Commit graph

367 commits

Author SHA1 Message Date
gdkchan
70d65d3d8e
Enable copy dependency between RGBA8 and RGBA32 formats (#5943)
* Enable copy dependency between RGBA8 and RGBA32 formats

* Take packed flag into account for texture formats

* Account for widths not being a multiple of each other

* Don't try to alias depth textures as color, fix log condition

* PR feedback
2023-11-19 15:27:34 -03:00
gdkchan
0b58f46266
Extend bindless elimination to see through Phis with the same results (#5957)
* Extend bindless elimination to see through Phis with the same results

* Shader cache version bump
2023-11-19 15:10:44 -03:00
MutantAura
aa96dcb1be
misc: Default to Vulkan if available or running on macOS (#5913)
* Addition of default backend check. Vulkan is preferred if available or macOS.

* import ordering format fix

* Update src/Ryujinx/Program.cs

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

* remove redundant load types

---------

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2023-11-18 17:42:45 -03:00
gdkchan
82a638230e
Fix JitCache.Unmap called with the same address freeing memory in use (#5937) 2023-11-16 17:52:21 -03:00
Isaac Marovitz
d11fe26aa3
Fix macOS Path (#5941) 2023-11-16 16:09:15 -03:00
gdkchan
dcf10561b9
Fix missing texture flush for draw then DMA copy sequence without render target change (#5933)
* Unbind render targets before DMA copy

* Move DirtyAction to TextureGroupHandle

* Fix lost copy dependency bug

* XML doc
2023-11-15 21:36:25 -03:00
Mary Guillemard
cdc8fed64f
chore: Update OpenTK to 4.8.1 (#5912)
OpenTK.OpenAL was renamed to OpenTK.Audio.OpenAL.

Signed-off-by: Mary Guillemard <mary@mary.zone>
2023-11-15 19:08:46 +01:00
Zoltan Csizmadia
29e192f241
Migrate to .NET 8 (#5887)
* Change TargetFramework to net8.0

* Disable info messages

* Fix warings

* Disable additional analyzer messages

* Fix typo

* Add whitespace

* Fix ref vs in warnings

* Use explicit [In] on array parameters

* No need to guard Remove with Contains

* Use 'ArgumentOutOfRangeException.ThrowIf...' instead of explicitly throwing a new exception instance

* Bump .NET SDK version

* Enable JsonSerializerIsReflectionEnabledByDefault

* Use 8.0.100 GA release

* Bump System package versions

---------

Co-authored-by: Zoltan Csizmadia <Zoltan.Csizmadia@vericast.com>
2023-11-15 17:41:31 +01:00
gdkchan
5b3662b793
Disable DMA GPU copy for block linear to linear copies (#5927)
* Disable DMA GPU copy for block linear to linear copies

* Simplify check

* PR feedback
2023-11-14 23:24:42 -03:00
gdkchan
1329c47ea4
Work around issue apparently caused by 5909 (#5926) 2023-11-14 22:24:54 -03:00
gdkchan
e6e5838916
Do not set modified flag again if texture was not modified (#5909)
* Do not set modified flag again if texture was not modified

* Formatting

* Fix copy dep regression
2023-11-13 18:07:05 -03:00
gdkchan
51065d9129
Revert "Add support for multi game XCIs (#5638)" (#5914)
This reverts commit 5c3cfb84c0.
2023-11-11 23:35:30 -03:00
TSRBerry
5c3cfb84c0
Add support for multi game XCIs (#5638)
* Add default values to ApplicationData directly

* Refactor application loading

It should now be possible to load multi game XCIs.
Included updates won't be detected for now.
Opening a game from the command line currently only opens the first one.

* Only include program NCAs where at least one tuple item is not null

* Get application data by title id and add programIndex check back

* Refactor application loading again and remove duplicate code

* Actually use patch ncas for updates

* Fix number of applications found with multi game xcis

* Don't load bundled updates from multi game xcis

* Change ApplicationData.TitleId type to ulong & Add TitleIdString property

* Use cnmt files and ContentCollection to load programs

* Ava: Add updates and DLCs from gamecarts

* Get the cnmt file from its NCA

* Ava: Identify bundled updates in updater window

* Fix the (hopefully) last few bugs

* Add idOffset parameter to GetNcaByType

* Handle missing file for dlc.json

* Ava: Shorten error message for invalid files

* Gtk: Add additional string for bundled updates in TitleUpdateWindow

* Hopefully fix DLC issues

* Apply formatting

* Finally fix DLC issues

* Adjust property names and fileSize field

* Read the correct update file

* Fix wrong casing for application id strings

* Rename TitleId to ApplicationId

* Address review comments

* Fix formatting issues

* Apply suggestions from code review

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

* Gracefully fail when loading pfs for update and dlc window

* Fix applications with multiple programs

* Fix DLCWindow crash on GTK

* Fix some GUI issues

* Remove IsXci again

---------

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2023-11-11 21:56:57 +01:00
NitroTears
55557525b1
Create Desktop Shortcut fixes (#5852)
* remove duplicate basePath arg, add --fullscreen arg

* Changing FriendlyName to set "Ryujinx" text

* Fix GetArgsString using the base path

* Change desktop path to the Applications folder when creating shortcut on Mac

Co-authored-by: Nicko Anastassiu <134955950+nickoanastassiu@users.noreply.github.com>

* Move Create Shortcut button to top of context menu

---------

Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
Co-authored-by: Nicko Anastassiu <134955950+nickoanastassiu@users.noreply.github.com>
2023-11-11 16:08:42 +01:00
Isaac Marovitz
7e6342e44d
Add accelerator keys for Options and Help (#5884) 2023-11-11 15:57:15 +01:00
jcm
c3555cb5d6
UI: Change default hide cursor mode to OnIdle (#5906)
Co-authored-by: jcm <butt@butts.com>
2023-11-11 15:27:53 +01:00
gdkchan
815819767c
Force all exclusive memory accesses to be ordered on AppleHv (#5898)
* Implement reprotect method on virtual memory manager (currently stubbed)

* Force all exclusive memory accesses to be ordered on AppleHv

* Format whitespace

* Fix test build

* Fix comment copy/paste

* Fix wrong bit for isLoad

* Update src/Ryujinx.Cpu/AppleHv/HvMemoryManager.cs

Co-authored-by: riperiperi <rhy3756547@hotmail.com>

---------

Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2023-11-07 13:24:10 -03:00
SamusAranX
623604c391
Overhaul of string formatting/parsing/sorting logic for TimeSpans, DateTimes, and file sizes (#4956)
* Fixed formatting/parsing issues with ApplicationData properties TimePlayed, LastPlayed, and FileSize

Replaced double-based TimePlayed property with TimeSpan?-based one in ApplicationData and ApplicationMetadata
Added a migration for TimePlayed, just like in #4861
Consolidated ApplicationData's FileSize* properties into one FileSize property
Added a formatting/parsing helper class ValueFormatUtils for TimeSpans, DateTimes, and file sizes
Added new value converters for TimeSpans and file sizes for the Avalonia UI
Added TimePlayedSortComparer
Fixed sort order in LastPlayedSortComparer
Fixed sort order for ApplicationData fields TimePlayed, LastPlayed, and FileSize
Fixed crashes caused by SortHelper
Replaced SystemInfo.ToMiBString with ToGiBString backed by ValueFormatUtils
Replaced SaveModel.GetSizeString() with ValueFormatUtils

* Additional ApplicationLibrary changes that got lost in the last commit

* Removed unneeded usings

* Removed converters as they are no longer needed

* Updated comment on FormatDateTime

* Removed base10 parameter from ValueFormatUtils

FormatFileSize now always returns base 2 values with base 10 units
Made ParseFileSize capable of parsing both base 2 and base 10 units

* Removed nullable attribute from TimePlayed property

Centralized TimePlayed update code into ApplicationMetadata

* Changed UpdateTimePlayed() to use TimeSpan logic

* Removed JsonIgnore attributes from ApplicationData

* Implemented requested format changes

* Fixed mistakes in method documentation comments

* Made it so the Last Played value "Never" is localized in the Avalonia UI

* Implemented suggestions

* Remove unused import

* Did a comment refinement pass in ValueFormatUtils.cs

* Reordered ValueFormatUtils methods and sorted them into #regions

* Integrated functionality from #5056

Also removed Logger print from last_played migration code

* Implemented suggestions

* Moved ValueFormatUtils and SystemInfo to namespace Ryujinx.Ui.Common

* common: Respect proper value format convention and use base10 by default

This could be discuss again in another issue/PR, for now revert to the previous behavior.

Signed-off-by: Mary Guillemard <mary@mary.zone>

---------

Signed-off-by: Mary Guillemard <mary@mary.zone>
Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
Co-authored-by: Mary Guillemard <mary@mary.zone>
2023-11-06 22:47:44 +01:00
Somebody Whoisbored
617c5700ca
Better handle instruction aborts when hitting unmapped memory (#5869)
* Adjust ARMeilleure to better handle instruction aborts when hitting unmapped memory

* Update src/ARMeilleure/Decoders/Decoder.cs

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

---------

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2023-11-05 12:32:17 +01:00
gdkchan
7b62f7475e
Fix AddSessionObj NRE regression (#5875) 2023-11-01 21:47:40 +01:00
gdkchan
841dd56f4c
Implement copy dependency for depth and color textures (#4365)
* Implement copy dependency for depth and color textures

* Revert changes added because R32 <-> D32 copies were illegal

* Restore depth alias matches
2023-10-31 19:00:39 -03:00
riperiperi
a16d582a10
[HLE] Remove ServerBase 1ms polling (#5855)
Added a KEvent for each ServerBase which signals whenever a session is added to the _sessions list, which allows it to rerun the ReplyAndReceive with the new session handle.

This greatly reduces the presence of ServerBase on profiles, especially of games that aren't particularly busy. It should also increase responsiveness when adding session objects, as it doesn't take at most 1ms for them to start working.

It also reduces the load on KTimeManager, which could allow it to spin less often. I have noticed that a bunch of games still do 1ms waits (they actually request a bit less than 1ms), so they still end up spinning to the next millisecond. Maybe for waits like this, it could attempt to nudge the timepoints to snap to each other when they're close enough, and also snap to whole millisecond waits when close enough.
2023-10-30 23:26:31 +01:00
gdkchan
9ef0be477b
Skip some invalid texture flushes (#5755) 2023-10-30 23:18:28 +01:00
TSRBerry
c14ce4d2a5
Add ldn_mitm as a network client for LDN (#5656)
* Add relevant files from private repo

Hopefully I didn't miss anything.

JsonHelper.cs is a debug only change
I only added line 810-812 in IUserLocalCommunicationService.cs
for the new Spacemeowx2Ldn case.

* Add a small README.md

just for fun

* Add note about NetCoreServer update to 5.1.0

* Fix a few issues

Fix usage of wrong broadcast address
Log warning if empty userstring was received
and don't add them to outNetworkInfo

* Add warning about incompatibility with public LDN version

* Add missing changes from old_master

* Adjust ldn_mitm for Ryujinx/Ryujinx#3805

* ldn: Adapt to changes from #4582

* ldn_mitm: First cleanup iteration

* ldn_mitm: Second cleanup iteration

* Credit spacemeowx2 in README.md

* Address first review comments by AcK

Adhere to Ryujinx coding style
Remove leftover log calls
Change category of a few log calls
Remove leftover debug notes

* Replace return type with void for methods always returning true

* Address first review comments by riperiperi

Purely stylistic changes:
- Adhere to naming style for internal fields
- Improve code formatting

* Throw InvalidOperationException when calling wrong ldn proxy methods

* Add missing newlines in LanDiscovery.Scan()

* Fix Linux not receiving broadcast packets

* Remove ILdnUdpSocket

It's very unlikely that we will ever need a udp client.
Thus we should simplify LanDiscovery initialization
and remove the parameter of InitUdp().

* ldn_mitm: Improve formatting

* fixup! Fix Linux not receiving broadcast packets

By opening the udp server on 'LocalBroadcastAddr'
Linux refused to answer packets going to LocalAddr.
So in order to fix this problem, Linux now opens two LdnProxyUdpServers.

* ldn_mitm: Fix assigning incorrect NodeIds

This just made connecting a lot more reliable! Thanks @riperiperi

* Fix node ids when leaving/joining

* Change NodeId behaviour to work like RyuLdn

* Change timing for accept and network info being reported.

* Wait for connection before sending anything.

* Remove ConnectAsync() from ILdnTcpSocket

* Only broadcast scan responses if we're hosting a network.

* Fix some filters, scan network duplication.

* Fix silly mistake

* Don't die on duplicates, just replace.

* Lock around node updates

These can happen from multiple threads.

* ldn_mitm: Fix namespaces for Types

Improve formatting
Add warning if compression failed

* Add quicker scan, forgetting networks that disappear.

* Always force a network sync when updating AdvertiseData

* Fix TCP frame size being too large for compressed frames

* Allow ldn_mitm to pass -1 id for room localcommunicationids.

* ldn_mitm: Match server socket options

* ldn_mitm: Use correct socket options

* ldn_mitm: Remove TCP broadcast socket options

* config: Rename Spacemeowx2Ldn to LdnMitm

* ldn_mitm: Generate random fake SSID

* ldn_mitm: Adjust logging statements/levels

* ldn_mitm: Add missing Stop() call for udp2

* ldn_mitm: Adjust formatting

* ldn_mitm: Add stub comments and adjust existing ones

* ldn: Add LdnConst class & set tx/rx buffer sizes correctly

* Move LdnConst out of UserServiceCreator

Replace a few values with LdnConsts

* ldn: Adjust namespaces and client names

* ldn_mitm: Adjust formatting

* ldn: Rename RyuLdn to LdnRyu

* Replace LanProtocol.Read() refs with scoped refs

* Add MIT license for ldn_mitm

* Clarify that network interface is also used for LDN

Although it's currently only used by ldn_mitm,
it would probably be more confusing to exclude RyuLdn there.

* Fix giving a station node id 0

* Update Nuget packages

* Remove LdnHelper

* Add update functions for EnableInternetAccess setting

* ldn: Log MultiplayerMode and DisableP2P

* ldn: Adjust namespaces

* Apply formatting

* Conform to Ryujinx code style

* Remove ldn_mitm from THIRDPARTY.md

It shouldn't have been there in the first place.

* Improve formatting

---------

Co-authored-by: riperiperi <rhy3756547@hotmail.com>
Co-authored-by: Ac_K <Acoustik666@gmail.com>
2023-10-26 00:32:13 +02:00
jcm
171b46ef49
macOS: Use user-friendly macOS version string (#5838)
* use user-friendly macOS version string rather than kernel version

* add build identifier string

---------

Co-authored-by: jcm <butt@butts.com>
2023-10-25 00:37:13 +02:00
Alex Barney
56fe2ff535
Fix loading tickets from a Sha256PartitionFileSystem (#5844) 2023-10-24 13:26:25 -03:00
Alex Barney
b1f8f868f6
Fix the AOC manager using incorrect paths (#5840)
* Fix the content manager using incorrect path for some AOC NCAs

* Check Results in a few more places in the content manager
2023-10-23 14:34:31 -03:00
Alex Barney
d773d5152e
Update to LibHac 0.19.0 (#5831)
* Update to LibHac v0.19.0

- PartitionFileSystem classes now fully match Nintendo's implementation. Current code creating a PartitionFileSystem now need to use the Initialize method.
- Implementing nn::gcsrv and nn::sdmmcsrv now means the FS server now uses that abstraction instead of the old one where we passed in an IDeviceOperator.

* Add GetFileSystemAttribute
2023-10-22 20:30:46 -03:00
gdkchan
33ba170315
Fix NRE on gather operations with depth compare on macOS (#5832) 2023-10-22 20:31:36 +02:00
TSR Berry
638be5f296
Revert "Ava UI: Input Menu Refactor (#4998)"
This reverts commit 49b37550ca.

This currently breaks the GTK GUI.
2023-10-21 15:19:21 +02:00
Isaac Marovitz
49b37550ca
Ava UI: Input Menu Refactor (#4998)
* So much boilerplate

* Slow and steady

* Restructure + Ack suggestions

* Restructure + Ack suggestions

* Restructure

* Clean

* Propogate those fields i forgot about

* It builds

* Progress

* Almost there

* Fix stupid mistake

* Fix more stupid mistakes

* Actually fix fuck ups

* Start localising

* r/therestofthefuckingowl

* Localise ButtonKeyAssigner

* Are you feeling it now mr krabs

* We’re done at last

* Crimes against code

* Try me in the Hague

* Please be quiet

* Crimes are here to stay

* Dispose stuff

* Cleanup a couple things

* Visual fixes and improvements

One weird bug

* Fix rebase errors

* Fixes

* Ack Suggestions

Remaining ack suggestions

Update src/Ryujinx.Ava/UI/Models/Input/ControllerInputConfig.cs

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

Update src/Ryujinx.Ava/UI/Models/Input/ControllerInputConfig.cs

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

* Formatting and error

More Ava 11-ness

Whoops

* Code style fixes

* Style fixes

* Analyzer fix

* Remove all ReflectionBindings

* Remove ambigious object

* Remove redundant property

* Old man yells at formatter

* r e a d o n l y

* Fix profiles

* Use new Sliders

---------

Co-authored-by: Ac_K <Acoustik666@gmail.com>
2023-10-21 13:26:51 +02:00
NitroTears
a42f0bbb87
Add "Create Shortcut" To app context menu (#4734)
* Added basic implementation for shortcut creation

Currently bitmaps (.bmp) are used as the source file, colours are good (unlike .ico rn) but are scaled poorly on desktop.

* Icons display properly in shortcut

* code cleanup

* Moved shortcut logic to specific file, added Ava UI for shortcuts

* Added linux .desktop shortcut creation

* fixes to .shortcut data

* code issue fixes

* Added basic implementation for shortcut creation

Currently bitmaps (.bmp) are used as the source file, colours are good (unlike .ico rn) but are scaled poorly on desktop.

* Icons display properly in shortcut

* code cleanup

* Moved shortcut logic to specific file, added Ava UI for shortcuts

* Added linux .desktop shortcut creation

* fixes to .shortcut data

* code issue fixes

* added back shortcut to new contextmenu file

* Replaced COM reference with ComImport for shortcut functionality

* remove specific platform values and regions

* Move ShortcutHelper to Ryujinx.Ui.Common.Helpers

* Adjust styling and structure

* code feedback changes

* Added MacOS support using .app folder

* Added basic implementation for shortcut creation

Currently bitmaps (.bmp) are used as the source file, colours are good (unlike .ico rn) but are scaled poorly on desktop.

* Icons display properly in shortcut

* code cleanup

* Moved shortcut logic to specific file, added Ava UI for shortcuts

* Added linux .desktop shortcut creation

* fixes to .shortcut data

* code issue fixes

* Added basic implementation for shortcut creation

Currently bitmaps (.bmp) are used as the source file, colours are good (unlike .ico rn) but are scaled poorly on desktop.

* Icons display properly in shortcut

* code cleanup

* Moved shortcut logic to specific file, added Ava UI for shortcuts

* Added linux .desktop shortcut creation

* fixes to .shortcut data

* code issue fixes

* Replaced COM reference with ComImport for shortcut functionality

* remove specific platform values and regions

* Move ShortcutHelper to Ryujinx.Ui.Common.Helpers

* Adjust styling and structure

* code feedback changes

* adjust tooltip message

* added shortcut-template.desktop file

* set shortcut icon location to .local/share/icons

* Linux code feedback changes

* change InteropServices to new securifybv.ShellLink Package

* added ShellLink to readme, updated shortcut comment

* Code feedback changes

* Added MacOS Support (As per Jose Estrada's PR)

* dotnet format

* Small restructuring

* Embed template files into Ryujinx.Ui.Common

* Disable "CreateShortcut" option for flatpak builds

---------

Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
Co-authored-by: Jose Estrada <joseestradacobo@gmail.com>
2023-10-20 20:51:15 +02:00
Ahmad Tantowi
b4bb22ba06
Avalonia: Make slider scrollable with mouse wheel (#5760)
* Add scrollable custom control based on TickFrequency

* Use custom slider to update value when pointer wheel scrolled

* Remove extra xaml file

* Address formatting issues

* Only scroll one element at a time

* Add OnPointerWheelChanged event to VolumeStatus button

Co-authored-by: Ahmad Tantowi <ahmadtantowi@outlook.com>

---------

Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
2023-10-20 16:02:12 +02:00
riperiperi
76b53e018a
GPU: Add fallback when textureGatherOffsets is not supported (#5792)
* GPU: Add fallback when textureGatherOffsets is not supported.

This PR adds a fallback for GPUs or APIs that don't support an equivalent to the method `textureGatherOffsets`, where each of the 4 gathered texels has an individual offset. This is done by reusing the existing code to handle non-const offsets for texture instructions, though it has also been corrected as there were a few implementation issues.

MoltenVK reports support for this capability, and it didn't error when we initially released the MacOS build, but that has since changed. MVK still reports support, but spirv-cross has been fixed in a way that it _attempts_ to use this capability, but the metal compiler errors since it doesn't exist.

Some other fixes:
- textureGatherOffsets emulation has been changed significantly. It now uses 4 texture sample instructions (not gather), calculates a base texel (i=0 j=0) and adds the offsets onto it before converting into a tex coord. The final result is offset into a texel center, so it shouldn't be subject to interpolation, though this isn't perfect and could have some error with floating point formats with linear sampling. It is subject to texture wrap mode as it should be, which is why texelFetch was not used.
  - Maybe gather should be used here with component `w` (i=0, j=0), though this multiplies number of texels fetched by 4... The way it was doing this before _was_ wrong_, but doing it right would avoid issues with texel center precision.
- textureGatherOffset (singular) now performs textureGather with the offset applied to the coords, rather than the slower fallback where each texel is fetched individually.

* Increment shader cache version, remove unused arg

* Use base texture size for gather coord offset.

Implicit LOD for gather is not supported.

* Use 4 texture gathers for offsets emulation

Avoids issues with interpolation at cost of performance

(not sure how bad this is)

* Address Feedback
2023-10-20 15:05:09 +02:00
gdkchan
28dd7d80af
Enable copy between MS and non-MS textures with different height (#5801) 2023-10-18 04:47:22 +00:00
Ac_K
1e06b28b22
Horizon: Migrate usb and psc services (#5800)
* Horizon: Migrate Usb and Psc services

* Fix formatting

* Adresses feedback
2023-10-13 23:13:15 -03:00
sunshineinabox
e768a54f17
Replace ReaderWriterLock with ReaderWriterLockSlim (#5785)
* Replace ReaderWriterLock with ReaderWriterLockSlim

* Resolve Feedback + Correct typo

* Revert some unncessary logic
2023-10-12 18:11:15 +02:00
TSRBerry
4e2bb13080
Fix games freezing after initializing LDN 1021 times (#5787)
* Close handle for stateChangeEvent on Finalize

* Properly dispose NetworkClient before setting it to null
2023-10-09 13:47:47 +00:00
Ahmad Tantowi
ac4f2c1e70
Avalonia: Show aspect ratio popup options in status bar (#5780)
* Show aspect ratio selection popup in status bar

* Add aspect ratio tooltip

* Fix typo
2023-10-08 11:04:41 +02:00
sharmander
e40470bbe1
Fix return value of Get function when a result does not yet exist for the address. (#5768) 2023-10-07 17:42:10 +02:00
riperiperi
f460ecc182
GPU: Add HLE macros for popular NVN macros (#5761)
* GPU: Add HLE macros for popular NVN macros

* Remove non-vector equality check

The case where it's not hardware accelerated will do the check integer-wise anyways.

* Whitespace 😔

* Address Feedback
2023-10-06 19:55:07 -03:00
riperiperi
086564c3c8
HLE: Fix Mii crc generation and minor issues (#5766)
* HLE: Fix Mii crc generation

Validating CRCs for data and device involves calculating the crc of all data including the crc being checked, which should then be 0.

The crc should be _generated_ on all data _before_ the crc in the struct. It shouldn't include the crcs themselves.

This fixes all generated miis (eg. default) having invalid crcs. This does not affect mii maker, as that generates its own charinfo.

Does not fix MK8D crash.

* Fix other mii issues

* Fully define all fields for Nickname and Ver3StoreData

Fixes an issue where the nickname for a mii would only have the first character on some method calls.

* Add Array96 type
2023-10-06 19:23:39 -03:00
gdkchan
b6ac45d36d
Fix SPIR-V call out arguments regression (#5767)
* Fix SPIR-V call out arguments regression

* Shader cache version bump
2023-10-06 00:18:30 -03:00
Marco Carvalho
7835968214
Strings should not be concatenated using '+' in a loop (#5664)
* Strings should not be concatenated using '+' in a loop

* fix IDE0090

* undo GenerateLoadOrStore

* prefer string interpolation

* Update src/Ryujinx.Graphics.Shader/CodeGen/Glsl/Instructions/InstGen.cs

Co-authored-by: Mary <thog@protonmail.com>

---------

Co-authored-by: Mary <thog@protonmail.com>
2023-10-05 12:41:00 +02:00
gdkchan
0aceb534cb
Fix SPIR-V function calls (#5764)
* Fix SPIR-V function calls

* Shader cache version bump
2023-10-04 21:35:26 -03:00
gdkchan
a0af6e4d07
Use unique temporary variables for function call parameters on SPIR-V (#5757)
* Use unique temporary variables for function call parameters on SPIR-V

* Shader cache version bump
2023-10-04 19:46:11 -03:00
jcm
f61b7818c3
Avalonia: Add macOS check for Color Space Passthrough (#5754)
* add macOS check for color passthrough

* use existing IsMacOS property

---------

Co-authored-by: jcm <butt@butts.com>
2023-10-04 19:15:37 +02:00
gdkchan
a2a97e1b11
Implement textureSamples texture query shader instruction (#5750)
* Implement textureSamples texture query shader instruction

* Shader cache version bump
2023-10-03 22:43:11 +00:00
gdkchan
8b2625b0be
Decrement nvmap reference count on surface flinger prealloc (#5753) 2023-10-02 22:13:29 +00:00
gdkchan
651e24fed9
Signal friends completion event and stub CheckBlockedUserListAvailability (#5743) 2023-09-29 13:24:44 +02:00
gdkchan
41b104d0fb
Fix audio renderer compressor effect (#5742)
* Delete DecibelToLinearExtended and fix Log10 function

* Fix CopyBuffer and ClearBuffer

* Change effect states from class to struct + formatting

* Formatting

* Make UpdateLowPassFilter readonly

* More compressor fixes
2023-09-29 10:48:49 +00:00
gdkchan
01c2b8097c
Implement NGC service (#5681)
* Implement NGC service

* Use raw byte arrays instead of string for _wordSeparators

* Silence IDE0230 for _wordSeparators

* Try to silence warning about _rangeValuesCount not being read on SparseSet

* Make AcType enum private

* Add abstract methods and one TODO that I forgot

* PR feedback

* More PR feedback

* More PR feedback
2023-09-27 19:21:26 +02:00
riperiperi
e63157cc33
GPU: Don't create tracking handles for buffer textures (#5727)
* GPU: Don't create tracking handles for buffer textures

Buffer texture memory is handled by the buffer cache - the texture shouldn't create any tracking handles as they aren't used. This change simply makes them create and iterate 0 tracking handles, while keeping the rest of the texture group around.

This prevents a possible issue where many buffer textures are created as views of overlapping buffer ranges, and virtual regions have many dependant textures that don't actually contribute anything to handle state.

Should improve performance in Mortal Kombat 1, possibly certain UE4 games when FIFO raises to 100%.

* Fix interval tree bug

* Don't check view compatibility for buffer textures
2023-09-26 12:37:10 -03:00
Ac_K
7f2fb049f5
Ava: Fix regressions by rewriting CheckLaunchState (#5728) 2023-09-26 07:17:55 +02:00
gdkchan
4744bde0e5
Reduce the amount of descriptor pool allocations on Vulkan (#5673)
* Reduce the amount of descriptor pool allocations on Vulkan

* Formatting

* Slice can be simplified

* Make GetDescriptorPoolSizes static

* Adjust CanFit calculation so that TryAllocateDescriptorSets never fails

* Remove unused field
2023-09-26 02:00:02 +02:00
gdkchan
4a835bb2b9
Make Vulkan memory allocator actually thread safe (#5575)
* Make Vulkan memory allocator actually thread safe

* Make free thread safe too

* PR feedback
2023-09-26 01:50:06 +02:00
gdkchan
ddc9ae2a83
Add VTimer as alternative interrupt method on Apple Hypervisor (#5663)
* Add VTimer as alternative interrupt method on Apple Hypervisor

* Fix naming violations on TimeApi

* Fix timer interval (was 16us rather than 16ms)

* Fix delta ticks calculation

* Missing ThrowOnError call

* Add SupportedOSPlatform attribute on AppleHv classes
2023-09-26 01:18:32 +02:00
Isaac Marovitz
d6d3cdd573
Ava UI: Refactor async usage (#5516)
* Remove `async void`

* Async LoadApplications

* Formatting and such

* Remove async from InstallUpdate

* Update src/Ryujinx.Ava/UI/Controls/ApplicationContextMenu.axaml.cs

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>

* Cleanup LoadApplications()

* Cleanup

* Formatting

* Revert some stuff

* Cleanup

* Update src/Ryujinx.Ava/UI/ViewModels/MainWindowViewModel.cs

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

* Ack suggestions

* Whitespace

* Fix Peri suggestion

* Add missing trailing commas

* Remove redundant method override

* Remove Dispatcher.UIThread.InvokeAsync/Post where possible

---------

Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
Co-authored-by: Ac_K <Acoustik666@gmail.com>
2023-09-26 00:04:58 +02:00
TSRBerry
53bd4c9f60
Add ldn:u implementation, INetworkClient interface and DisabledLdnClient (#5652)
* Impl first attempt to LDN

* Make this work.

- Endianness swap on all IPs.
- Use local network IP for connections, rather than 127.0.0.1. This is to be changed when tunnelling or whatever.
- Mac addresses are now randomly assigned on the server. (fixes joining lobbies)
- Fixed the "connected" handler for stations to actually find a
- Added info retrieval when connected to a station.
- Users that disconnect are now removed from rooms they were in. (still need to broadcast tho)
- The communication service does a bit better with being closed now.
- Some locking around the game instance dictionary.

* We may just be "initialized". Ignore this for now.

* Lots of WIP

* Add Disconnect packet

* Improve signalling of internal events.

* Fix scan.

* Fix some more stupid things.

* Enable NoDelay on all sockets.

* Add station accept policy, disconnect function.

* Limit max number of games.

* Split out networking stuff from HLE, so it can be swapped.

* Update logging calls.

* Missed a spot.

* Call SignalDisconnect instead of SetState

* Add comment to GetNetworkInfo

* Update configuration + UI

Now has its own tab, more options.

* Refactoring IUserLocalCommunicationService

( Expected new issues :'( )

* some cleanup

* More fix

* Correctly handle errors when connecting.

* Disable *Private call and clean symbols

* Structs cleanup

* Big cleanup

* Fix InvalidHandle (in MK8D and other games)

* Add Reject and Private Network support (v1)

RyuLdn Version bumped to 1.

* Add Initialize Packet

Allows users to keep Mac Addresses assigned by the server.

* Add SetWirelessControllerRestriction and some cleanup

* LDN-2 Initial Rebase

Make this work.

- Endianness swap on all IPs.
- Use local network IP for connections, rather than 127.0.0.1. This is to be changed when tunnelling or whatever.
- Fixed the "connected" handler for stations to actually find a
- The communication service does a bit better with being closed now.
- Some locking around the game instance dictionary.

We may just be "initialized". Ignore this for now.

Lots of WIP

Implement scan filter.

Improve signalling of internal events.

Fix scan.

Fix 0 width data, scan reply end delay removed.

Fix some more stupid things.

Enable NoDelay on all sockets.

Add station accept policy, disconnect function.

Limit max number of games.

Split out networking stuff from HLE, so it can be swapped.

Update logging calls.

Missed a spot.

SetAdvertiseData when open, don't return games that have accept policy 1

Update configuration + UI

Now has its own tab, more options.

Don't Keepalive, it causes problems.

Refactoring IUserLocalCommunicationService

( Expected new issues :'( )

some cleanup

More fix

Correctly handle errors when connecting.

Disable *Private call and clean symbols

Structs cleanup

Big cleanup

Fix InvalidHandle (in MK8D and other games)

Add Reject and Private Network support (v1)

Disable TcpNoDelay option on linux.

Add SetWirelessControllerRestriction and some cleanup

Misc cleanup, implement broadcast flag.

* Misc Changes

* Fix GetNetworkInfo

* Fix some small issues

* Implement GetNetworkInfoLatestUpdate

* Hotfix when LocalCommunicationId = 0xFFFFFFFFFFFFFFFF

* Fix ARMS Scan (and other games using wrong LocalCommunicationId

* Fix latest update when host leaves

* Revert "Fix ARMS Scan (and other games using wrong LocalCommunicationId"

This reverts commit 519c283d3993e2fdfafb8ac6b4e0a98231f6fb75.

* Fix the localCommunicationId = -1

* Don't set Connect flag for nodes already in the room before joining.

* Make IUserLocalCommunicationService disposable

* Don't dispose if there's no client.

* LDN-2-2 Rebase

Make this work.

- Endianness swap on all IPs.
- Use local network IP for connections, rather than 127.0.0.1. This is to be changed when tunnelling or whatever.
- Fixed the "connected" handler for stations to actually find a
- The communication service does a bit better with being closed now.
- Some locking around the game instance dictionary.

We may just be "initialized". Ignore this for now.

Put sockets behind an interface, so that they can be swapped for something proxyable

Lots of WIP

Implement scan filter.

Improve signalling of internal events.

Fix scan.

Fix 0 width data, scan reply end delay removed.

Fix some more stupid things.

Enable NoDelay on all sockets.

Add station accept policy, disconnect function.

Limit max number of games.

Split out networking stuff from HLE, so it can be swapped.

Update logging calls.

Missed a spot.

SetAdvertiseData when open, don't return games that have accept policy 1

Update configuration + UI

Now has its own tab, more options.

Don't Keepalive, it causes problems.

Refactoring IUserLocalCommunicationService

( Expected new issues :'( )

some cleanup

More fix

Correctly handle errors when connecting.

Disable *Private call and clean symbols

Structs cleanup

Big cleanup

Fix InvalidHandle (in MK8D and other games)

Add Reject and Private Network support (v1)

Disable TcpNoDelay option on linux.

Add SetWirelessControllerRestriction and some cleanup

Misc cleanup, implement broadcast flag.

Misc Changes

Fix GetNetworkInfo

Fix some small issues

Disable LAN by default til the config is added.

Fix Splatoon 2

- Stub nfp IUser::StartDetection / IUser::StopDetection.
- Stub ntc IEnsureNetworkClockAvailabilityService and needed calls.

Cleanup previous fixes

Stub IAudioInManager/IAudioIn for Splatoon 2 LAN

Add LAN settings to multiplayer tab

LAN Play > LAN Mode

Implement GetNetworkInfoLatestUpdate

Hotfix when LocalCommunicationId = 0xFFFFFFFFFFFFFFFF

Fix ARMS Scan (and other games using wrong LocalCommunicationId

Fix latest update when host leaves

Revert "Fix ARMS Scan (and other games using wrong LocalCommunicationId"

This reverts commit 519c283d3993e2fdfafb8ac6b4e0a98231f6fb75.

Fix the localCommunicationId = -1

Don't set Connect flag for nodes already in the room before joining.

Make IUserLocalCommunicationService disposable

Fix crash when using LAN mode on linux.

Actually use that call

Don't dispose if there's no client.

Fix the settings window crash

Fix configurationFileUpdated

* Make LDN compatible with Ryujinx/Ryujinx#3805

* Ava: Add Ldn options to SettingsNetworkTab

* Ava: Add update events for multiplayer options

* Apply formatting

* Remove LdnHelper

* ldn: Fix hardcoded /24 subnet mask

* Fix naming rule violations

* Add missing summary doc tag

* Remove NetCoreServer dependency

* Address code style issues and typos

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

* Call CloseStation/CloseAccessPoint to reduce code duplication

* Fix typo

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

* Fix missing trailing commas

* Extract AddressList from AddressEntry

* Use AcceptPolicy as a type for LdnNetworkInfo.StationAcceptPolicy

* Add Flags attribute to ScanFilterFlag

* Rename struct members for LdnNetworkInfo

* Remove extra line

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

* Extract NetworkErrorMessage from NetworkError

* Fix missing trailing commas

---------

Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2023-09-25 23:50:43 +02:00
Theun de Bruijn
eca8808649
Headless: Add support for Scaling Filters, Anti-aliasing and Exclusive Fullscreen (#5412)
* Headless: Added support for fullscreen option

* Headless: cleanup of fullscreen support

* Headless: fullscreen support : implemented proposed changes

* Headless: fullscreen support: cleanup

* Headless: exclusive fullscreen support: wip

* Headless: exclusive fullscreen support: add. windows scale interop

* Headless: exclusive fullscreen support: cleanup

* Headless: exclusive fullscreen support: cleanup

* Headless: fullscreen support: fix for OpenGL scaling

* Headless: fullscreen support: cleanup

* Headless: fullscreen support: cleanup

* Headless: fullscreen support: add. Vulkan fix

* Headless: fullscreen support: add. macOS fullscreen fix

* Headless: fullscreen support: cleanup

* Headless: fullscreen support: cleanup

* Headless: fullscreen support: cleanup

* Headless: exclusive fullscreen support: add. display selection logic

* Headless: exclusive fullscreen support: add. anti-aliasing + scaling-filter logic

* Headless: exclusive fullscreen support: upd. options to be case-insensitive

* Headless: exclusive fullscreen support: force default values for scaling + anti-aliasing options

* Headless: upd. OpenGL --fullscreen window size logic

* Headless: upd. fullscreen logic

* Headless: cleanup

* Headless: refac. DisplayId option naming

* Headless: refac. scaling + anti-aliasing option handling

* Headless: refac. namespace handling

* Headless: upd. imports ordering

* Apply suggestions from code review

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>

---------

Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
2023-09-25 23:40:16 +02:00
riperiperi
f6c3f1cdfd
GPU: Discard data when getting texture before full clear (#5719)
* GPU: Discard data when getting texture before full clear

* Fix rules and order of clear checks

* Fix formatting
2023-09-25 23:07:03 +02:00
Isaac Marovitz
d9f9bbfaa6
Vulkan: Fix barriers on macOS (#5700)
* Use old method on macOS

* gdk suggestions

* Update src/Ryujinx.Graphics.Vulkan/TextureStorage.cs

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

* Update src/Ryujinx.Graphics.Vulkan/TextureStorage.cs

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

---------

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2023-09-23 19:32:36 -03:00
Ac_K
fb55f57da7
Horizon: Migrate wlan and stubs latest services (#5708)
* Horizon: Migrate wlan and stubs latest services

This PR migrate empty wlan services, values are found by RE.
Latest firmwares added some other services which are now stubbed and up-to-date.

* Fix imports ordering
2023-09-20 22:55:27 +02:00
gdkchan
44862dce3e
Stub unsupported BSD socket options (#5670)
* Stub unsupported BSD socket options

* Span.Clear
2023-09-19 19:35:56 +02:00
Emmanuel Hansen
e601419bd4
make cheat list binding public (#5697) 2023-09-19 16:51:56 +00:00
Emmanuel Hansen
d6bc0de785
use compiled bidning for localizations (#5684) 2023-09-18 22:20:59 +02:00
Emmanuel Hansen
9f26fd3600
remove some usages of reflection binding (#5686) 2023-09-18 22:09:22 +02:00
gdkchan
88df636c87
Replace ShaderOutputLayer with equivalent ShaderViewportIndexLayerEXT capability (#5683) 2023-09-16 18:49:13 +02:00
gdkchan
7ccff037e8
Fix some Vulkan validation errors (mostly related to barriers) (#5603)
* Replace image barriers inside render pass with more generic memory barrier

* Remove forceStorage since it was creating images with storage bit for formats that are not StorageImage compatible

* Add missing flags on subpass dependency

* Don't call vkCmdSetScissor with a scissor count of 0

* One semaphore per swapchain image

* Remove compute stage from read to write barriers

* Try to improve Pipeline.Barrier nonsense

* Set PipelineStateFlags based on supported stages
2023-09-14 19:58:11 +02:00
gdkchan
a745913329
Fix gl_Layer to geometry shader change not writing gl_Layer (#5682)
* Fix gl_Layer to geometry shader change not writing gl_Layer

* Shader cache version bump
2023-09-14 14:53:53 -03:00
Ac_K
e6700b314f
lbl: Migrate service to Horizon (#5628)
* lbl: Migrate service to Horizon

* Fix formatting

* Addresses gdkchan's feedback

* Fix comments
2023-09-14 09:50:19 +02:00
gdkchan
e2cfe6fe44
Fix shader GlobalToStorage pass when base address comes from local or shared memory (#5668)
* Fix shader GlobalToStorage pass when base address comes from local or shared memory

* Shader cache version bump
2023-09-11 01:22:18 +00:00
Marco Carvalho
210f475484
Replacing 'Assembly.GetExecutingAssembly()' with 'Type.Assembly' (#5545) 2023-09-07 14:10:58 +02:00
gdkchan
ddb6493896
Delete ResourceAccess (#5626)
* Delete ResourceAccess

* Set write flag for vertex/geometry as compute output buffers
2023-09-05 22:59:21 +02:00
gdkchan
5ff6ea6d82
Fix ShaderTools GpuAcessor default values (#5646) 2023-09-05 01:16:09 +02:00
gdkchan
c2d9c6955d
Fix layer size for 3D textures with NPOT depth (#5640) 2023-09-04 20:14:08 -03:00
riperiperi
93cd327873
Vulkan: Device Local and higher invocation count for buffer conversions (#5623)
Just some simple changes to the buffer conversion shaders. (stride conversion, D32S8 to D24S8)

The first change is using a device local buffer for converted vertex buffers, since they're only read/written on the GPU. These paths don't trigger on NVIDIA, but if you force them to use it demonstrates the full extent writing to host owned memory from compute absolutely destroys them. AMD GPUs are less heavily affected by this issue, but since the game in question was writing 230MB from compute, I imagine it should have some effect.

The second change is allowing the buffer conversion shaders to scale their work group count. While dividing the work between 32 invocations works OK for M1 macs, it's not so great for anything with more cores like AMD GPUs, which should be able to do a lot more parallel copies. Now, it scales by roughly 100 elements per invocation.

Some stride change cases could be improved further by either limiting vertex buffer size somehow (reading the index buffer could help, but is always risky) or only updating regions that changed, rather than invalidating the whole thing.
2023-09-02 17:58:15 -03:00
Isaac Marovitz
12cbacffca
Fix numeric SWKB validation (#5627)
* Fix numeric swkbd validation

* GTK
2023-09-01 20:08:42 +02:00
Ac_K
437c78e198
opus: Implement GetWorkBufferSizeExEx and GetWorkBufferSizeForMultiStreamExEx (#5624)
* opus: Implement GetWorkBufferSizeExEx and GetWorkBufferSizeForMultiStreamExEx

* Fix comments
2023-08-30 22:04:25 +02:00
gdkchan
f09bba82b9
Geometry shader emulation for macOS (#5551)
* Implement vertex and geometry shader conversion to compute

* Call InitializeReservedCounts for compute too

* PR feedback

* Set clip distance mask for geometry and tessellation shaders too

* Transform feedback emulation only for vertex
2023-08-29 21:10:34 -03:00
MutantAura
93d78f9ac4
Add SmallChange properties to the rest of the sliders (fixes keyboard input). (#5621) 2023-08-29 10:56:43 +02:00
riperiperi
cd7b52f995
Vulkan: Fix MoltenVK flickering (#5612)
#5576 changed where the position was declared, but forgot to add the Invariant declaration to position when the ReducedPrecision flag was enabled. This was causing weird graphical bugs in a bunch of games, mostly to do with mismatching depth between multiple draws of the same geometry.

Maybe the attempt to add it to Position in DeclareInputOrOutput can be removed now, assuming that path is never used.
2023-08-23 16:40:25 -03:00
gdkchan
7f96dbc024
Fix invalid audio renderer buffer size when end offset < start offset (#5588)
* Fix invalid audio renderer buffer size when end offset < start offset

* Fix possible overflow on IsSampleOffsetInRangeForPcm
2023-08-20 08:56:30 +02:00
gdkchan
3e5c211394
Fix debug assert on services without pointer buffer (#5599) 2023-08-19 18:16:59 +00:00
gdkchan
153b8bfc7c
Implement support for masked stencil clears on Vulkan (#5589)
* Implement support for masked stencil clears on Vulkan

* PR feedback
2023-08-18 05:25:54 +00:00
Ac_K
b0b7843d5c
mm: Migrate service in Horizon project (#5580)
* mm: Migrate service in Horizon project

This PR migrate the `mm:u` service to the Horizon project, things were checked by some RE aswell, that's why some vars are renamed, the logic should be the same as before.

Tests are welcome.

* Lock _sessionList instead

* Fix comment

* Fix Session fields order
2023-08-17 09:59:05 -03:00
gdkchan
6ed613a6e6
Fix vote and shuffle shader instructions on AMD GPUs (#5540)
* Move shuffle handling out of the backend to a transform pass

* Handle subgroup sizes higher than 32

* Stop using the subgroup size control extension

* Make GenerateShuffleFunction static

* Shader cache version bump
2023-08-16 21:31:07 -03:00
Marco Carvalho
64079c034c
Prefer jagged arrays over multidimensional (#5562)
* fix CA1814

* Update .editorconfig

removing .editorconfig rule
2023-08-16 23:24:44 +02:00
gdkchan
17354d59d1
Declare and use gl_PerVertex block for VTG per-vertex built-ins (#5576)
* Declare and use gl_PerVertex block for VTG per-vertex built-ins

* Shader cache version bump
2023-08-16 23:16:25 +02:00
riperiperi
0c445184c1
Vulkan: Periodically free regions of the staging buffer (#5572)
* Vulkan: Periodically free regions of the staging buffer

There was an edge case where a game could submit tens of thousands of small copies over the course of over half a minute to unique fences. This could result in a large stutter when the staging buffer became full and it tried to check and free thousands of completed fences.

This became visible with some games and mirrors on Windows, as they don't submit any buffer data via the staging buffer, but may submit copies of the support buffer.

This change makes the Vulkan backend check for staging buffer completion on each command buffer submit, so it can't get backed up with 1000s of copies to check.

* Add comment
2023-08-16 23:06:46 +02:00
riperiperi
511b558ddc
GPU: Add Z16RUnormGUintBUintAUint Format (#5578)
This format seems to be an alias for Z16Unorm used by OpenGL games.
2023-08-16 23:02:53 +02:00
Ac_K
abaa35ad3a
UI: New Crowdin updates (#4758)
* New translations en_US.json (French) 100%
* New translations en_US.json (Spanish) 100%
* New translations en_US.json (German) 100%
* New translations en_US.json (Greek) 94%
* New translations en_US.json (Hebrew) 98%
* New translations en_US.json (Italian) 100%
* New translations en_US.json (Japanese) 100%
* New translations en_US.json (Korean) 100%
* New translations en_US.json (Polish) 98%
* New translations en_US.json (Russian) 100%
* New translations en_US.json (Turkish) 100%
* New translations en_US.json (Ukrainian) 88%
* New translations en_US.json (Chinese Simplified) 100%
* New translations en_US.json (Chinese Traditional) 100%
* New translations en_US.json (Portuguese, Brazilian) 94%
2023-08-16 22:37:24 +02:00
gdkchan
effd546331
Implement scaled vertex format emulation (#5564)
* Implement scaled vertex format emulation

* Auto-format (whitespace)

* Delete ToVec4Type
2023-08-16 08:30:33 -03:00
riperiperi
492a046335
Vulkan: Buffer Mirrors for MacOS performance (#4899)
* Initial implementation of buffer mirrors

Generally slower right now, goal is to reduce render passes in games that do inline updates

Fix support buffer mirrors

Reintroduce vertex buffer mirror

Add storage buffer support

Optimisation part 1

More optimisation

Avoid useless data copies.

Remove unused cbIndex stuff

Properly set write flag for storage buffers.

Fix minor issues

Not sure why this was here.

Fix BufferRangeList

Fix some big issues

Align storage buffers rather than getting full buffer as a range

Improves mirrorability of read-only storage buffers

Increase staging buffer size, as it now contains mirrors

Fix some issues with buffers not updating

Fix buffer SetDataUnchecked offset for one of the paths when using mirrors

Fix buffer mirrors interaction with buffer textures

Fix mirror rebinding

Move GetBuffer calls on indirect draws before BeginRenderPass to avoid draws without render pass

Fix mirrors rebase

Fix rebase 2023

* Fix crash when using stale vertex buffer

Similar to `Get` with a size that's too large, just treat it as a clamp.

* Explicitly set support buffer as mirrorable

* Address feedback

* Remove unused fragment of MVK workaround

* Replace logging for staging buffer OOM

* Address format issues

* Address more format issues

* Mini cleanup

* Address more things

* Rename BufferRangeList

* Support bounding range for ClearMirrors and UploadPendingData

* Add maximum size for vertex buffer mirrors

* Enable index buffer mirrors

Enabled on all platforms for the IbStreamer.

* Feedback

* Remove mystery BufferCache change

Probably macos related?

* Fix mirrors not creating when staging buffer is empty.

* Change log level to debug
2023-08-14 14:18:47 -03:00
gdkchan
550fd4a733
Simplify resolution scale updates (#5541) 2023-08-14 13:57:39 -03:00
riperiperi
33f544fd92
GPU: Track basic buffer copies that modify texture memory (#5554)
This branch changes the buffer copy fast path to notify memory tracking for all resources that aren't buffers. This fixes cases where games would copy buffer data directly into texture memory, which before would only work if the texture did not already exist. I imagine this happens when the guest driver is moving data between allocations or uploading it.

Since this only affects the fast path, cases where the source data has been modified from GPU (fast path copy destination doesn't count) will still fail to notify the texture, though I don't imagine games will do this. This should be resolved in future.

This should fix some texture issues with guest OpenGL games on switch, such as Dragon Quest Builders.

This may also be useful in future for games that move shader data around memory, if we end up using memory tracking for those.
2023-08-14 08:41:11 +02:00
gdkchan
b423197619
Delete ShaderConfig and organize shader resources/definitions better (#5509)
* Move some properties out of ShaderConfig

* Stop using ShaderConfig on backends

* Replace ShaderConfig usages on Translator and passes

* Move remaining properties out of ShaderConfig and delete ShaderConfig

* Remove ResourceManager property from TranslatorContext

* Move Rewriter passes to separate transform pass files

* Fix TransformPasses.RunPass on cases where a node is removed

* Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage

* Reduce excessive parameter passing a bit by using structs more

* Remove binding parameter from ShaderProperties methods since it is redundant

* Replace decoder instruction checks with switch statement

* Put GLSL on the same plan as SPIR-V for input/output declaration

* Stop mutating TranslatorContext state when Translate is called

* Pass most of the graphics state using a struct instead of individual query methods

* Auto-format

* Auto-format

* Add backend logging interface

* Auto-format

* Remove unnecessary use of interpolated strings

* Remove more modifications of AttributeUsage after decode

* PR feedback

* gl_Layer is not supported on compute
2023-08-13 22:26:42 -03:00
Marco Carvalho
8edfb2bc7b
"static readonly" constants should be "const" instead (#5560)
* "static readonly" constants should be "const" instead

* change fields to PascalCase
2023-08-13 19:07:57 -03:00
MutantAura
ddefb4fff4
Remove animations on listbox items (#5563) 2023-08-13 22:40:40 +02:00
MutantAura
2efd74b9cb
Ava UI: Make some settings methods async (#5332)
* Ava: Asynchronously load Vulkan device settings items.

* Sound checks, timezones and network interface async

* Refresh UI items once awaited tasks complete

* Remove unused dep

* Timezone UI update

* Use UIThread dispatcher for thread-unsafe collections + simplify GPU collection.

* Remove empty lines

* Remove unused string

* Dispatch property changes

* format changes

* format 2

* Use Tasks instead of async void

* Make NetworkInterfaceIndex access thread safe.
2023-08-12 22:43:03 +02:00