Releases: xerpi/vita2hos
Alpha 0.3
New alpha release. The biggest changes are:
- vita2hos now points to upstream @Vita3K:
Vita3K now has a Vulkan renderer (special thanks to @Macdu)!
Along the Vulkan renderer for Vita3K, @Macdu also improved the shader recompiler, which vita2hos depends on! - Use a shadow depth/stencil buffer (only initial support is implemented).
This should fix the problem introduced in version Alpha 0,2 that made vita2hos unable to work on real hardware: Switch's GPU doesn't support pitch-linear depth/stencil (DS) surfaces, and the block-tiled layout takes more bytes than just4 * W * H
, so we can't use the buffer provided by the Vita SW (sceGxmBeginScene
'sdepthStencil
). Therefore we have to create a shadow DS surface with the proper size (returned bydkImageLayoutGetSize
); - Initial support for pitch-linear textures (in the fragment shader)!
Instructions
Check https://github.com/xerpi/vita2hos#how-can-i-use-it
Sample PSVita homebrew:
- gxmfun (modified to not use uniform buffers for lighting): download
- vitasdk GXM textured cube sample: download
- vitasdk GXM cube sample: download
- vitasdk GXM triangle sample: download
- VITA-8: download
- vitasdk touch sample: download
Alpha 0.2
It's release time!
Updates:
- Initial Vita3K shader recompiler support: it translates from GXP (PSVita's SceGxm shader format) to SPIR-V/GLSL shaders
- Uses UAM - deko3d shader compiler to compile the shaders generated by Vita3K's shader compiler (GLSL for now) to the Switch's GPU format
- 3D graphics: Initial depth and stencil support
- Changed PSVita executable path from
sd:/test.elf
→sd:/vita2hos/test.elf
- Fixed inverted vertical analog sticks axis
- 3D graphics performance improvements
- General code improvements
vita2hos uses Vita3K's shader recompiler, and some parts of vita2hos's code are based on Vita3K's implementation. Please, consider donating and contributing to Vita3K!
vita2hos uses UAM (deko3d's shader compiler) to compile shaders. Please, also consider contributing to that project and donating to the developers!
Instructions
Check https://github.com/xerpi/vita2hos#how-can-i-use-it
Sample PSVita homebrew:
- gxmfun (modified): download
- vitasdk GXM cube sample (modified): download
- vitasdk GXM triangle sample (modified): download
- VITA-8: download
- vitasdk touch sample: download
EDIT
I've removed the download due to some bugs in this version. I'll release Alpha 0.2.1 soon.
Alpha 0.1
Keep in mind this is still in the "proof of concept" stage. While it can run some simple CPU-rendered homebrews (such as VITA-8), there's still very initial 3D graphics support (it can run vitasdk's GXM triangle and cube samples by hardcoding vita2hos's shaders to match the ones the sample uses).
The most difficult task is shader translation from PSVita's SGX USSE bytecode to Nvidia Maxwell instructions. Ideally, I'd like to use Vita3K's shader recompiler, or even turn Vita3K into a translation layer (other than also acting as an emulator on x86 systems) so that we don't have to duplicate a lot of the code.
I have very hacky and PoC support for shader translation using copy-pasted Vita3K and UAM (open source shader compiler for the open-source Switch 3D graphics library: deko3d) code in the vita3k-shader-recompiler-uam
branch.
Video showing vitasdk's GXM cube sample running on the Switch via vita2hos: https://i.imgur.com/w9HPluo.mp4
Run instructions
Check https://github.com/xerpi/vita2hos#how-can-i-use-it