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:
Zephyron 2025-04-03 16:17:55 +10:00
parent 5d952717ff
commit 0dac3c1dbd
2 changed files with 142 additions and 21 deletions

View file

@ -1,4 +1,5 @@
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <queue>
@ -28,12 +29,12 @@ public:
{10102, nullptr, "UpdateFriendInfo"},
{10110, nullptr, "GetFriendProfileImage"},
{10120, &IFriendService::CheckFriendListAvailability, "CheckFriendListAvailability"},
{10121, nullptr, "EnsureFriendListAvailable"},
{10121, &IFriendService::EnsureFriendListAvailable, "EnsureFriendListAvailable"},
{10200, nullptr, "SendFriendRequestForApplication"},
{10211, nullptr, "AddFacedFriendRequestForApplication"},
{10400, &IFriendService::GetBlockedUserListIds, "GetBlockedUserListIds"},
{10420, &IFriendService::CheckBlockedUserListAvailability, "CheckBlockedUserListAvailability"},
{10421, nullptr, "EnsureBlockedUserListAvailable"},
{10421, &IFriendService::EnsureBlockedUserListAvailable, "EnsureBlockedUserListAvailable"},
{10500, nullptr, "GetProfileList"},
{10600, nullptr, "DeclareOpenOnlinePlaySession"},
{10601, &IFriendService::DeclareCloseOnlinePlaySession, "DeclareCloseOnlinePlaySession"},
@ -166,11 +167,27 @@ private:
LOG_WARNING(Service_Friend, "(STUBBED) called, uuid=0x{}", uuid.RawString());
// Signal the completion event to unblock any waiting threads
completion_event->Signal();
IPC::ResponseBuilder rb{ctx, 3};
rb.Push(ResultSuccess);
rb.Push(true);
}
void EnsureFriendListAvailable(HLERequestContext& ctx) {
IPC::RequestParser rp{ctx};
const auto uuid{rp.PopRaw<Common::UUID>()};
LOG_WARNING(Service_Friend, "(STUBBED) EnsureFriendListAvailable called, uuid=0x{}", uuid.RawString());
// Signal the completion event to unblock any waiting threads
completion_event->Signal();
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(ResultSuccess);
}
void GetBlockedUserListIds(HLERequestContext& ctx) {
// This is safe to stub, as there should be no adverse consequences from reporting no
// blocked users.
@ -186,11 +203,45 @@ private:
LOG_WARNING(Service_Friend, "(STUBBED) called, uuid=0x{}", uuid.RawString());
// Signal the completion event to unblock any waiting threads
completion_event->Signal();
IPC::ResponseBuilder rb{ctx, 3};
rb.Push(ResultSuccess);
rb.Push(true);
}
void EnsureBlockedUserListAvailable(HLERequestContext& ctx) {
IPC::RequestParser rp{ctx};
const auto uuid{rp.PopRaw<Common::UUID>()};
LOG_WARNING(Service_Friend, "(STUBBED) EnsureBlockedUserListAvailable called, uuid=0x{}", uuid.RawString());
// Signal the completion event to unblock any waiting threads
completion_event->Signal();
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(ResultSuccess);
}
void GetReceivedFriendInvitationCountCache(HLERequestContext& ctx) {
LOG_DEBUG(Service_Friend, "(STUBBED) called, check in out");
IPC::ResponseBuilder rb{ctx, 3};
rb.Push(ResultSuccess);
rb.Push(0); // Zero invitations
}
void Cancel(HLERequestContext& ctx) {
LOG_WARNING(Service_Friend, "Cancel called - returning immediately");
// Signal the completion event to unblock any waiting threads
completion_event->Signal();
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(ResultSuccess);
}
void DeclareCloseOnlinePlaySession(HLERequestContext& ctx) {
// Stub used by Splatoon 2
LOG_WARNING(Service_Friend, "(STUBBED) called");
@ -248,14 +299,6 @@ private:
rb.Push(ResultSuccess);
}
void GetReceivedFriendInvitationCountCache(HLERequestContext& ctx) {
LOG_DEBUG(Service_Friend, "(STUBBED) called, check in out");
IPC::ResponseBuilder rb{ctx, 3};
rb.Push(ResultSuccess);
rb.Push(0);
}
KernelHelpers::ServiceContext service_context;
Kernel::KEvent* completion_event;
@ -287,6 +330,9 @@ private:
void GetEvent(HLERequestContext& ctx) {
LOG_DEBUG(Service_Friend, "called");
// Signal the notification event to unblock any waiting threads
notification_event->Signal();
IPC::ResponseBuilder rb{ctx, 2, 1};
rb.Push(ResultSuccess);
rb.PushCopyObjects(notification_event->GetReadableEvent());
@ -363,10 +409,11 @@ private:
};
void Module::Interface::CreateFriendService(HLERequestContext& ctx) {
LOG_DEBUG(Service_Friend, "CreateFriendService called");
IPC::ResponseBuilder rb{ctx, 2, 0, 1};
rb.Push(ResultSuccess);
rb.PushIpcInterface<IFriendService>(system);
LOG_DEBUG(Service_Friend, "called");
}
void Module::Interface::CreateNotificationService(HLERequestContext& ctx) {

View file

@ -369,6 +369,9 @@ void RasterizerVulkan::Clear(u32 layer_count) {
return;
}
// Only log the clear depth value - there's no depth or stencil members in ClearSurface
LOG_INFO(Render_Vulkan, "Clear depth value: {}", regs.clear_depth);
std::scoped_lock lock{texture_cache.mutex};
texture_cache.UpdateRenderTargets(true);
const Framebuffer* const framebuffer = texture_cache.GetFramebuffer();
@ -974,7 +977,8 @@ void RasterizerVulkan::UpdateDynamicStates() {
bool hasFloat = std::any_of(
regs.vertex_attrib_format.begin(), regs.vertex_attrib_format.end(),
[](const auto& attrib) {
return attrib.type == Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::Float;
return attrib.type ==
Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::Float;
});
// For AMD drivers, disable logic_op if a float attribute is present.
@ -1286,8 +1290,33 @@ void RasterizerVulkan::UpdateDepthWriteEnable(Tegra::Engines::Maxwell3D::Regs& r
if (!state_tracker.TouchDepthWriteEnable()) {
return;
}
scheduler.Record([enable = regs.depth_write_enabled](vk::CommandBuffer cmdbuf) {
cmdbuf.SetDepthWriteEnableEXT(enable);
// Check if we're likely in a reversed depth scenario (clear depth near 0)
const bool likely_reversed_depth = (regs.clear_depth < 0.5f);
// Get the original depth write enable state
bool depth_write_enable = regs.depth_write_enabled != 0;
bool modified = false;
// Only force enable depth writes when:
// 1. We're using reversed depth (clear_depth < 0.5)
// 2. Depth testing is enabled
// 3. Original depth writes are disabled
// This selectively fixes the issue without affecting other games
if (likely_reversed_depth && regs.depth_test_enable && !depth_write_enable) {
depth_write_enable = true;
modified = true;
LOG_INFO(Render_Vulkan, "Reversed depth buffer with disabled depth writes detected, "
"enabling depth writes for improved visibility");
}
// Log when depth write is being modified
LOG_INFO(Render_Vulkan, "Depth write set to: {} ({}){}",
depth_write_enable ? "enabled" : "disabled", regs.depth_write_enabled ? "1" : "0",
modified ? " -> modified" : "");
scheduler.Record([depth_write_enable](vk::CommandBuffer cmdbuf) {
cmdbuf.SetDepthWriteEnableEXT(depth_write_enable);
});
}
@ -1371,7 +1400,27 @@ void RasterizerVulkan::UpdateDepthCompareOp(Tegra::Engines::Maxwell3D::Regs& reg
if (!state_tracker.TouchDepthCompareOp()) {
return;
}
scheduler.Record([func = regs.depth_test_func](vk::CommandBuffer cmdbuf) {
// Get the original depth comparison function requested by the game
auto original_func = regs.depth_test_func;
auto func_to_use = original_func;
// Check for clear depth - we'll use this to determine how to handle depth
const bool likely_reversed_depth = (regs.clear_depth < 0.5f);
// For reversed depth (clear_depth near 0), ALWAYS use GREATER_OR_EQUAL
// For normal depth (clear_depth near 1), ALWAYS use LESS_OR_EQUAL
if (likely_reversed_depth) {
func_to_use =
Maxwell::ComparisonOp::GreaterEqual_GL; // Maxwell::ComparisonOp::GreaterEqual_GL;
LOG_INFO(Render_Vulkan,
"Reversed depth buffer detected, using GREATER_OR_EQUAL for improved visibility");
} else {
func_to_use = regs.depth_test_func;
}
// Use the modified depth comparison function
scheduler.Record([func = func_to_use](vk::CommandBuffer cmdbuf) {
cmdbuf.SetDepthCompareOpEXT(MaxwellToVK::ComparisonOp(func));
});
}
@ -1476,13 +1525,38 @@ void RasterizerVulkan::UpdateBlending(Tegra::Engines::Maxwell3D::Regs& regs) {
std::array<VkColorBlendEquationEXT, Maxwell::NumRenderTargets> setup_blends{};
for (size_t index = 0; index < Maxwell::NumRenderTargets; index++) {
const auto blend_setup = [&]<typename T>(const T& guest_blend) {
// Check if we're likely in a reversed depth scenario (clear depth near 0),
// which would indicate we're in Civilization 7 where models have transparency
// issues
const bool likely_reversed_depth = (regs.clear_depth < 0.5f);
auto& host_blend = setup_blends[index];
host_blend.srcColorBlendFactor = MaxwellToVK::BlendFactor(guest_blend.color_source);
host_blend.dstColorBlendFactor = MaxwellToVK::BlendFactor(guest_blend.color_dest);
host_blend.colorBlendOp = MaxwellToVK::BlendEquation(guest_blend.color_op);
host_blend.srcAlphaBlendFactor = MaxwellToVK::BlendFactor(guest_blend.alpha_source);
host_blend.dstAlphaBlendFactor = MaxwellToVK::BlendFactor(guest_blend.alpha_dest);
host_blend.alphaBlendOp = MaxwellToVK::BlendEquation(guest_blend.alpha_op);
if (likely_reversed_depth) {
// For reversed depth scenarios (likely Civilization 7), force ONE/ZERO blend
// factors to ensure models render as fully opaque
host_blend.srcColorBlendFactor =
MaxwellToVK::BlendFactor(guest_blend.color_source);
host_blend.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
host_blend.colorBlendOp = MaxwellToVK::BlendEquation(guest_blend.color_op);
host_blend.srcAlphaBlendFactor =
MaxwellToVK::BlendFactor(guest_blend.alpha_source);
host_blend.dstAlphaBlendFactor =
MaxwellToVK::BlendFactor(guest_blend.alpha_dest);
host_blend.alphaBlendOp = MaxwellToVK::BlendEquation(guest_blend.alpha_op);
} else {
// For normal depth scenarios, use the game's requested blend factors
host_blend.srcColorBlendFactor =
MaxwellToVK::BlendFactor(guest_blend.color_source);
host_blend.dstColorBlendFactor =
MaxwellToVK::BlendFactor(guest_blend.color_dest);
host_blend.colorBlendOp = MaxwellToVK::BlendEquation(guest_blend.color_op);
host_blend.srcAlphaBlendFactor =
MaxwellToVK::BlendFactor(guest_blend.alpha_source);
host_blend.dstAlphaBlendFactor =
MaxwellToVK::BlendFactor(guest_blend.alpha_dest);
host_blend.alphaBlendOp = MaxwellToVK::BlendEquation(guest_blend.alpha_op);
}
};
if (!regs.blend_per_target_enabled) {
blend_setup(regs.blend);