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https://github.com/shadps4-emu/shadPS4.git
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Renderer fixes (Splash + Aspect Ratio) (#2645)
* rewrite splash removed Splash class rewrite using imgui texture manager fix crashes & old validation error * handle games with abnormal aspect ratios
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10 changed files with 66 additions and 222 deletions
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@ -21,8 +21,8 @@
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extern std::unique_ptr<Vulkan::Presenter> presenter;
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using namespace ImGui;
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using namespace Core::Devtools;
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using L = Core::Devtools::Layer;
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using namespace ::Core::Devtools;
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using L = ::Core::Devtools::Layer;
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static bool show_simple_fps = false;
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static bool visibility_toggled = false;
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@ -1,38 +0,0 @@
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <fstream>
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#include "common/assert.h"
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#include "common/io_file.h"
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#include "common/stb.h"
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#include "splash.h"
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bool Splash::Open(const std::filesystem::path& filepath) {
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ASSERT_MSG(filepath.extension().string() == ".png", "Unexpected file format passed");
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Common::FS::IOFile file(filepath, Common::FS::FileAccessMode::Read);
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if (!file.IsOpen()) {
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return false;
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}
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std::vector<u8> png_file{};
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const auto png_size = file.GetSize();
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png_file.resize(png_size);
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file.Seek(0);
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file.Read(png_file);
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auto* img_mem = stbi_load_from_memory(png_file.data(), png_file.size(),
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reinterpret_cast<int*>(&img_info.width),
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reinterpret_cast<int*>(&img_info.height),
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reinterpret_cast<int*>(&img_info.num_channels), 4);
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if (!img_mem) {
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return false;
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}
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const auto img_size = img_info.GetSizeBytes();
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img_data.resize(img_size);
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std::memcpy(img_data.data(), img_mem, img_size);
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stbi_image_free(img_mem);
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return true;
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}
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@ -1,42 +0,0 @@
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <filesystem>
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#include <string>
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#include <vector>
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#include "common/types.h"
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class Splash {
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public:
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struct ImageInfo {
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u32 width;
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u32 height;
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u32 num_channels;
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u32 GetSizeBytes() const {
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return width * height * 4; // we always forcing rgba8 for simplicity
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}
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};
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Splash() = default;
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~Splash() = default;
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bool Open(const std::filesystem::path& filepath);
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[[nodiscard]] bool IsLoaded() const {
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return img_data.size();
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}
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const auto& GetImageData() const {
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return img_data;
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}
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ImageInfo GetImageInfo() const {
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return img_info;
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}
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private:
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ImageInfo img_info{};
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std::vector<u8> img_data{};
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};
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@ -160,11 +160,8 @@ int VideoOutDriver::UnregisterBuffers(VideoOutPort* port, s32 attributeIndex) {
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}
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void VideoOutDriver::Flip(const Request& req) {
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// Whatever the game is rendering show splash if it is active
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if (!presenter->ShowSplash(req.frame)) {
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// Present the frame.
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presenter->Present(req.frame);
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}
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// Present the frame.
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presenter->Present(req.frame);
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// Update flip status.
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auto* port = req.port;
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@ -201,9 +198,6 @@ void VideoOutDriver::Flip(const Request& req) {
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}
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void VideoOutDriver::DrawBlankFrame() {
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if (presenter->ShowSplash(nullptr)) {
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return;
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}
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const auto empty_frame = presenter->PrepareBlankFrame(false);
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presenter->Present(empty_frame);
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}
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