Merge branch 'master' into vulkan

This commit is contained in:
Triang3l
2021-07-03 20:59:25 +03:00
73 changed files with 1611 additions and 873 deletions

View File

@@ -517,6 +517,10 @@ bool CommandProcessor::ExecutePacket(RingBuffer* reader) {
return true;
}
if (packet == 0xCDCDCDCD) {
XELOGW("GPU packet is CDCDCDCD - probably read uninitialized memory!");
}
switch (packet_type) {
case 0x00:
return ExecutePacketType0(reader, packet);

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@@ -507,10 +507,15 @@ union alignas(uint32_t) PA_SC_WINDOW_SCISSOR_BR {
static_assert_size(PA_SC_WINDOW_SCISSOR_BR, sizeof(uint32_t));
/*******************************************************************************
___ ___
| _ \ _ )
| / _ \
|_|_\___/
___ ___ _ _ ___ ___ ___
| _ \ __| \| | \| __| _ \
| / _|| .` | |) | _|| /
|_|_\___|_|\_|___/|___|_|_\
___ _ ___ _ _____ _ _ ___
| _ ) /_\ / __| |/ / __| \| | \
| _ \/ _ \ (__| ' <| _|| .` | |) |
|___/_/ \_\___|_|\_\___|_|\_|___/
*******************************************************************************/

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@@ -28,6 +28,7 @@
#include "xenia/memory.h"
#include "xenia/ui/file_picker.h"
#include "xenia/ui/imgui_drawer.h"
#include "xenia/ui/virtual_key.h"
#include "xenia/ui/window.h"
#include "xenia/xbox.h"
@@ -135,7 +136,7 @@ bool TraceViewer::Setup() {
window_->set_imgui_input_enabled(true);
window_->on_key_char.AddListener([&](xe::ui::KeyEvent* e) {
if (e->key_code() == 0x74 /* VK_F5 */) {
if (e->virtual_key() == xe::ui::VirtualKey::kF5) {
graphics_system_->ClearCaches();
e->set_handled(true);
}

View File

@@ -194,10 +194,10 @@ enum class SurfaceNumFormat : uint32_t {
kFloat = 7,
};
// The EDRAM is an opaque block of memory accessible by the RB pipeline stage of
// the GPU, which performs output-merger functionality (color render target
// writing and blending, depth and stencil testing) and resolve (copy)
// operations.
// The EDRAM is an opaque block of memory accessible by the RB (render backend)
// pipeline stage of the GPU, which performs output-merger functionality (color
// render target writing and blending, depth and stencil testing) and resolve
// (copy) operations.
//
// Data in the 10 MiB of EDRAM is laid out as 2048 tiles on 80x16 32bpp MSAA
// samples. With 2x MSAA, one pixel consists of 1x2 samples, and with 4x, it