Commit graph

3058 commits

Author SHA1 Message Date
riperiperi
4c0eb91d7e
Convert Quads to Triangles in Vulkan (#3715)
* Add Index Buffer conversion for quads to Vulkan

Also adds a reusable repeating pattern index buffer to use for non-indexed
draws, and generalizes the conversion cache for buffers.

* Fix some issues

* End render pass before conversion

* Resume transform feedback after we ensure we're in a pass.

* Always generate UInt32 type indices for topology conversion

* No it's not.

* Remove unused code

* Rely on TopologyRemap to convert quads to tris.

* Remove double newline

* Ensure render pass ends before stride or I8 conversion
2022-09-20 18:38:48 -03:00
gdkchan
da75a9a6ea
OpenGL: Fix blit from non-multisample to multisample texture (#3596)
* OpenGL: Fix blit from non-multisample to multisample texture

* New approach for multisample copy using compute shaders
2022-09-19 16:12:56 -03:00
MutantAura
41790aa743
Avalonia - Misc changes to UX (#3643)
* Change navbar from compact to default and force text overflow globally

* Fix settings window

* Fix right stick control alignment

* Initialize value and add logging for SDL IDs

* Fix alignment of setting text and improve borders

* Clean up padding and size of buttons on controller settings

* Fix right side trigger alignment and correct styling

* Revert axaml alignment

* Fix alignment of volume widget

* Fix timezone autocompletebox dropdown height

* MainWindow: Line up volume status bar item

* Remove margins and add padding to volume widget

* Make volume text localizable.

Co-authored-by: merry <git@mary.rs>
2022-09-19 16:04:22 -03:00
gdkchan
0cb1e926b5
Allow bindless textures with handles from unbound constant buffer (#3706) 2022-09-19 15:35:47 -03:00
Emmanuel Hansen
6f0395538b
Avalonia - Use embedded window for avalonia (#3674)
* wip

* use embedded window

* fix race condition on opengl Windows

* fix glx issues on prime nvidia

* fix mouse support win32

* clean up

* addressed review

* addressed review

* fix warnings

* fix sotware keyboard dialog

* Update Ryujinx.Ava/Ui/Applet/SwkbdAppletDialog.axaml.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

* remove double semi

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2022-09-19 15:05:26 -03:00
LDj3SNuD
b9f1ff3c77
Implemented in IR the managed methods of the ShlReg region of the SoftFallback class. (#3700)
* Implemented in IR the managed methods of the Saturating region ...

... of the SoftFallback class (the SatQ ones).

The need to natively manage the Fpcr and Fpsr system registers is still a fact.

Contributes to https://github.com/Ryujinx/Ryujinx/issues/2917 ; I will open another PR to implement in Intrinsics-branchless the methods of the Saturation region as well (the SatXXXToXXX ones).

All instructions involved have been tested locally in both release and debug modes, in both lowcq and highcq.

* Ptc.InternalVersion = 3665

* Addressed PR feedback.

* Implemented in IR the managed methods of the ShlReg region of the SoftFallback class.

It also includes the last two SatQ ones (following up on https://github.com/Ryujinx/Ryujinx/pull/3665).

All instructions involved have been tested locally in both release and debug modes, in both lowcq and highcq.

* Update InstEmitSimdHelper.cs
2022-09-19 14:49:10 -03:00
TSRBerry
a77af4c5e9
Readme: Fix broken shell image (#3708) 2022-09-19 14:06:00 +02:00
merry
fbcf802fbc
A32/T32/A64: Implement Hint instructions (CSDB, SEV, SEVL, WFE, WFI, YIELD) (#3694)
* OpCodeTable: Implement Hint instructions (CSDB, SEV, SEVL, WFE, WFI, YIELD)

* A64: Remove catch-all Hint instruction

* T16: Handle unallocated hint instructions

Some thumb tests execute these assuming that they're nops.

* T32: Fill out other Hint instructions

* A32: Fill out other hint instructions
2022-09-14 18:18:15 -03:00
riperiperi
c3c41fa4bb
Periodically Flush Commands for Vulkan (#3689)
* Periodically Flush Commands for Vulkan

NVIDIA's OpenGL driver has a built-in mechanism to automatically flush commands to GPU when a lot have been queued. It's also pretty inconsistent, but we'll ignore that for now.

Our Vulkan implementation only submits a command buffer (flush equivalent) when it needs to. This is typically when another command buffer needs to be sequenced after it, presenting a frame, or an edge case where we flush around GPU queries to get results sooner.

This difference in flush behaviour causes a notable difference between Vulkan and OpenGL when we have to wait for commands. In the worst case, we will wait for a sync point that has just been created. In Vulkan, this sync point is created by flushing the command buffer, and storing a waitable fence that signals its completion. Our command buffer contains _every command that we queued since the last submit_, which could be an entire frame's worth of draws.

This has a huge effect on CPU <-> GPU latency. The more commands in a command buffer, the longer we have to wait for it to complete, which results in wasted time. Because we don't know when the guest will force us to wait, we always want the smallest possible latency.

By periodically flushing, we ensure that each command buffer takes a more consistent, smaller amount of time to execute, and that the back of the GPU queue isn't as far away when we need to wait for something to happen. This also might reduce time that the GPU is left inactive while commands are being built.

The main affected game is Pokemon Sword, which got significantly faster in overworld areas due to reduced waiting time when it flushes a shadow map from the main GPU thread.

Another affected game is BOTW, which gets faster depending on the area. This game flushes textures/buffers from its game thread, which is the bottleneck.

Flush latency and throughput may be improved on other games that are inexplicably slower than OpenGL. It's possible that certain games could have their performance _decreased_ slightly due to flushes not being free, but it is unlikely.

Also, flushing to get query results sooner has been tweaked to improve the number of full draw skips that can be done. (tested in SMO)

* Remove unused variable

* Fix possible issue with early query flush
2022-09-14 13:48:31 -03:00
gdkchan
356e480bf5
Fix partial unmap reprotection on Windows (#3702) 2022-09-14 17:46:37 +02:00
gdkchan
8e119a1e96
Implement PLD and SUB (imm16) on T32, plus UADD8, SADD8, USUB8 and SSUB8 on both A32 and T32 (#3693) 2022-09-13 19:51:40 -03:00
merry
e05bf90af6
T32: Implement Asimd instructions (#3692) 2022-09-13 18:25:37 -03:00
gdkchan
66f16f4392
Fix bindless 1D textures having a buffer type on the shader (#3697)
* Fix bindless 1D textures having a buffer type on the shader

* Shader cache version bump
2022-09-13 08:53:55 +02:00
gdkchan
729ff5337c
Fix increment on Arm32 NEON VLDn/VSTn instructions with regs > 1 (#3695)
* Fix increment on Arm32 NEON VLDn/VSTn instructions with regs > 1

* PPTC version bump

* PR feedback
2022-09-13 08:24:09 +02:00
gdkchan
2492e7e808
Fix R4G4B4A4 format on Vulkan (#3696) 2022-09-13 07:59:38 +02:00
riperiperi
36172ab43b
Scale SamplesPassed counter by RT scale on report (#3680)
* Scale SamplesPassed counter by RT scale on report

Adds a scale factor for samples passed counter report based on the render target scale at the time. This ensures that when a game reads this counter, it appears similar to the result at 1x.

This doesn't cover cases where the the render target scale changes during the queried draws, though that might be better to handle along with other scope related issues in a future rework of counters. Games generally don't count for occlusion queries over render target changes anyways.

Fixes an issue in the Splatoon games where the special charge would scale too quickly at high res, points at the end of the game would be broken (but still provide a correct winner), and playing at a low res would make it impossible to swim in ink.

May also affect LOD scaling in The Witcher 3.

* Update Ryujinx.Graphics.Gpu/Engine/Threed/SemaphoreUpdater.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2022-09-11 15:58:15 +00:00
gdkchan
4d69286a9c
Implement VRINT (vector) Arm32 NEON instructions (#3691) 2022-09-11 15:44:27 +00:00
merry
1529e6cf0d
T32: Add Vfp instructions (#3690) 2022-09-10 23:03:14 -03:00
gdkchan
f468db7602
Implement Thumb (32-bit) memory (ordered), multiply, extension and bitfield instructions (#3687)
* Implement Thumb (32-bit) memory (ordered), multiply and bitfield instructions

* Remove public from interface

* Fix T32 BL immediate and implement signed and unsigned extend instructions
2022-09-10 22:51:00 -03:00
gdk
c5f1d1749a Revert address space mirror changes 2022-09-10 16:23:49 +02:00
gdk
7dd69f2d0e Allocation free tree lookup 2022-09-10 16:23:49 +02:00
gdk
c646638680 Update several methods to use GetNode directly and avoid array allocations 2022-09-10 16:23:49 +02:00
gdk
65f2a82b97 Optimize PlaceholderManager.UnreserveRange 2022-09-10 16:23:49 +02:00
gdk
93dd6d525a Fix potential issue with partial unmap
We must also do the unmap operation with the RWLock, otherwise faults on the unmapped region will cause crashes and the whole thing becomes pointless
2022-09-10 16:23:49 +02:00
gdk
96d4ad952c Fix reprotection regression 2022-09-10 16:23:49 +02:00
gdk
6a07f80b76 Make RBTree node fields internal again
Prevents someone from accidentaly messing with them and leaving the tree in a invalid state
2022-09-10 16:23:49 +02:00
gdk
22214ac664 Delete unused code 2022-09-10 16:23:49 +02:00
gdk
45e520a27c Rewrite PlaceholderManager4KB to use intrusive RBTree, and to coalesce free placeholders
Also make the other placeholder manager use intrusive RBTree, allows the IntervalTree that was added just for this to be deleted
2022-09-10 16:23:49 +02:00
gdk
5b5810a46a Defer address space mirror mapping and use it only if strictly needed 2022-09-10 16:23:49 +02:00
gdkchan
619ac86bd0
Do not output ViewportIndex on SPIR-V if GPU does not support it (#3644)
* Do not output ViewportIndex on SPIR-V if GPU does not support it

* Bump shader cache version
2022-09-10 13:20:23 +00:00
EmulationFanatic
7a1ab71c73 Update README.MD verbiage and compatibility 2022-09-10 15:07:37 +02:00
riperiperi
dc4ba3993b Rebind textures if format changes or they're buffer textures 2022-09-10 14:12:50 +02:00
gdkchan
81f1a4dc31
Allocate work buffer for audio renderer instead of using guest supplied memory (#3276)
* Allocate work buffer for audio renderer instead of using guest supplied memory

* Typo

* Use GC.AllocateArray to allocate pinned array
2022-09-10 01:16:24 +00:00
gdkchan
c64524a240
Add ADD (zx imm12), NOP, MOV (rs), LDA, TBB, TBH, MOV (zx imm16) and CLZ thumb instructions (#3683)
* Add ADD (zx imm12), NOP, MOV (register shifted), LDA, TBB, TBH, MOV (zx imm16) and CLZ thumb instructions, fix LDRD, STRD, CBZ, CBNZ and BLX (reg)

* Bump PPTC version
2022-09-09 22:09:11 -03:00
gdkchan
db45688aa8
Implement VRSRA, VRSHRN, VQSHRUN, VQMOVN, VQMOVUN, VQADD, VQSUB, VRHADD, VPADDL, VSUBL, VQDMULH and VMLAL Arm32 NEON instructions (#3677)
* Implement VRSRA, VRSHRN, VQSHRUN, VQMOVN, VQMOVUN, VQADD, VQSUB, VRHADD, VPADDL, VSUBL, VQDMULH and VMLAL Arm32 NEON instructions

* PPTC version

* Fix VQADD/VQSUB

* Improve MRC/MCR handling and exception messages

In case data is being recompiled as code, we don't want to throw at emit stage, instead we should only throw if it actually tries to execute
2022-09-09 21:47:38 -03:00
riperiperi
c6d82209ab
Restride vertex buffer when stride causes attributes to misalign in Vulkan. (#3679)
* Vertex Buffer Alignment part 1

* Update CacheByRange

* Add Stride Change compute shader, fix storage buffers in helpers

* An AMD exclusive

* Reword

* Change rules - stride conversion when attrs misalign

* Fix stupid mistake

* Fix background pipeline compile

* Improve a few things.

* Fix some feedback

* Address Feedback

(the shader binary didn't change when i changed the source to use the subgroup size)

* Fix bug where rewritten buffer would be disposed instantly.
2022-09-08 20:30:19 -03:00
FICTURE7
ee1825219b
Clean up rejit queue (#2751) 2022-09-08 20:14:08 -03:00
LDj3SNuD
7baa08dcb4
Implemented in IR the managed methods of the Saturating region ... (#3665)
* Implemented in IR the managed methods of the Saturating region ...

... of the SoftFallback class (the SatQ ones).

The need to natively manage the Fpcr and Fpsr system registers is still a fact.

Contributes to https://github.com/Ryujinx/Ryujinx/issues/2917 ; I will open another PR to implement in Intrinsics-branchless the methods of the Saturation region as well (the SatXXXToXXX ones).

All instructions involved have been tested locally in both release and debug modes, in both lowcq and highcq.

* Ptc.InternalVersion = 3665

* Addressed PR feedback.
2022-09-08 19:40:41 -03:00
gdkchan
408bd63b08
Transform shader LDC into constant buffer access if offset is constant (#3672)
* Transform shader LDC into constant buffer access if offset is constant

* Shader cache version bump
2022-09-07 20:25:22 -03:00
Mary
df99257d7f bsd: improve socket poll
We should report errors even when not requested.

This also ensure we only clear the bits that were requested on the output.

Finally, this fix when input events is 0.
2022-09-07 22:58:41 +02:00
Mary-nyan
f3835dc78b
bsd: implement SendMMsg and RecvMMsg (#3660)
* bsd: implement sendmmsg and recvmmsg

* Fix wrong increment of vlen
2022-09-07 22:37:15 +02:00
EmulationFanatic
51bb8707ef
Update bug report template (#3676)
Adds some verbiage to indicate that game-specific issues should be posted instead on the game compatibility list, unless it is a provable regression.
2022-09-06 22:30:07 +02:00
TSRBerry
5ff5fe47ba
Bsd: Fix NullReferenceException in BsdSockAddr.FromIPEndPoint() (#3652)
* Bsd: Fix NullReferenceException in BsdSockAddr.FromIPEndPoint()

Allows "Victor Vran Overkill Edition" to boot with guest internet access enabled.
Thanks to EmulationFanatic for testing this for me!

* Bsd: Return proper error code if RemoteEndPoint is null

* Remove whitespace from empty line

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2022-09-01 22:04:01 +00:00
riperiperi
38275f9056
Change vsync signal to happen at 60hz, regardless of swap interval (#3642)
* Change vsync signal to happen at 60hz, regardless of swap interval

* Update Ryujinx.HLE/HOS/Services/SurfaceFlinger/SurfaceFlinger.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

* Fix softlock when toggling vsync

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2022-09-01 17:57:50 -03:00
Mary
67cbdc3a6a bsd: Fix Poll(0) returning ETIMEDOUT instead of SUCCESS
This was an oversight of the implementation.
2022-09-01 21:46:11 +02:00
Mary
131b43170e sfdsnres: fix endianess issue for port serialisation 2022-09-01 21:31:20 +02:00
Mary
730d2f4b9b Address gdkchan's comment 2022-08-31 21:33:03 +02:00
Mary
f6a7309b14 account: Implement LoadNetworkServiceLicenseKindAsync
This is needed to run Pokemon Legends Arceus 1.1.1 with guest internet enabled.

The game still get stuck at loading screen.
2022-08-31 21:33:03 +02:00
TSRBerry
472a621589
Bsd: Fix ArgumentOutOfRangeException in SetSocketOption (#3633)
* Bsd: Fix ArgumentOutOfRangeException in SetSocketOption

* Ensure option level is Socket before checking for SoLinger
2022-08-28 14:24:19 +00:00
mageven
311c2661b8
Replace image format magic numbers with enums (#3631)
* Replace magic constants with enums

* Extra formatting

* Lower case ASTC dimensions

* Use uint for VertexAttributeFormat
2022-08-28 01:56:26 +00:00