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https://github.com/TwilitRealm/dusklight
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GfxService v1.2 + fixes (#2305)
* GfxService v1.2 + fixes * gfx::synchronize before mod_shutdown
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+13
-11
@@ -20,12 +20,12 @@
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#include "dolphin/gx/GXPixel.h"
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#include "dolphin/gx/GXTransform.h"
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#include "m_Do/m_Do_mtx.h"
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#include "mods/svc/hook.hpp"
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#include "mods/service.hpp"
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#include "mods/svc/camera.h"
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#include "mods/svc/config.h"
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#include "mods/svc/gfx.h"
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#include "mods/svc/hook.h"
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#include "mods/svc/hook.hpp"
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#include "mods/svc/log.h"
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#include "mods/svc/resource.h"
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#include "mods/svc/ui.h"
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@@ -69,6 +69,7 @@ GfxStageHookHandle g_frameBeforeHudHook = 0;
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UiWindowHandle g_controlsWindow = 0;
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ResourceBuffer g_shaderSource = RESOURCE_BUFFER_INIT;
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GfxDeviceInfo g_deviceInfo = GFX_DEVICE_INFO_INIT;
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GfxRenderTargetLayout g_sceneTargetLayout = GFX_RENDER_TARGET_LAYOUT_INIT;
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WGPURenderPipeline g_compositePipeline = nullptr; // multiply blend
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WGPURenderPipeline g_compositeDebugPipeline = nullptr; // no blend (debug views)
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WGPUBindGroupLayout g_compositeLayout = nullptr;
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@@ -399,18 +400,16 @@ bool build_composite_pipeline(
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.srcFactor = WGPUBlendFactor_Zero,
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.dstFactor = WGPUBlendFactor_One},
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};
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WGPUColorTargetState colorTarget = WGPU_COLOR_TARGET_STATE_INIT;
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colorTarget.format = g_deviceInfo.color_format;
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if (blend) {
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colorTarget.blend = &blendState;
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}
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WGPUColorTargetState colorTargets[GFX_MAX_COLOR_ATTACHMENTS];
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const uint32_t colorTargetCount = gfx_init_color_target_states(
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&g_sceneTargetLayout, colorTargets, blend ? &blendState : nullptr, WGPUColorWriteMask_All);
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WGPUFragmentState fragment = WGPU_FRAGMENT_STATE_INIT;
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fragment.module = module;
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fragment.entryPoint = {"fs_main", WGPU_STRLEN};
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fragment.targetCount = 1;
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fragment.targets = &colorTarget;
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fragment.targetCount = colorTargetCount;
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fragment.targets = colorTargets;
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WGPUDepthStencilState depthStencil = WGPU_DEPTH_STENCIL_STATE_INIT;
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depthStencil.format = g_deviceInfo.depth_format;
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depthStencil.format = g_sceneTargetLayout.depth_stencil_format;
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depthStencil.depthWriteEnabled = WGPUOptionalBool_False;
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depthStencil.depthCompare = WGPUCompareFunction_Always;
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@@ -420,7 +419,7 @@ bool build_composite_pipeline(
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pipelineDesc.vertex.entryPoint = {"vs_main", WGPU_STRLEN};
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pipelineDesc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
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pipelineDesc.depthStencil = &depthStencil;
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pipelineDesc.multisample.count = g_deviceInfo.sample_count;
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pipelineDesc.multisample.count = g_sceneTargetLayout.sample_count;
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pipelineDesc.fragment = &fragment;
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outPipeline = wgpuDeviceCreateRenderPipeline(g_deviceInfo.device, &pipelineDesc);
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wgpuShaderModuleRelease(module);
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@@ -518,7 +517,7 @@ WGPUBindGroup create_composite_bind_group(WGPUDevice device, WGPUBindGroupLayout
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// Render worker thread: fullscreen deferred-shadow composite.
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void on_draw(
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ModContext*, const GfxDrawContext* ctx, const void* payload, size_t payloadSize, void*) {
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if (payloadSize != sizeof(DrawPayload)) {
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if (payloadSize != sizeof(DrawPayload) || ctx->layout.key != g_sceneTargetLayout.key) {
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return;
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}
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DrawPayload data;
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@@ -1243,6 +1242,9 @@ MOD_EXPORT ModResult mod_initialize(ModError* error) {
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if (svc_gfx->get_device_info(mod_ctx, &g_deviceInfo) != MOD_OK) {
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return mods::set_error(error, MOD_ERROR, "failed to query device info");
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}
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if (svc_gfx->get_scene_target_layout(mod_ctx, &g_sceneTargetLayout) != MOD_OK) {
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return mods::set_error(error, MOD_ERROR, "failed to query scene target layout");
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}
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if (!build_composite_pipeline(true, g_compositePipeline, g_compositeLayout) ||
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!build_composite_pipeline(false, g_compositeDebugPipeline, g_compositeDebugLayout))
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{
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