapBuffers(bool swapTV = true, bool swapDRC = true) override;
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void SwapBuffers(bool swapTV = true, bool swapDRC = true) override;
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@ -706,8 +706,8 @@ SwapchainInfoVk& VulkanRenderer::GetChainInfo(bool mainWindow) const
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void VulkanRenderer::StopUsingPadAndWait()
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void VulkanRenderer::StopUsingPadAndWait()
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{
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{
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m_destroyPadSwapchainNextAcquire = true;
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m_destroyPadSwapchainNextAcquire.test_and_set();
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m_padCloseReadySemaphore.wait();
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m_destroyPadSwapchainNextAcquire.wait(true);
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}
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}
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bool VulkanRenderer::IsPadWindowActive()
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bool VulkanRenderer::IsPadWindowActive()
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@ -2557,11 +2557,11 @@ bool VulkanRenderer::AcquireNextSwapchainImage(bool mainWindow)
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if(!IsSwapchainInfoValid(mainWindow))
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if(!IsSwapchainInfoValid(mainWindow))
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return false;
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return false;
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if(!mainWindow && m_destroyPadSwapchainNextAcquire)
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if(!mainWindow && m_destroyPadSwapchainNextAcquire.test())
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{
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{
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RecreateSwapchain(mainWindow, true);
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RecreateSwapchain(mainWindow, true);
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m_destroyPadSwapchainNextAcquire = false;
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m_destroyPadSwapchainNextAcquire.clear();
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m_padCloseReadySemaphore.notify();
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m_destroyPadSwapchainNextAcquire.notify_all();
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return false;
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return false;
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}
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}
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@ -414,8 +414,7 @@ private:
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}m_state;
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}m_state;
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std::unique_ptr<SwapchainInfoVk> m_mainSwapchainInfo{}, m_padSwapchainInfo{};
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std::unique_ptr<SwapchainInfoVk> m_mainSwapchainInfo{}, m_padSwapchainInfo{};
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Semaphore m_padCloseReadySemaphore;
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std::atomic_flag m_destroyPadSwapchainNextAcquire{};
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bool m_destroyPadSwapchainNextAcquire = false;
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bool IsSwapchainInfoValid(bool mainWindow) const;
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bool IsSwapchainInfoValid(bool mainWindow) const;
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VkRenderPass m_imguiRenderPass = VK_NULL_HANDLE;
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VkRenderPass m_imguiRenderPass = VK_NULL_HANDLE;
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@ -258,48 +258,48 @@ DRC flat on table, screen facing up. Top pointing away (away from person, pointi
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0.03 0.99 -0.13
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0.03 0.99 -0.13
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0.01 0.13 0.99
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0.01 0.13 0.99
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Turned 45° to the right:
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Turned 45° to the right:
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0.71 -0.03 0.71
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0.71 -0.03 0.71
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0.12 0.99 -0.08
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0.12 0.99 -0.08
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-0.70 0.14 0.70
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-0.70 0.14 0.70
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Turned 45° to the right (top of GamePad pointing right now):
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Turned 45° to the right (top of GamePad pointing right now):
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0.08 -0.03 1.00 -> Z points towards person
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0.08 -0.03 1.00 -> Z points towards person
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0.15 0.99 0.01
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0.15 0.99 0.01
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-0.99 0.15 0.09 -> DRC Z-Axis now points towards X-minus
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-0.99 0.15 0.09 -> DRC Z-Axis now points towards X-minus
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Turned 90° to the right (top of gamepad now pointing towards holder, away from monitor):
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Turned 90° to the right (top of gamepad now pointing towards holder, away from monitor):
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-1.00 -0.01 0.06
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-1.00 -0.01 0.06
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0.00 0.99 0.15
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0.00 0.99 0.15
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-0.06 0.15 -0.99
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-0.06 0.15 -0.99
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Turned 90° to the right (pointing left):
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Turned 90° to the right (pointing left):
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-0.17 -0.01 -0.99
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-0.17 -0.01 -0.99
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-0.13 0.99 0.02
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-0.13 0.99 0.02
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0.98 0.13 -0.17
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0.98 0.13 -0.17
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After another 90° we end up in the initial position:
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After another 90° we end up in the initial position:
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0.99 -0.03 -0.11
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0.99 -0.03 -0.11
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0.01 0.99 -0.13
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0.01 0.99 -0.13
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0.12 0.12 0.99
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0.12 0.12 0.99
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------
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------
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From initial position, lean the GamePad on its left side. 45° up. So the screen is pointing to the top left
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From initial position, lean the GamePad on its left side. 45° up. So the screen is pointing to the top left
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0.66 -0.75 -0.03
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0.66 -0.75 -0.03
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0.74 0.66 -0.11
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0.74 0.66 -0.11
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0.10 0.05 0.99
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0.10 0.05 0.99
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Further 45°, GamePad now on its left, screen pointing left:
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Further 45°, GamePad now on its left, screen pointing left:
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-0.03 -1.00 -0.00
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-0.03 -1.00 -0.00
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0.99 -0.03 -0.15
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0.99 -0.03 -0.15
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0.15 -0.01 0.99
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0.15 -0.01 0.99
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From initial position, lean the GamePad on its right side. 45° up. So the screen is pointing to the top right
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From initial position, lean the GamePad on its right side. 45° up. So the screen is pointing to the top right
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0.75 0.65 -0.11
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0.75 0.65 -0.11
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-0.65 0.76 0.07
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-0.65 0.76 0.07
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0.12 0.02 0.99
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0.12 0.02 0.99
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From initial position, tilt the GamePad up 90° (bottom side remains in touch with surface):
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From initial position, tilt the GamePad up 90° (bottom side remains in touch with surface):
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0.99 -0.05 -0.10
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0.99 -0.05 -0.10
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-0.10 0.01 -0.99
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-0.10 0.01 -0.99
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0.05 1.00 0.01
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0.05 1.00 0.01
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@ -309,7 +309,7 @@ From initial position, stand the GamePad on its top side:
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0.09 -0.01 1.00
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0.09 -0.01 1.00
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-0.01 -1.00 -0.01
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-0.01 -1.00 -0.01
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Rotate GamePad 180° around x axis, so it now lies on its screen (top of GamePad pointing to holder):
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Rotate GamePad 180° around x axis, so it now lies on its screen (top of GamePad pointing to holder):
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0.99 -0.03 -0.15
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0.99 -0.03 -0.15
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-0.04 -1.00 -0.08
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-0.04 -1.00 -0.08
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-0.15 0.09 -0.99
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-0.15 0.09 -0.99
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