Merge branch 'master' into mipmap

This commit is contained in:
Feng Chen 2022-09-20 11:56:43 +08:00 committed by GitHub
commit c864cb5772
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185 changed files with 3156 additions and 1821 deletions

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@ -12,6 +12,7 @@
#include "common/common_funcs.h"
#include "common/common_types.h"
#include "common/div_ceil.h"
#include "common/settings.h"
#include "core/memory.h"
namespace VideoCommon {
@ -219,7 +220,9 @@ public:
NotifyRasterizer<false>(word_index, untracked_words[word_index], cached_bits);
untracked_words[word_index] |= cached_bits;
cpu_words[word_index] |= cached_bits;
cached_words[word_index] = 0;
if (!Settings::values.use_pessimistic_flushes) {
cached_words[word_index] = 0;
}
}
}

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@ -53,7 +53,7 @@ using VideoCommon::FileEnvironment;
using VideoCommon::GenericEnvironment;
using VideoCommon::GraphicsEnvironment;
constexpr u32 CACHE_VERSION = 5;
constexpr u32 CACHE_VERSION = 6;
template <typename Container>
auto MakeSpan(Container& container) {

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@ -39,11 +39,8 @@ static Shader::TextureType ConvertType(const Tegra::Texture::TICEntry& entry) {
return Shader::TextureType::Color1D;
case Tegra::Texture::TextureType::Texture2D:
case Tegra::Texture::TextureType::Texture2DNoMipmap:
if (entry.normalized_coords) {
return Shader::TextureType::Color2D;
} else {
return Shader::TextureType::Color2DRect;
}
return entry.normalized_coords ? Shader::TextureType::Color2D
: Shader::TextureType::Color2DRect;
case Tegra::Texture::TextureType::Texture3D:
return Shader::TextureType::Color3D;
case Tegra::Texture::TextureType::TextureCubemap:

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@ -13,7 +13,9 @@
#include <boost/container/static_vector.hpp>
#include "common/alignment.h"
#include "common/common_types.h"
#include "common/thread_worker.h"
#include "video_core/textures/astc.h"
class InputBitStream {
@ -1650,29 +1652,41 @@ static void DecompressBlock(std::span<const u8, 16> inBuf, const u32 blockWidth,
void Decompress(std::span<const uint8_t> data, uint32_t width, uint32_t height, uint32_t depth,
uint32_t block_width, uint32_t block_height, std::span<uint8_t> output) {
u32 block_index = 0;
std::size_t depth_offset = 0;
for (u32 z = 0; z < depth; z++) {
for (u32 y = 0; y < height; y += block_height) {
for (u32 x = 0; x < width; x += block_width) {
const std::span<const u8, 16> blockPtr{data.subspan(block_index * 16, 16)};
const u32 rows = Common::DivideUp(height, block_height);
const u32 cols = Common::DivideUp(width, block_width);
// Blocks can be at most 12x12
std::array<u32, 12 * 12> uncompData;
DecompressBlock(blockPtr, block_width, block_height, uncompData);
Common::ThreadWorker workers{std::max(std::thread::hardware_concurrency(), 2U) / 2,
"yuzu:ASTCDecompress"};
u32 decompWidth = std::min(block_width, width - x);
u32 decompHeight = std::min(block_height, height - y);
for (u32 z = 0; z < depth; ++z) {
const u32 depth_offset = z * height * width * 4;
for (u32 y_index = 0; y_index < rows; ++y_index) {
auto decompress_stride = [data, width, height, depth, block_width, block_height, output,
rows, cols, z, depth_offset, y_index] {
const u32 y = y_index * block_height;
for (u32 x_index = 0; x_index < cols; ++x_index) {
const u32 block_index = (z * rows * cols) + (y_index * cols) + x_index;
const u32 x = x_index * block_width;
const std::span<u8> outRow = output.subspan(depth_offset + (y * width + x) * 4);
for (u32 jj = 0; jj < decompHeight; jj++) {
std::memcpy(outRow.data() + jj * width * 4,
uncompData.data() + jj * block_width, decompWidth * 4);
const std::span<const u8, 16> blockPtr{data.subspan(block_index * 16, 16)};
// Blocks can be at most 12x12
std::array<u32, 12 * 12> uncompData;
DecompressBlock(blockPtr, block_width, block_height, uncompData);
u32 decompWidth = std::min(block_width, width - x);
u32 decompHeight = std::min(block_height, height - y);
const std::span<u8> outRow = output.subspan(depth_offset + (y * width + x) * 4);
for (u32 h = 0; h < decompHeight; ++h) {
std::memcpy(outRow.data() + h * width * 4,
uncompData.data() + h * block_width, decompWidth * 4);
}
}
++block_index;
}
};
workers.QueueWork(std::move(decompress_stride));
}
depth_offset += height * width * 4;
workers.WaitForRequests();
}
}