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authorZephyron <zephyron@citron-emu.org>2025-04-03 16:17:55 +1000
committerMike Lothian <mike@fireburn.co.uk>2025-05-12 12:46:19 +0100
commit2d4f1b4d2ffe3b403daa372bead8ed87b403a441 (patch)
treee34be28f0296e251e4df070e976031eac286f727
parent79c7213e9f6173750b836997e78a4ddf3a10fead (diff)
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>
-rw-r--r--src/core/hle/service/friend/friend.cpp69
-rw-r--r--src/video_core/renderer_vulkan/vk_rasterizer.cpp94
2 files changed, 142 insertions, 21 deletions
diff --git a/src/core/hle/service/friend/friend.cpp b/src/core/hle/service/friend/friend.cpp
index 30fae29a8..84ed712b1 100644
--- a/src/core/hle/service/friend/friend.cpp
+++ b/src/core/hle/service/friend/friend.cpp
@@ -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>
@@ -29,12 +30,12 @@ public:
{10110, nullptr, "GetFriendProfileImage"},
{10111, nullptr, "GetFriendProfileImageWithImageSize"}, // 18.0.0+
{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"},
{10501, nullptr, "GetProfileListV2"}, // 18.0.0+
{10600, nullptr, "DeclareOpenOnlinePlaySession"},
@@ -180,11 +181,27 @@ 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.
@@ -200,11 +217,45 @@ 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");
@@ -284,14 +335,6 @@ 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;
@@ -323,6 +366,9 @@ 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());
@@ -399,10 +445,11 @@ 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) {
diff --git a/src/video_core/renderer_vulkan/vk_rasterizer.cpp b/src/video_core/renderer_vulkan/vk_rasterizer.cpp
index cd0b255a0..3791f7287 100644
--- a/src/video_core/renderer_vulkan/vk_rasterizer.cpp
+++ b/src/video_core/renderer_vulkan/vk_rasterizer.cpp
@@ -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);