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Latte: Add support for LOOP_START_NO_AL shader instruction
This instruction is used by Injustice: Gods Among Us and Project Zero Also improved robustness of rendering to be less prone to crashing when a game tries to draw with broken shaders
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@ -340,7 +340,7 @@ uint8 LatteMRT::GetActiveColorBufferMask(const LatteDecompilerShader* pixelShade
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return 0;
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cemu_assert_debug(colorControlReg.get_DEGAMMA_ENABLE() == false); // not supported
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// combine color buffer mask with pixel output mask from pixel shader
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colorBufferMask &= pixelShader->pixelColorOutputMask;
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colorBufferMask &= (pixelShader ? pixelShader->pixelColorOutputMask : 0);
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// combine color buffer mask with color channel mask from mmCB_TARGET_MASK (disable render buffer if all colors are blocked)
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uint32 channelTargetMask = lcr.CB_TARGET_MASK.get_MASK();
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for (uint32 i = 0; i < 8; i++)
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@ -12,7 +12,7 @@
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#define GPU7_CF_INST_VTX (0x02) // used only in GS copy program?
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#define GPU7_CF_INST_LOOP_END (0x05)
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#define GPU7_CF_INST_LOOP_START_DX10 (0x06)
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#define GPU7_CF_INST_LOOP_START_NO_AL (0x07) // (Seen in Project Zero)
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#define GPU7_CF_INST_LOOP_START_NO_AL (0x07) // (Seen in Project Zero, Injustice: Gods Among Us)
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#define GPU7_CF_INST_LOOP_BREAK (0x09)
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#define GPU7_CF_INST_JUMP (0x0A)
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@ -101,7 +101,8 @@ bool LatteDecompiler_ParseCFInstruction(LatteDecompilerShaderContext* shaderCont
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// ignored (we use ALU/IF/ELSE/PUSH/POP clauses to determine code flow)
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return true;
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}
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else if (cf_inst23_7 == GPU7_CF_INST_LOOP_START_DX10 || cf_inst23_7 == GPU7_CF_INST_LOOP_END)
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else if (cf_inst23_7 == GPU7_CF_INST_LOOP_START_DX10 || cf_inst23_7 == GPU7_CF_INST_LOOP_END ||
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cf_inst23_7 == GPU7_CF_INST_LOOP_START_NO_AL)
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{
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LatteDecompilerCFInstruction& cfInstruction = instructionList.emplace_back();
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// set type and address
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@ -966,7 +967,8 @@ void LatteDecompiler_ParseClauses(LatteDecompilerShaderContext* decompilerContex
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{
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// no sub-instructions
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}
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else if (cfInstruction.type == GPU7_CF_INST_LOOP_START_DX10 || cfInstruction.type == GPU7_CF_INST_LOOP_END)
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else if (cfInstruction.type == GPU7_CF_INST_LOOP_START_DX10 || cfInstruction.type == GPU7_CF_INST_LOOP_END ||
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cfInstruction.type == GPU7_CF_INST_LOOP_START_NO_AL)
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{
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// no sub-instructions
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}
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@ -441,7 +441,8 @@ void LatteDecompiler_analyzeSubroutine(LatteDecompilerShaderContext* shaderConte
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{
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shaderContext->analyzer.modifiesPixelActiveState = true;
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}
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else if (cfInstruction.type == GPU7_CF_INST_LOOP_START_DX10 || cfInstruction.type == GPU7_CF_INST_LOOP_END)
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else if (cfInstruction.type == GPU7_CF_INST_LOOP_START_DX10 || cfInstruction.type == GPU7_CF_INST_LOOP_END ||
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cfInstruction.type == GPU7_CF_INST_LOOP_START_NO_AL)
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{
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shaderContext->analyzer.modifiesPixelActiveState = true;
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}
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@ -685,7 +686,8 @@ void LatteDecompiler_analyze(LatteDecompilerShaderContext* shaderContext, LatteD
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{
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shaderContext->analyzer.modifiesPixelActiveState = true;
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}
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else if (cfInstruction.type == GPU7_CF_INST_LOOP_START_DX10 || cfInstruction.type == GPU7_CF_INST_LOOP_END)
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else if (cfInstruction.type == GPU7_CF_INST_LOOP_START_DX10 || cfInstruction.type == GPU7_CF_INST_LOOP_END ||
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cfInstruction.type == GPU7_CF_INST_LOOP_START_NO_AL)
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{
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shaderContext->analyzer.modifiesPixelActiveState = true;
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shaderContext->analyzer.hasLoops = true;
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@ -929,7 +931,8 @@ void LatteDecompiler_analyze(LatteDecompilerShaderContext* shaderContext, LatteD
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if (cfCurrentStackDepth < 0)
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debugBreakpoint();
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}
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else if (cfInstruction.type == GPU7_CF_INST_LOOP_START_DX10 || cfInstruction.type == GPU7_CF_INST_LOOP_END)
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else if (cfInstruction.type == GPU7_CF_INST_LOOP_START_DX10 || cfInstruction.type == GPU7_CF_INST_LOOP_END ||
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cfInstruction.type == GPU7_CF_INST_LOOP_START_NO_AL)
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{
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// no effect on stack depth
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cfInstruction.activeStackDepth = cfCurrentStackDepth;
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@ -3662,7 +3662,8 @@ void LatteDecompiler_emitClauseCode(LatteDecompilerShaderContext* shaderContext,
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{
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src->addFmt("{} = {} == true && {} == true;" _CRLF, _getActiveMaskCVarName(shaderContext, cfInstruction->activeStackDepth + 1 - cfInstruction->popCount), _getActiveMaskVarName(shaderContext, cfInstruction->activeStackDepth - cfInstruction->popCount), _getActiveMaskCVarName(shaderContext, cfInstruction->activeStackDepth - cfInstruction->popCount));
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}
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else if( cfInstruction->type == GPU7_CF_INST_LOOP_START_DX10 )
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else if( cfInstruction->type == GPU7_CF_INST_LOOP_START_DX10 ||
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cfInstruction->type == GPU7_CF_INST_LOOP_START_NO_AL)
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{
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// start of loop
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// if pixel is disabled, then skip loop
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@ -1285,9 +1285,9 @@ void VulkanRenderer::draw_beginSequence()
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// update shader state
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LatteSHRC_UpdateActiveShaders();
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if (m_state.drawSequenceSkip)
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if (LatteGPUState.activeShaderHasError)
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{
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debug_printf("Skipping drawcalls due to shader error\n");
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cemuLog_logDebugOnce(LogType::Force, "Skipping drawcalls due to shader error");
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m_state.drawSequenceSkip = true;
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cemu_assert_debug(false);
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return;
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