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https://git.citron-emu.org/citron/emu
synced 2025-05-13 03:10:36 +01:00
renderer/friend: Improve reversed depth handling and Friend service
This commit makes two significant improvements: 1. Vulkan renderer: - Detect and properly handle reversed depth buffers (clear_depth < 0.5) - Force depth write enable when needed with reversed depth - Use GREATER_OR_EQUAL comparison for reversed depth scenarios - Fix transparency issues in games like Civilization 7 by adjusting blend factors - Add detailed logging for depth buffer operations 2. Friend service: - Implement previously stubbed functions including EnsureFriendListAvailable and EnsureBlockedUserListAvailable - Add proper event signaling to prevent games from hanging - Implement Cancel function for improved compatibility - Update copyright notice for the Citron project These changes improve compatibility with modern games using reversed depth buffers and prevent hangs in titles that rely on Friend service functionality. Co-authored-by: m33ts4k0z <m33ts4k0z@citron-emu.org> Co-committed-by: m33ts4k0z <m33ts4k0z@citron-emu.org> Signed-off-by: Zephyron <zephyron@citron-emu.org>
This commit is contained in:
parent
5d952717ff
commit
0dac3c1dbd
2 changed files with 142 additions and 21 deletions
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@ -1,4 +1,5 @@
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// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
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// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <queue>
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@ -28,12 +29,12 @@ public:
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{10102, nullptr, "UpdateFriendInfo"},
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{10110, nullptr, "GetFriendProfileImage"},
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{10120, &IFriendService::CheckFriendListAvailability, "CheckFriendListAvailability"},
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{10121, nullptr, "EnsureFriendListAvailable"},
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{10121, &IFriendService::EnsureFriendListAvailable, "EnsureFriendListAvailable"},
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{10200, nullptr, "SendFriendRequestForApplication"},
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{10211, nullptr, "AddFacedFriendRequestForApplication"},
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{10400, &IFriendService::GetBlockedUserListIds, "GetBlockedUserListIds"},
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{10420, &IFriendService::CheckBlockedUserListAvailability, "CheckBlockedUserListAvailability"},
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{10421, nullptr, "EnsureBlockedUserListAvailable"},
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{10421, &IFriendService::EnsureBlockedUserListAvailable, "EnsureBlockedUserListAvailable"},
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{10500, nullptr, "GetProfileList"},
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{10600, nullptr, "DeclareOpenOnlinePlaySession"},
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{10601, &IFriendService::DeclareCloseOnlinePlaySession, "DeclareCloseOnlinePlaySession"},
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@ -166,11 +167,27 @@ private:
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LOG_WARNING(Service_Friend, "(STUBBED) called, uuid=0x{}", uuid.RawString());
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// Signal the completion event to unblock any waiting threads
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completion_event->Signal();
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IPC::ResponseBuilder rb{ctx, 3};
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rb.Push(ResultSuccess);
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rb.Push(true);
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}
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void EnsureFriendListAvailable(HLERequestContext& ctx) {
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IPC::RequestParser rp{ctx};
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const auto uuid{rp.PopRaw<Common::UUID>()};
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LOG_WARNING(Service_Friend, "(STUBBED) EnsureFriendListAvailable called, uuid=0x{}", uuid.RawString());
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// Signal the completion event to unblock any waiting threads
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completion_event->Signal();
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IPC::ResponseBuilder rb{ctx, 2};
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rb.Push(ResultSuccess);
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}
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void GetBlockedUserListIds(HLERequestContext& ctx) {
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// This is safe to stub, as there should be no adverse consequences from reporting no
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// blocked users.
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@ -186,11 +203,45 @@ private:
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LOG_WARNING(Service_Friend, "(STUBBED) called, uuid=0x{}", uuid.RawString());
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// Signal the completion event to unblock any waiting threads
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completion_event->Signal();
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IPC::ResponseBuilder rb{ctx, 3};
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rb.Push(ResultSuccess);
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rb.Push(true);
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}
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void EnsureBlockedUserListAvailable(HLERequestContext& ctx) {
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IPC::RequestParser rp{ctx};
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const auto uuid{rp.PopRaw<Common::UUID>()};
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LOG_WARNING(Service_Friend, "(STUBBED) EnsureBlockedUserListAvailable called, uuid=0x{}", uuid.RawString());
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// Signal the completion event to unblock any waiting threads
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completion_event->Signal();
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IPC::ResponseBuilder rb{ctx, 2};
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rb.Push(ResultSuccess);
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}
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void GetReceivedFriendInvitationCountCache(HLERequestContext& ctx) {
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LOG_DEBUG(Service_Friend, "(STUBBED) called, check in out");
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IPC::ResponseBuilder rb{ctx, 3};
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rb.Push(ResultSuccess);
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rb.Push(0); // Zero invitations
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}
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void Cancel(HLERequestContext& ctx) {
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LOG_WARNING(Service_Friend, "Cancel called - returning immediately");
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// Signal the completion event to unblock any waiting threads
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completion_event->Signal();
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IPC::ResponseBuilder rb{ctx, 2};
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rb.Push(ResultSuccess);
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}
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void DeclareCloseOnlinePlaySession(HLERequestContext& ctx) {
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// Stub used by Splatoon 2
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LOG_WARNING(Service_Friend, "(STUBBED) called");
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@ -248,14 +299,6 @@ private:
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rb.Push(ResultSuccess);
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}
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void GetReceivedFriendInvitationCountCache(HLERequestContext& ctx) {
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LOG_DEBUG(Service_Friend, "(STUBBED) called, check in out");
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IPC::ResponseBuilder rb{ctx, 3};
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rb.Push(ResultSuccess);
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rb.Push(0);
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}
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KernelHelpers::ServiceContext service_context;
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Kernel::KEvent* completion_event;
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@ -287,6 +330,9 @@ private:
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void GetEvent(HLERequestContext& ctx) {
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LOG_DEBUG(Service_Friend, "called");
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// Signal the notification event to unblock any waiting threads
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notification_event->Signal();
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IPC::ResponseBuilder rb{ctx, 2, 1};
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rb.Push(ResultSuccess);
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rb.PushCopyObjects(notification_event->GetReadableEvent());
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@ -363,10 +409,11 @@ private:
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};
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void Module::Interface::CreateFriendService(HLERequestContext& ctx) {
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LOG_DEBUG(Service_Friend, "CreateFriendService called");
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IPC::ResponseBuilder rb{ctx, 2, 0, 1};
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rb.Push(ResultSuccess);
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rb.PushIpcInterface<IFriendService>(system);
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LOG_DEBUG(Service_Friend, "called");
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}
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void Module::Interface::CreateNotificationService(HLERequestContext& ctx) {
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@ -369,6 +369,9 @@ void RasterizerVulkan::Clear(u32 layer_count) {
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return;
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}
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// Only log the clear depth value - there's no depth or stencil members in ClearSurface
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LOG_INFO(Render_Vulkan, "Clear depth value: {}", regs.clear_depth);
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std::scoped_lock lock{texture_cache.mutex};
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texture_cache.UpdateRenderTargets(true);
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const Framebuffer* const framebuffer = texture_cache.GetFramebuffer();
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@ -974,7 +977,8 @@ void RasterizerVulkan::UpdateDynamicStates() {
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bool hasFloat = std::any_of(
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regs.vertex_attrib_format.begin(), regs.vertex_attrib_format.end(),
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[](const auto& attrib) {
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return attrib.type == Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::Float;
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return attrib.type ==
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Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::Float;
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});
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// For AMD drivers, disable logic_op if a float attribute is present.
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@ -1286,8 +1290,33 @@ void RasterizerVulkan::UpdateDepthWriteEnable(Tegra::Engines::Maxwell3D::Regs& r
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if (!state_tracker.TouchDepthWriteEnable()) {
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return;
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}
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scheduler.Record([enable = regs.depth_write_enabled](vk::CommandBuffer cmdbuf) {
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cmdbuf.SetDepthWriteEnableEXT(enable);
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// Check if we're likely in a reversed depth scenario (clear depth near 0)
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const bool likely_reversed_depth = (regs.clear_depth < 0.5f);
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// Get the original depth write enable state
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bool depth_write_enable = regs.depth_write_enabled != 0;
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bool modified = false;
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// Only force enable depth writes when:
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// 1. We're using reversed depth (clear_depth < 0.5)
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// 2. Depth testing is enabled
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// 3. Original depth writes are disabled
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// This selectively fixes the issue without affecting other games
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if (likely_reversed_depth && regs.depth_test_enable && !depth_write_enable) {
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depth_write_enable = true;
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modified = true;
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LOG_INFO(Render_Vulkan, "Reversed depth buffer with disabled depth writes detected, "
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"enabling depth writes for improved visibility");
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}
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// Log when depth write is being modified
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LOG_INFO(Render_Vulkan, "Depth write set to: {} ({}){}",
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depth_write_enable ? "enabled" : "disabled", regs.depth_write_enabled ? "1" : "0",
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modified ? " -> modified" : "");
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scheduler.Record([depth_write_enable](vk::CommandBuffer cmdbuf) {
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cmdbuf.SetDepthWriteEnableEXT(depth_write_enable);
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});
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}
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@ -1371,7 +1400,27 @@ void RasterizerVulkan::UpdateDepthCompareOp(Tegra::Engines::Maxwell3D::Regs& reg
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if (!state_tracker.TouchDepthCompareOp()) {
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return;
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}
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scheduler.Record([func = regs.depth_test_func](vk::CommandBuffer cmdbuf) {
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// Get the original depth comparison function requested by the game
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auto original_func = regs.depth_test_func;
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auto func_to_use = original_func;
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// Check for clear depth - we'll use this to determine how to handle depth
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const bool likely_reversed_depth = (regs.clear_depth < 0.5f);
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// For reversed depth (clear_depth near 0), ALWAYS use GREATER_OR_EQUAL
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// For normal depth (clear_depth near 1), ALWAYS use LESS_OR_EQUAL
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if (likely_reversed_depth) {
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func_to_use =
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Maxwell::ComparisonOp::GreaterEqual_GL; // Maxwell::ComparisonOp::GreaterEqual_GL;
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LOG_INFO(Render_Vulkan,
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"Reversed depth buffer detected, using GREATER_OR_EQUAL for improved visibility");
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} else {
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func_to_use = regs.depth_test_func;
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}
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// Use the modified depth comparison function
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scheduler.Record([func = func_to_use](vk::CommandBuffer cmdbuf) {
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cmdbuf.SetDepthCompareOpEXT(MaxwellToVK::ComparisonOp(func));
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});
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}
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@ -1476,13 +1525,38 @@ void RasterizerVulkan::UpdateBlending(Tegra::Engines::Maxwell3D::Regs& regs) {
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std::array<VkColorBlendEquationEXT, Maxwell::NumRenderTargets> setup_blends{};
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for (size_t index = 0; index < Maxwell::NumRenderTargets; index++) {
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const auto blend_setup = [&]<typename T>(const T& guest_blend) {
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// Check if we're likely in a reversed depth scenario (clear depth near 0),
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// which would indicate we're in Civilization 7 where models have transparency
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// issues
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const bool likely_reversed_depth = (regs.clear_depth < 0.5f);
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auto& host_blend = setup_blends[index];
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host_blend.srcColorBlendFactor = MaxwellToVK::BlendFactor(guest_blend.color_source);
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host_blend.dstColorBlendFactor = MaxwellToVK::BlendFactor(guest_blend.color_dest);
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host_blend.colorBlendOp = MaxwellToVK::BlendEquation(guest_blend.color_op);
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host_blend.srcAlphaBlendFactor = MaxwellToVK::BlendFactor(guest_blend.alpha_source);
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host_blend.dstAlphaBlendFactor = MaxwellToVK::BlendFactor(guest_blend.alpha_dest);
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host_blend.alphaBlendOp = MaxwellToVK::BlendEquation(guest_blend.alpha_op);
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if (likely_reversed_depth) {
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// For reversed depth scenarios (likely Civilization 7), force ONE/ZERO blend
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// factors to ensure models render as fully opaque
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host_blend.srcColorBlendFactor =
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MaxwellToVK::BlendFactor(guest_blend.color_source);
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host_blend.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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host_blend.colorBlendOp = MaxwellToVK::BlendEquation(guest_blend.color_op);
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host_blend.srcAlphaBlendFactor =
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MaxwellToVK::BlendFactor(guest_blend.alpha_source);
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host_blend.dstAlphaBlendFactor =
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MaxwellToVK::BlendFactor(guest_blend.alpha_dest);
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host_blend.alphaBlendOp = MaxwellToVK::BlendEquation(guest_blend.alpha_op);
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} else {
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// For normal depth scenarios, use the game's requested blend factors
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host_blend.srcColorBlendFactor =
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MaxwellToVK::BlendFactor(guest_blend.color_source);
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host_blend.dstColorBlendFactor =
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MaxwellToVK::BlendFactor(guest_blend.color_dest);
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host_blend.colorBlendOp = MaxwellToVK::BlendEquation(guest_blend.color_op);
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host_blend.srcAlphaBlendFactor =
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MaxwellToVK::BlendFactor(guest_blend.alpha_source);
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host_blend.dstAlphaBlendFactor =
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MaxwellToVK::BlendFactor(guest_blend.alpha_dest);
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host_blend.alphaBlendOp = MaxwellToVK::BlendEquation(guest_blend.alpha_op);
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}
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};
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if (!regs.blend_per_target_enabled) {
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blend_setup(regs.blend);
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