Commit graph

1549 commits

Author SHA1 Message Date
gdkchan
de5d3eedc6 Add missing null check on image binding (#1632) 2024-02-22 19:15:17 -05:00
gdkchan
0de77e981e Fix image binding format (#1625)
* Fix image binding format

* XML doc
2024-02-22 19:15:17 -05:00
riperiperi
0c843c403d Ensure storage is set for Buffer Textures when binding an Image. (#1627) 2024-02-22 19:15:17 -05:00
gdkchan
0e6b0f1342 Fix gl_in being used with built-in variables that are not per-vertex (#1624) 2024-02-22 19:15:17 -05:00
riperiperi
28972489be Memory Read/Write Tracking using Region Handles (#1272)
* WIP Range Tracking

- Texture invalidation seems to have large problems
- Buffer/Pool invalidation may have problems
- Mirror memory tracking puts an additional `add` in compiled code, we likely just want to make HLE access slower if this is the final solution.
- Native project is in the messiest possible location.
- [HACK] JIT memory access always uses native "fast" path
- [HACK] Trying some things with texture invalidation and views.

It works :)

Still a few hacks, messy things, slow things

More work in progress stuff (also move to memory project)

Quite a bit faster now.
- Unmapping GPU VA and CPU VA will now correctly update write tracking regions, and invalidate textures for the former.
- The Virtual range list is now non-overlapping like the physical one.
- Fixed some bugs where regions could leak.
- Introduced a weird bug that I still need to track down (consistent invalid buffer in MK8 ribbon road)

Move some stuff.

I think we'll eventually just put the dll and so for this in a nuget package.

Fix rebase.

[WIP] MultiRegionHandle variable size ranges

- Avoid reprotecting regions that change often (needs some tweaking)
- There's still a bug in buffers, somehow.
- Might want different api for minimum granularity

Fix rebase issue

Commit everything needed for software only tracking.

Remove native components.

Remove more native stuff.

Cleanup

Use a separate window for the background context, update opentk. (fixes linux)

Some experimental changes

Should get things working up to scratch - still need to try some things with flush/modification and res scale.

Include address with the region action.

Initial work to make range tracking work

Still a ton of bugs

Fix some issues with the new stuff.

* Fix texture flush instability

There's still some weird behaviour, but it's much improved without this. (textures with cpu modified data were flushing over it)

* Find the destination texture for Buffer->Texture full copy

Greatly improves performance for nvdec videos (with range tracking)

* Further improve texture tracking

* Disable Memory Tracking for view parents

This is a temporary approach to better match behaviour on master (where invalidations would be soaked up by views, rather than trigger twice)

The assumption is that when views are created to a texture, they will cover all of its data anyways. Of course, this can easily be improved in future.

* Introduce some tracking tests.

WIP

* Complete base tests.

* Add more tests for multiregion, fix existing test.

* Cleanup Part 1

* Remove unnecessary code from memory tracking

* Fix some inconsistencies with 3D texture rule.

* Add dispose tests.

* Use a background thread for the background context.

Rather than setting and unsetting a context as current, doing the work on a dedicated thread with signals seems to be a bit faster.

Also nerf the multithreading test a bit.

* Copy to texture with matching alignment

This extends the copy to work for some videos with unusual size, such as tutorial videos in SMO. It will only occur if the destination texture already exists at XCount size.

* Track reads for buffer copies. Synchronize new buffers before copying overlaps.

* Remove old texture flushing mechanisms.

Range tracking all the way, baby.

* Wake the background thread when disposing.

Avoids a deadlock when games are closed.

* Address Feedback 1

* Separate TextureCopy instance for background thread

Also `BackgroundContextWorker.InBackground` for a more sensible idenfifier for if we're in a background thread.

* Add missing XML docs.

* Address Feedback

* Maybe I should start drinking coffee.

* Some more feedback.

* Remove flush warning, Refocus window after making background context
2024-02-22 19:15:17 -05:00
gdkchan
32c135fc3b Fix LOP3 (cbuf) shader instruction encoding (#1616) 2024-02-22 19:15:17 -05:00
riperiperi
91f491c638 Replace Host FPS with GPU command queue load ("Fifo %") (#1585)
* Replace Host FPS with FIFO%

* Change measurement order. Improve calculation.

Now at 100% when FIFO is blocking game exectution, rather than "0".

* Address feedback (1)

* Remove Host FPS

* FIFO rather than Fifo

* Address Ac_k feedback

* Rebase
2024-02-22 19:15:17 -05:00
LDj3SNuD
ad7ac73905 Add Umaal & Vabd_I, Vabdl_I, Vaddl_I, Vhadd, Vqshrn, Vshll inst.s (slow paths). (#1577)
* Add Umaal & Vabd_I, Vabdl_I, Vaddl_I, Vhadd, Vqshrn, Vshll inst.s (slow paths).

No test provided (i.e. draft).

* Ptc InternalVersion = 1577
2024-02-22 19:15:17 -05:00
gdkchan
3c14befd0b Fix incorrect GPU GL blend func values (#1612) 2024-02-22 19:15:17 -05:00
gdkchan
612132bce5 Fix output component register on pixel shaders (#1613)
* Fix output component register on pixel shaders

* Clean up usings

* Do not advance if no component is enabled for the target, this keeps the previous behavior
2024-02-22 19:15:17 -05:00
gdkchan
df7ebe2e24 Fix error when dual source blend is used (#1610)
* Fix error when dual source blend is used

* Ensure framebuffer
2024-02-22 19:15:17 -05:00
gdkchan
fc9992b230 Implement LEA.HI shader instruction (#1609) 2024-02-22 19:15:17 -05:00
gdkchan
1c7b401fec Add support for shader constant buffer slot indexing (#1608)
* Add support for shader constant buffer slot indexing

* Fix typo
2024-02-22 19:15:16 -05:00
gdkchan
dde784b71e Fix H264 output frame size when decoding videos of different sizes (#1606) 2024-02-22 19:15:16 -05:00
Mary
6c36755704 surfaceflinger: Disable async buffer (#1603)
This fix a mistake I made during my original reimplementation of SurfaceFlinger by disabling async buffer.

This fix a memory corruption on Super Mario All-Stars 3D (Super Mario Sunshine & Super
Mario Galaxy now go ingame).

Thanks to @gdkchan for tracing the memory corruption.
2024-02-22 19:15:16 -05:00
Thog
ff39843389 Rollback the CreateExitDialog function that was lost with auto updater 2024-02-22 19:15:16 -05:00
Xpl0itR
ea9e25baf5 Show confirmation dialog when attempting to close while a game is loaded (#1582) 2024-02-22 19:15:16 -05:00
Mary
6988b309ca Fix exiting emulator with multi programs (#1590)
THis fix a bug introduced in #1560 that would cause "Stop emulation" to
actually restart the game all the time.
2024-02-22 19:15:16 -05:00
gdkchan
3b890b9c62 Improve BRX target detection heuristics (#1591) 2024-02-22 19:15:16 -05:00
gdkchan
62afa9ba61 Supper 2D array ASTC compressed texture formats decoding (#1593) 2024-02-22 19:15:16 -05:00
jduncanator
4810d98aa5 Touch README (#1592)
This touches the README to trigger a rebuild of CI.
2024-02-22 19:15:16 -05:00
Mary
ebc0696d08 Fix GetStream implementation (#1588)
Fix wrong argument usage on GetStream.

Doesn't change anything as it's not used but a nice catch from jD ^^.
2024-02-22 19:15:16 -05:00
gdkchan
e26df32c29 Remove old, unused CPU optimization (#1586) 2024-02-22 19:15:16 -05:00
emmauss
0888f0eb1b Add Motion controls (#1363)
* Add motion controls

Apply suggestions from code review

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* cleanup

* add reference orientation and derive relative orientation from it

* cleanup

* remove unused variable and strange file

* Review_2.

* change GetInput to TryGetInput

* Review_3.

Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: LDj3SNuD <dvitiello@gmail.com>
2024-02-22 19:15:15 -05:00
Thog
2eca729fd9 Do not show update being availaible when appveyor is still building 2024-02-22 19:15:15 -05:00
gdkchan
02dbd72d61 Convert 1D texture targets to 2D (#1584)
* Convert 1D texture targets to 2D

* Fix typo

* Simplify some code

* Should mask that too

* Consistency
2024-02-22 19:15:15 -05:00
MelonSpeedruns
4c415b965b Appveyor Ryujinx Updater (#1403)
Co-authored-by: Xpl0itR <xpl0itr@outlook.com>
2024-02-22 19:15:15 -05:00
Ac_K
21ec9f7cc2 Basic impl of Error Applet (#1551) 2024-02-22 19:15:15 -05:00
riperiperi
ede6277478 Always set new texture data for textures initialized by a copy. (#1576) 2024-02-22 19:15:15 -05:00
mageven
5fbe1653bd Isolate more services to separate threads (#1573)
* Isolate more services to separate threads

* Fix DisplayServer

* Add explanation for vi services
2024-02-22 19:15:15 -05:00
gdkchan
999f07dad4 Implement small indexed draws and other fixes to make guest Vulkan work (#1558) 2024-02-22 19:15:15 -05:00
riperiperi
de9b4abe1b Return "NotAvailable" when no UserChannel data is present. (#1569)
* Return "NotAvailable" when no UserChannel data is present.

* Return ObjectInvalid for undefined parameter kinds.

* No need to specify which, there's only one.

* Just works as a literal string.
2024-02-22 19:15:15 -05:00
mageven
6f80f0d3ea Run audren in a separate thread (#1572) 2024-02-22 19:15:15 -05:00
gdkchan
72bc59d850 IPC refactor part 1: Use explicit separate threads to process requests (#1447)
* Changes to allow explicit management of service threads

* Remove now unused code

* Remove ThreadCounter, its no longer needed

* Allow and use separate server per service, also fix exit issues

* New policy change: PTC version now uses PR number
2024-02-22 19:15:15 -05:00
riperiperi
38a5cf2bdc Make viewStorage still valid after view removal. (#1564) 2024-02-22 19:15:15 -05:00
Mary
04e1b02023 hle/ui: Basic multi programs support (#1560)
* hos/gui: Add a check of NCA program index in titleid

This add a check to `ApplicationLoader` for the last 2 digits of the game TitleId who seems to be the NCA program index.
We currently return the last index, instead of the lower one.
Same check is added to ApplicationLibrary in the UI.

I've cleaned up both file too.

* hle: implement partial relaunch logic

TODO: make the emulator auto relauch.

* Handle auto relaunch

* hle: Unify update usage system

* hle: Implement support of multi programs in update system

* Add some documentation

* Address rip's comment

Co-authored-by: Ac_K <Acoustik666@gmail.com>
2024-02-22 19:15:14 -05:00
gdkchan
25580d2d21 Align register index between output targets on pixel shaders (#1559) 2024-02-22 19:15:14 -05:00
Ac_K
4086d8cb00 acc/hid: Implement ListQualifiedUsers and SetTouchScreenConfiguration (#1555)
* acc/hid: Implement ListQualifiedUsers and SetTouchScreenConfiguration

* Fix symbols
2024-02-22 19:15:14 -05:00
Xpl0itR
460f407b1a Move the open logs folder from setting into the File menu in the main window (#1550) 2024-02-22 19:15:14 -05:00
Ac_K
01d5055a94 friend: Implement GetCompletionEvent and AddPlayHistory (#1554) 2024-02-22 19:15:14 -05:00
Ac_K
80365d3139 am: Stub Begin/EndBlockingHomeButton (#1553) 2024-02-22 19:15:14 -05:00
Ac_K
927159c746 caps: Stub SetShimLibraryVersion (#1552) 2024-02-22 19:15:14 -05:00
LDj3SNuD
ca8f6e0077 Fix host stack overflow caused by some recursive guest methods. (#1528)
* Fix host stack overflow caused by some recursive guest methods.

* PPTC flag up.

* Address comments.

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2024-02-22 19:15:14 -05:00
FICTURE7
e6adac8aed Implement block placement (#1549)
* Implement block placement

Implement a simple pass which re-orders cold blocks at the end of the
list of blocks in the CFG.

* Set PPTC version

* Use Array.Resize

Address gdkchan's feedback
2024-02-22 19:15:14 -05:00
gdkchan
a87f769aa1 Better viewport flipping and depth mode detection method (#1556)
* Use a better viewport flipping approach

* New approach to detect depth mode

* nit: Sort method on the OpenGL backend

* Adjust spacing on comment

* Unswap near and far parameters based on ScaleZ
2024-02-22 19:15:14 -05:00
Billy Laws
ccc6e85252 Correct the threshold for control stick buttons (#1483)
This was tested against HW with https://github.com/Xpl0itR/Input-Test/tree/master/Input-Test and a few changes to record the minimum value axis value when the stick buttons were marked as pressed.
2024-02-22 19:15:14 -05:00
Mary
e16e96fff4 Fix debug Config using res scaling 2x by default (#1546)
As the title say, this restore the value to 1.
2024-02-22 19:15:14 -05:00
FICTURE7
f9c6827dbd Relax block ordering constraints (#1535)
* Relax block ordering constraints

Before `block.Next` had to follow `block.ListNext`, now it does not.
Instead `CodeGenerator` will now emit the necessary jump instructions
to ensure control flow.

This makes control flow and block order modifications easier. It also
eliminates some simple cases of redundant branches.

* Set PPTC version
2024-02-22 19:15:14 -05:00
riperiperi
cea3d0d2dd Allow swizzles to match with "undefined" components (#1538)
* Add swizzle matching rules.

Improves rules which try to match incompatible formats as perfect, such as D32 float -> R32 float.

Remove Format.HasOneComponent, since this information is now available via the FormatInfo struct.

* Fix this rule.

* Update component counts for depth formats.
2024-02-22 19:15:14 -05:00
riperiperi
6ac4ee297c Texture/Buffer Memory Management Improvements (#1408)
* Initial implementation. Still pending better valid-overlap handling,
disposed pool, compressed format flush fix.

* Very messy backend resource cache.

* Oops

* Dispose -> Release

* Improve Release/Dispose.

* More rule refinement.

* View compatibility levels as an enum - you can always know if a view is only copy compatible.

* General cleanup.

Use locking on the resource cache, as it is likely to be used by other threads in future.

* Rename resource cache to resource pool.

* Address some of the smaller nits.

* Fix regression with MK8 lens flare

Texture flushes done the old way should trigger memory tracking.

* Use TextureCreateInfo as a key.

It now implements IEquatable and generates a hashcode based on width/height.

* Fix size change for compressed+non-compressed view combos.

Before, this could set either the compressed or non compressed texture with a size with the wrong size, depending on which texture had its size changed. This caused exceptions when flushing the texture.

Now it correctly takes the block size into account, assuming that these textures are only related because a pixel in the non-compressed texture represents a block in the compressed one.

* Implement JD's suggestion for HashCode Combine

Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>

* Address feedback

* Address feedback.

Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>
2024-02-22 19:15:14 -05:00