Merge branch 'master' into feature/savestates-2

This commit is contained in:
Hamish Milne 2020-04-17 00:01:43 +01:00
commit 7af4b1a18e
9 changed files with 202 additions and 4 deletions

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@ -128,6 +128,7 @@ SET(SDL2_SEARCH_PATHS
/Library/Frameworks /Library/Frameworks
/usr/local /usr/local
/usr /usr
/usr/include/SDL # Budgie
/sw # Fink /sw # Fink
/opt/local # DarwinPorts /opt/local # DarwinPorts
/opt/csw # Blastwave /opt/csw # Blastwave

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@ -243,6 +243,7 @@ typedef uint32_t ThreadIdType;
#define MICROPROFILE_DEFINE_GPU(var, name, color) MicroProfileToken g_mp_##var = MicroProfileGetToken("GPU", name, color, MicroProfileTokenTypeGpu) #define MICROPROFILE_DEFINE_GPU(var, name, color) MicroProfileToken g_mp_##var = MicroProfileGetToken("GPU", name, color, MicroProfileTokenTypeGpu)
#define MICROPROFILE_TOKEN_PASTE0(a, b) a ## b #define MICROPROFILE_TOKEN_PASTE0(a, b) a ## b
#define MICROPROFILE_TOKEN_PASTE(a, b) MICROPROFILE_TOKEN_PASTE0(a,b) #define MICROPROFILE_TOKEN_PASTE(a, b) MICROPROFILE_TOKEN_PASTE0(a,b)
#define MICROPROFILE_TOKEN(var) g_mp_##var
#define MICROPROFILE_SCOPE(var) MicroProfileScopeHandler MICROPROFILE_TOKEN_PASTE(foo, __LINE__)(g_mp_##var) #define MICROPROFILE_SCOPE(var) MicroProfileScopeHandler MICROPROFILE_TOKEN_PASTE(foo, __LINE__)(g_mp_##var)
#define MICROPROFILE_SCOPE_TOKEN(token) MicroProfileScopeHandler MICROPROFILE_TOKEN_PASTE(foo, __LINE__)(token) #define MICROPROFILE_SCOPE_TOKEN(token) MicroProfileScopeHandler MICROPROFILE_TOKEN_PASTE(foo, __LINE__)(token)
#define MICROPROFILE_SCOPEI(group, name, color) static MicroProfileToken MICROPROFILE_TOKEN_PASTE(g_mp,__LINE__) = MicroProfileGetToken(group, name, color, MicroProfileTokenTypeCpu); MicroProfileScopeHandler MICROPROFILE_TOKEN_PASTE(foo,__LINE__)( MICROPROFILE_TOKEN_PASTE(g_mp,__LINE__)) #define MICROPROFILE_SCOPEI(group, name, color) static MicroProfileToken MICROPROFILE_TOKEN_PASTE(g_mp,__LINE__) = MicroProfileGetToken(group, name, color, MicroProfileTokenTypeCpu); MicroProfileScopeHandler MICROPROFILE_TOKEN_PASTE(foo,__LINE__)( MICROPROFILE_TOKEN_PASTE(g_mp,__LINE__))

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@ -76,6 +76,10 @@ System::ResultStatus System::RunLoop(bool tight_loop) {
} }
if (GDBStub::IsServerEnabled()) { if (GDBStub::IsServerEnabled()) {
Kernel::Thread* thread = kernel->GetCurrentThreadManager().GetCurrentThread();
if (thread && running_core) {
running_core->SaveContext(thread->context);
}
GDBStub::HandlePacket(); GDBStub::HandlePacket();
// If the loop is halted and we want to step, use a tiny (1) number of instructions to // If the loop is halted and we want to step, use a tiny (1) number of instructions to

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@ -1264,10 +1264,9 @@ void SendTrap(Kernel::Thread* thread, int trap) {
return; return;
} }
if (!halt_loop || current_thread == thread) { current_thread = thread;
current_thread = thread; SendSignal(thread, trap);
SendSignal(thread, trap);
}
halt_loop = true; halt_loop = true;
send_trap = false; send_trap = false;
} }

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@ -58,6 +58,8 @@ add_library(video_core STATIC
renderer_opengl/texture_filters/anime4k/anime4k_ultrafast.h renderer_opengl/texture_filters/anime4k/anime4k_ultrafast.h
renderer_opengl/texture_filters/bicubic/bicubic.cpp renderer_opengl/texture_filters/bicubic/bicubic.cpp
renderer_opengl/texture_filters/bicubic/bicubic.h renderer_opengl/texture_filters/bicubic/bicubic.h
renderer_opengl/texture_filters/scale_force/scale_force.cpp
renderer_opengl/texture_filters/scale_force/scale_force.h
renderer_opengl/texture_filters/texture_filter_base.h renderer_opengl/texture_filters/texture_filter_base.h
renderer_opengl/texture_filters/texture_filterer.cpp renderer_opengl/texture_filters/texture_filterer.cpp
renderer_opengl/texture_filters/texture_filterer.h renderer_opengl/texture_filters/texture_filterer.h
@ -103,6 +105,7 @@ set(SHADER_FILES
renderer_opengl/texture_filters/anime4k/y_gradient.frag renderer_opengl/texture_filters/anime4k/y_gradient.frag
renderer_opengl/texture_filters/anime4k/y_gradient.vert renderer_opengl/texture_filters/anime4k/y_gradient.vert
renderer_opengl/texture_filters/bicubic/bicubic.frag renderer_opengl/texture_filters/bicubic/bicubic.frag
renderer_opengl/texture_filters/scale_force/scale_force.frag
renderer_opengl/texture_filters/tex_coord.vert renderer_opengl/texture_filters/tex_coord.vert
renderer_opengl/texture_filters/xbrz/xbrz_freescale.frag renderer_opengl/texture_filters/xbrz/xbrz_freescale.frag
renderer_opengl/texture_filters/xbrz/xbrz_freescale.vert renderer_opengl/texture_filters/xbrz/xbrz_freescale.vert

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@ -0,0 +1,47 @@
// Copyright 2020 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
#include "video_core/renderer_opengl/texture_filters/scale_force/scale_force.h"
#include "shaders/scale_force.frag"
#include "shaders/tex_coord.vert"
namespace OpenGL {
ScaleForce::ScaleForce(u16 scale_factor) : TextureFilterBase(scale_factor) {
program.Create(tex_coord_vert.data(), scale_force_frag.data());
vao.Create();
src_sampler.Create();
state.draw.shader_program = program.handle;
state.draw.vertex_array = vao.handle;
state.draw.shader_program = program.handle;
state.texture_units[0].sampler = src_sampler.handle;
glSamplerParameteri(src_sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(src_sampler.handle, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(src_sampler.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(src_sampler.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
void ScaleForce::Filter(GLuint src_tex, const Common::Rectangle<u32>& src_rect, GLuint dst_tex,
const Common::Rectangle<u32>& dst_rect, GLuint read_fb_handle,
GLuint draw_fb_handle) {
const OpenGLState cur_state = OpenGLState::GetCurState();
state.texture_units[0].texture_2d = src_tex;
state.draw.draw_framebuffer = draw_fb_handle;
state.viewport = {static_cast<GLint>(dst_rect.left), static_cast<GLint>(dst_rect.bottom),
static_cast<GLsizei>(dst_rect.GetWidth()),
static_cast<GLsizei>(dst_rect.GetHeight())};
state.Apply();
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
cur_state.Apply();
}
} // namespace OpenGL

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@ -0,0 +1,112 @@
//? #version 320 es
// from https://github.com/BreadFish64/ScaleFish/tree/master/scale_force
// shader adapted to GLSL 320 es and debugging outputs stripped
// MIT License
//
// Copyright (c) 2020 BreadFish64
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
precision mediump float;
in highp vec2 tex_coord;
out mediump vec4 frag_color;
uniform sampler2D input_texture;
vec4 cubic(float v) {
vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
vec4 s = n * n * n;
float x = s.x;
float y = s.y - 4.0 * s.x;
float z = s.z - 4.0 * s.y + 6.0 * s.x;
float w = 6.0 - x - y - z;
return vec4(x, y, z, w) / 6.0;
}
vec4 textureBicubic(sampler2D sampler, vec2 tex_coords) {
vec2 tex_size = vec2(textureSize(sampler, 0));
vec2 inv_tex_size = 1.0 / tex_size;
tex_coords = tex_coords * tex_size - 0.5;
vec2 fxy = fract(tex_coords);
tex_coords -= fxy;
vec4 xcubic = cubic(fxy.x);
vec4 ycubic = cubic(fxy.y);
vec4 c = tex_coords.xxyy + vec2(-0.5, +1.5).xyxy;
vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
vec4 offset = c + vec4(xcubic.yw, ycubic.yw) / s;
offset *= inv_tex_size.xxyy;
vec4 sample0 = texture(sampler, offset.xz);
vec4 sample1 = texture(sampler, offset.yz);
vec4 sample2 = texture(sampler, offset.xw);
vec4 sample3 = texture(sampler, offset.yw);
float sx = s.x / (s.x + s.y);
float sy = s.z / (s.z + s.w);
return mix(mix(sample3, sample2, sx), mix(sample1, sample0, sx), sy);
}
float ColorDist(vec4 a, vec4 b) {
// https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.2020_conversion
const vec3 K = vec3(0.2627, 0.6780, 0.0593);
const float luminance_weight = .6;
const mat3 MATRIX = mat3(K * luminance_weight, -.5 * K.r / (1.0 - K.b), -.5 * K.g / (1.0 - K.b),
.5, .5, -.5 * K.g / (1.0 - K.r), -.5 * K.b / (1.0 - K.r));
vec4 diff = a - b;
vec3 YCbCr = diff.rgb * MATRIX;
float d = length(YCbCr) * length(vec3(1.0)) / length(vec3(luminance_weight, 1.0, 1.0));
return sqrt(a.a * b.a * d * d + diff.a * diff.a);
}
const int radius = 2;
void main() {
vec2 input_size = vec2(textureSize(input_texture, 0));
vec4 center_texel = texture(input_texture, tex_coord);
vec2 final_offset = vec2(0.0);
float total_diff = 0.0;
for (int y = -radius; y <= radius; ++y) {
for (int x = -radius; x <= radius; ++x) {
if (0 == (x | y))
continue;
vec2 offset = vec2(x, y);
float weight = pow(length(offset), -length(offset));
vec4 texel = texture(input_texture, tex_coord + offset / input_size);
float diff = ColorDist(texel, center_texel) * weight;
total_diff += diff;
final_offset += diff * offset;
}
}
float clamp_val = length(final_offset) / total_diff;
final_offset = clamp(final_offset, -clamp_val, clamp_val);
frag_color = textureBicubic(input_texture, tex_coord - final_offset / input_size);
}

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@ -0,0 +1,29 @@
// Copyright 2020 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/texture_filters/texture_filter_base.h"
namespace OpenGL {
class ScaleForce : public TextureFilterBase {
public:
static constexpr std::string_view NAME = "ScaleForce";
explicit ScaleForce(u16 scale_factor);
void Filter(GLuint src_tex, const Common::Rectangle<u32>& src_rect, GLuint dst_tex,
const Common::Rectangle<u32>& dst_rect, GLuint read_fb_handle,
GLuint draw_fb_handle) override;
private:
OpenGLState state{};
OGLProgram program{};
OGLVertexArray vao{};
OGLSampler src_sampler{};
};
} // namespace OpenGL

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@ -8,6 +8,7 @@
#include "common/logging/log.h" #include "common/logging/log.h"
#include "video_core/renderer_opengl/texture_filters/anime4k/anime4k_ultrafast.h" #include "video_core/renderer_opengl/texture_filters/anime4k/anime4k_ultrafast.h"
#include "video_core/renderer_opengl/texture_filters/bicubic/bicubic.h" #include "video_core/renderer_opengl/texture_filters/bicubic/bicubic.h"
#include "video_core/renderer_opengl/texture_filters/scale_force/scale_force.h"
#include "video_core/renderer_opengl/texture_filters/texture_filter_base.h" #include "video_core/renderer_opengl/texture_filters/texture_filter_base.h"
#include "video_core/renderer_opengl/texture_filters/texture_filterer.h" #include "video_core/renderer_opengl/texture_filters/texture_filterer.h"
#include "video_core/renderer_opengl/texture_filters/xbrz/xbrz_freescale.h" #include "video_core/renderer_opengl/texture_filters/xbrz/xbrz_freescale.h"
@ -27,6 +28,7 @@ static const std::unordered_map<std::string_view, TextureFilterContructor> filte
{TextureFilterer::NONE, [](u16) { return nullptr; }}, {TextureFilterer::NONE, [](u16) { return nullptr; }},
FilterMapPair<Anime4kUltrafast>(), FilterMapPair<Anime4kUltrafast>(),
FilterMapPair<Bicubic>(), FilterMapPair<Bicubic>(),
FilterMapPair<ScaleForce>(),
FilterMapPair<XbrzFreescale>(), FilterMapPair<XbrzFreescale>(),
}; };