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video_core: Add depth buffer support and fix some bugs (#172)
* memory: Avoid crash when alignment is zero * Also remove unused file * shader_recompiler: Add more instructions * Also fix some minor issues with a few existing instructions * control_flow: Don't emit discard for null exports * renderer_vulkan: Add depth buffer support * liverpool: Fix wrong color buffer number type and viewport zscale * Also add some more formats
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e5621759a2
commit
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26 changed files with 295 additions and 172 deletions
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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 "common/alignment.h"
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#include "core/libraries/kernel/physical_memory.h"
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namespace Libraries::Kernel {
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bool PhysicalMemory::Alloc(u64 searchStart, u64 searchEnd, u64 len, u64 alignment, u64* physAddrOut,
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int memoryType) {
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std::scoped_lock lock{m_mutex};
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u64 find_free_pos = 0;
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// Iterate through allocated blocked and find the next free position
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for (const auto& block : m_allocatedBlocks) {
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u64 n = block.start_addr + block.size;
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if (n > find_free_pos) {
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find_free_pos = n;
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}
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}
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// Align free position
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find_free_pos = Common::AlignUp(find_free_pos, alignment);
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// If the new position is between searchStart - searchEnd , allocate a new block
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if (find_free_pos >= searchStart && find_free_pos + len <= searchEnd) {
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AllocatedBlock block{};
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block.size = len;
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block.start_addr = find_free_pos;
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block.memoryType = memoryType;
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block.map_size = 0;
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block.map_virtual_addr = 0;
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block.prot = 0;
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block.cpu_mode = VirtualMemory::MemoryMode::NoAccess;
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m_allocatedBlocks.push_back(block);
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*physAddrOut = find_free_pos;
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return true;
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}
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return false;
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}
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bool PhysicalMemory::Map(u64 virtual_addr, u64 phys_addr, u64 len, int prot,
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VirtualMemory::MemoryMode cpu_mode) {
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std::scoped_lock lock{m_mutex};
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for (auto& b : m_allocatedBlocks) {
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if (phys_addr >= b.start_addr && phys_addr < b.start_addr + b.size) {
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if (b.map_virtual_addr != 0 || b.map_size != 0) {
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return false;
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}
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b.map_virtual_addr = virtual_addr;
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b.map_size = len;
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b.prot = prot;
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b.cpu_mode = cpu_mode;
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return true;
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}
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}
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return false;
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}
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} // namespace Libraries::Kernel
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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 <mutex>
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#include <vector>
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#include "common/types.h"
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#include "core/virtual_memory.h"
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namespace Libraries::Kernel {
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class PhysicalMemory {
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public:
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struct AllocatedBlock {
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u64 start_addr;
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u64 size;
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int memoryType;
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u64 map_virtual_addr;
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u64 map_size;
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int prot;
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VirtualMemory::MemoryMode cpu_mode;
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};
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PhysicalMemory() {}
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virtual ~PhysicalMemory() {}
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public:
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bool Alloc(u64 searchStart, u64 searchEnd, u64 len, u64 alignment, u64* physAddrOut,
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int memoryType);
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bool Map(u64 virtual_addr, u64 phys_addr, u64 len, int prot,
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VirtualMemory::MemoryMode cpu_mode);
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private:
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std::vector<AllocatedBlock> m_allocatedBlocks;
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std::mutex m_mutex;
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};
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} // namespace Libraries::Kernel
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