Commit Graph

2779 Commits

Author SHA1 Message Date
95bad6995c GPU: Fix shader cache assuming past shader data was mapped (#4885)
This fixes a potential issue where a shader lookup could match the address of a previous _different_ shader, but that shader is now partially unmapped. This would just crash with an invalid region exception.

To compare a shader in the address cache with one in memory, we get the memory at the location with the previous shader's size. However, it's possible it has been unmapped and then remapped with a smaller size. In this case, we should just get back the mapped portion of the shader, which will then fail the comparison immediately and get to compile/lookup for the new one.

This might fix a random crash in TOTK that was reported by Piplup. I don't know if it does, because I don't have the game yet.
1.1.780
2023-05-11 18:41:34 +02:00
3d42995822 Attempt to fix release.yml after merge 1.1.779 2023-05-11 17:42:33 +02:00
9095941fd1 Update release workflow & Add jobs for macOS (#4837)
* Add build config and extra args to create_macos_build.sh

* Use matrix strategy for releases

* Add macOS jobs

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

* Fix wrong version argument

* Fix check for the correct amount of args

* Install latest rcodesign release

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

* Set executable bits for PR builds on linux

---------

Co-authored-by: Mary <thog@protonmail.com>
2023-05-11 17:36:53 +02:00
ba71141bdc Ensure background translation threads exited before disposing JIT (#4874) 1.1.777 2023-05-10 21:46:38 -03:00
0a0675a7f6 Fix missing domain service object dispose (#4879) 1.1.776 2023-05-11 00:29:17 +00:00
a7c6e6a8cf fix(mvk): resumeLostDevice (#4800)
Command buffer errors currently trigger an exception "DeviceLost" crashing the process.

Looking at [MKV's code](53a4eb26f2/MoltenVK/MoltenVK/GPUObjects/MVKQueue.mm (L392-L408)) we observe that:
- It hard fails if error is:
  ```
   MTLCommandBufferErrorBlacklisted || MTLCommandBufferErrorNotPermitted || MTLCommandBufferErrorDeviceRemoved
   ```
- Otherwise fails conditionally if `config.resumeLostDevice == false` (current default)

For Ryujinx's use-case it's more graceful to resume on those errors rather than crashing the app, the error isn't totally silenced since `mvk` still logs it

Fixes #4704, #4575
1.1.775
2023-05-10 03:31:52 +02:00
0bc8151c7e IPC - Refactor Bcat service to use new ipc - Revisit (#4803)
* bcat ipc

* fix hipc buffer flags

* add buffer fixed size flag on generator
1.1.774
2023-05-09 21:46:23 +00:00
40c17673f5 Replace DelegateHelper with pre-generated delegates (#4867) 1.1.773 2023-05-09 09:02:39 +00:00
a8950d6ac4 vulkan: Pass Vk instance to VulkanRenderer (#4859)
This will allow possible multiple driver selection without any need of
LD preload. (useful when testing custom version of mesa for example)
1.1.772
2023-05-08 13:05:37 +02:00
162798b026 vulkan: Avoid hardcoding features in CreateDevice (#4858)
Those shouldn't have been hardcoded.
1.1.771
2023-05-08 10:48:16 +00:00
1b28ecd63e Vulkan: Simplify MultiFenceHolder and managing them (#4845)
* Vulkan: Simplify waitable add/remove

Removal of unnecessary hashset and dictionary

* Thread safety for GetBufferData in PersistentFlushBuffer

* Fix WaitForFencesImpl thread safety

* Proper methods for risky reference increments

* Wrong type of CB.

* Address feedback
1.1.770
2023-05-08 12:45:12 +02:00
895d9b53bc Vulkan: Batch vertex buffer updates (#4843)
* Vulkan: Batch vertex buffer updates

Some games can bind a large number of vertex buffers for draws. This PR allows for vertex buffers to be updated with one call rather than one per buffer.

This mostly affects the AMD Mesa driver, the testing platform was Steam Deck with Super Mario Odyssey. It was taking about 12% before, should be greatly reduced now.

A small optimization has been added to avoid looking up the same buffer multiple times, as a common pattern is for the same buffer to be bound many times in a row with different ranges.

* Only rebind vertex buffers if they have changed

* Address feedback
1.1.769
2023-05-08 10:59:26 +02:00
0e06aace45 misc: Avoid copy of ApplicationControlProperty (#4849)
Avoid more giant copy when passing it around.
1.1.768
2023-05-08 01:50:07 +02:00
adf4ebcd60 Ava: Fix SystemTimeOffset calculation (#4848)
* Ava: Fix SystemTimeOffset calculation

During testing of #4822, Mary pointed out the way we calculate time offset is wrong in our Avalonia UI. This PR fixed that.
The axaml file is autoformatted too.

* DateTime.Now in local var
1.1.767
2023-05-08 00:31:08 +02:00
470a8031a4 time: Update for 15.0.0 changes and fixes long standing issues (#4822)
* time: Update for 15.0.0 changes

Last time we did an upgrade on the time service was during 9.x era, it was about time to take back that reverse again!

15.0.0 added a new structure on the shared memory to get steady clock raw timepoints with a granularity in nanoseconds.

This commit implements this new part.

I plan to write a follow up with a bit of refactoring of this ancient part of the emulator.

As always, reverse and work done by your truly.

PS: As a reminder, if this change is reused anywhere else, work should be credited as Ryujinx and not my person.

* time: Do not set setup value to posix time

This should fix local and network clock returning 0 under usage with
shared memory.

This probably fix #2430.

* Address gdkchan's comment

* Fix internal offset not working since changes and ensure that user clock have a valid clock id

* time: Report auto correcting clock and hardcode steady clock unique id

Fix Pokemon Sword Pokejobs for real.

* Address gdkchan's comment
1.1.766
2023-05-08 00:15:58 +02:00
5440d4ad5c misc: Switch ProcessResult to a class (#4846)
This avoid giant copies being performed when being returned or passed.
1.1.765
2023-05-07 20:50:45 +00:00
dde208b480 UI: Expose games build ID for cheat management (#4340)
* Ava UI: Expose games build ID for cheat management

* Fix bad merge

* Change integrity check level to error on invalid

* Add support for GDK

* Remove whitespace

* Add BID identifier

* PR Comments fix

* Restore title id in cheats GTK window

* use halign center instead of margin_left

* Merge

* fix after merge

* PR comments fix - design AVA

* PR fix - Move GetApplicationBuildId to ApplicationData class

* PR comment fix - Add empty line before method

* Align with PR #4755

* PR comments fix

* Change BuildId label to support translation

* Comments fix

* Remove unused BuildIdLabel property
1.1.764
2023-05-07 14:36:44 +00:00
4c3d2d5d75 UI: Add progress bar for re-packaging shaders (#4805)
* feat: introduce new shader loading state for progress tracking when writing shaders to disk

* fix: move translation to bottom of locale file

* fix: change back to foreach and add requested spacing between lines

* style: fix formatting

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

---------

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
1.1.763
2023-05-06 15:35:46 +02:00
fab11ba3f1 AM: Stub some service calls (#4825)
* AM: Stub some service call

Some IPC I have stubbed during private testing and I don't want to deal with them anymore. Nothing more.

* ICommonStateGetter disposable
1.1.762
2023-05-06 03:33:50 +02:00
332891b5ff Use correct offset for storage constant buffer elimination (#4821) 1.1.761 2023-05-05 23:59:36 +02:00
7df4fcada7 GPU: Remove CPU region handle containers (#4817)
* GPU: Remove CPU region handle containers.

Another one for the "I don't know why I didn't do this earlier" pile.

This removes the "Cpu" prefixed region handle classes, which each mirror a region handle type from Ryujinx.Memory.

Originally, not all projects had a reference to Ryujinx.Memory, so these classes were introduced to bridge the gap. Someone else crossed that bridge since, so these classes don't have much of a purpose anymore.

This PR replaces all uses of CpuRegionHandle etc to their direct Ryujinx.Memory versions.

RegionHandle methods (specifically QueryModified) are about the hottest path there is in the entire emulator, so there is a nice boost from doing this.

* Add docs
1.1.760
2023-05-05 23:40:46 +02:00
d6698680be UI: Fix sections extraction (#4820)
* UI: Fix sections extraction

There is currently an issue when the update NCA doesn't contains the section we want to extract, this is fixed by adding a check.
I have fixed the inverted handler of ExeFs/Logo introduced in #4755.

Fixes #4521

* Addresses feedback
1.1.759
2023-05-05 21:24:35 +00:00
e5c9838b0b Correct tooltips for add,remove,removeall buttons (#4819) 1.1.758 2023-05-05 22:38:57 +02:00
f8ec878796 Fix typo in TextureBindingsManager.cs (#4798)
accomodate -> accommodate
1.1.757
2023-05-05 22:17:36 +02:00
9ff21f9ab6 Use ToLowerInvariant when detecting GPU vendor. (#4815) 1.1.756 2023-05-05 16:35:59 +00:00
aa021085cf Allow any shader SSBO constant buffer slot and offset (#2237)
* Allow any shader SSBO constant buffer slot and offset

* Fix slot value passed to SetUsedStorageBuffer on fallback case

* Shader cache version

* Ensure that the storage buffer source constant buffer offset is word aligned

* Fix FirstBinding on GetUniformBufferDescriptors
1.1.755
2023-05-05 14:20:20 +00:00
1f5d881860 GPU: Allow granular buffer updates from the constant buffer updater (#4749)
* GPU: Allow granular buffer updates from the constant buffer updater

Sometimes, constant buffer updates can't be avoided, either due to a cb0 access that cannot be eliminated, or the game updating a buffer between draws to the detriment of everyone.

To avoid uploading the full 4096 bytes each time, this PR remembers the offset and size containing all constant buffer updates since the last sync. It will then upload that range after sync.

* Allow clearing the dirty range

* Always use precise

Might want to not do this if distance between the existing range and new one is too high.

* Use old force dirty mechanism when distance between regions is too great

* Update src/Ryujinx.Graphics.Gpu/Memory/Buffer.cs

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

* Fix inheritance of _dirtyStart and _dirtyEnd

---------

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
1.1.754
2023-05-05 13:47:15 +00:00
1f664100bd ModLoader: Fix case sensitivy issues without breaking cheats (#4783)
* Fix case sensitivity for mod subdirectories

* Small refactoring of ModLoader

* Don't share instruction list between all cheats

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

---------

Co-authored-by: riperiperi <rhy3756547@hotmail.com>
1.1.753
2023-05-05 09:39:08 +02:00
1f5e1ffa80 fix: linux launcher breaks when there are spaces in the directory path (#4795)
* fix: linux launcher breaks when there are spaces in the directory path

* Add quotes around $0 as well

---------

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
1.1.752
2023-05-05 09:06:15 +02:00
264438ff19 Revert "bcat ipc (#4446)" (#4801)
This reverts commit 4250732353.
1.1.751
2023-05-04 18:16:51 +02:00
3b8ac1641a UI: Move ApplicationContextMenu in a separated class (#4755)
* UI: Move ApplicationContextMenu in a separated class

This PR remove duplicated code related to the context menu on the Application list/grid by create a control for the menu which include related handler.

I've renamed "GameList/GameGrid" by "Application" for consistencies. And I've removed all uneeded field from the project file too.

While I cleaned up things, I've found an issue about purging Ptc/Shader cache, both methods list files even if the user say "No", shader cache is purged even if the user say "No". It's fixed.

* Adresses feedbacks
1.1.750
2023-05-04 14:41:06 +00:00
4250732353 bcat ipc (#4446) 1.1.749 2023-05-04 16:26:10 +02:00
4d1579acbf Fix some invalid blits involving depth textures (#4723) 1.1.748 2023-05-03 21:20:12 -03:00
6279f5e430 Update SettingsWindow.cs (#4785)
fix saving if directory path directly pasted in to the text field instead of using FileChooser.
1.1.747
2023-05-03 16:04:40 +02:00
b7d2bff6aa Revert "ModLoader: Fix case sensitivy issues (#4720)" (#4781)
This reverts commit cc1a933a2f.
1.1.746
2023-05-03 11:20:05 +02:00
7c327fecb3 Vulkan: Record modifications after changing the framebuffer (#4775)
Our Vulkan backend inserts image barriers when a texture is sampled after it is rendered. This is done via a "modification flag" which is set when a render target is unbound (presuming that a texture has finished drawing to it).

Imagine the following scenario:
- Game sets render target to texture A
- Game renders to texture A
- (render pass ends)
- Game binds texture A to a sampler
- Game sets render target to texture B
- Renders to texture B using texture A (barrier required)

Because of the previous behaviour, the check to add a barrier for sampling a texture actually happens before it is registered as modified, meaning no barrier was added at all. This isn't always the case, but it was definitely causing issues in Xenoblade 2.

This doesn't fix any more complicated issues where a texture is repeatedly sampled while it is currently being rendered.

Fixes visual glitches at lower resolutions in Xenoblade 2. May fix other cases.
1.1.745
2023-05-03 10:42:21 +02:00
cc1a933a2f ModLoader: Fix case sensitivy issues (#4720)
* Fix case sensitivity for mod subdirectories

* Small refactoring of ModLoader
1.1.744
2023-05-03 02:07:16 +02:00
dd574146fb Add hide-cursor command line argument & always hide cursor option (#4613)
* Add hide-cursor command line argument

* gtk: Adjust SettingsWindow for hide cursor options

* ava: Adjust SettingsWindow for hide cursor options

* ava: Add override check for HideCursor arg

* Remove copy&paste sins

* ava: Leave a little more room between the options

* gtk: Fix hide cursor issues

* ava: Only hide cursor if it's within the embedded window
1.1.743
2023-05-02 03:29:47 +02:00
2c94ac455e GPU: Keep rendered textures without any pool references alive (#4662)
* GPU: Keep sampled textures without any pool references alive

Occasionally games are very wasteful and clear/write to a texture without ever sampling it. As rendered textures in NVN games seem to all have overlapping memory ranges, the texture will eventually get overwritten.

Normally, this would trigger a removal from the auto delete cache, but a pool entry would keep the texture alive. However, with these textures that are never used, they will get deleted immediately and recreated on the next frame.

This change makes it so the ShortTextureCache can keep textures that have naver had a pool reference alive for a few frames, so they're not constantly being created and deleted.

This improves performance in Zelda BOTW a little.

* Cleanup
1.1.742
2023-05-01 16:27:51 -03:00
e18d258fa0 GPU: Pre-emptively flush textures that are flushed often (to imported memory when available) (#4711)
* WIP texture pre-flush

Improve performance of TextureView GetData to buffer

Fix copy/sync ordering

Fix minor bug

Make this actually work

WIP host mapping stuff

* Fix usage flags

* message

* Cleanup 1

* Fix rebase

* Fix

* Improve pre-flush rules

* Fix pre-flush

* A lot of cleanup

* Use the host memory bits

* Select the correct memory type

* Cleanup TextureGroupHandle

* Missing comment

* Remove debugging logs

* Revert BufferHandle _value access modifier

* One interrupt action at a time.

* Support D32S8 to D24S8 conversion, safeguards

* Interrupt cannot happen in sync handle's lock

Waitable needs to be checked twice now, but this should stop it from deadlocking.

* Remove unused using

* Address some feedback

* Address feedback

* Address more feedback

* Address more feedback

* Improve sync rules

Should allow for faster sync in some cases.
1.1.741
2023-05-01 16:05:12 -03:00
36f10df775 GPU: Fix errors handling texture remapping (#4745)
* GPU: Fix errors handling texture remapping

- Fixes an error where a pool entry and memory mapping changing at the same time could cause a texture to rebind its data from the wrong GPU VA (data swaps)
- Fixes an error where the texture pool could act on a mapping change before the mapping has actually been changed ("Unmapped" event happens before change, we need to signal it changed _after_ it completes)

TODO: remove textures from partially mapped list... if they aren't.

* Add Remap actions for handling post-mapping behaviours

* Remove unused code.

* Address feedback

* Nit
1.1.740
2023-05-01 15:32:32 -03:00
680e548022 Uneven frame pacing with vsync (#4744)
fixes issue #3906
1.1.739
2023-04-29 21:54:41 +01:00
21c4176157 Allow window to remember its size, position and state (GTK + Avalonia) (#4657)
* Update ConfigurationState.cs

* Update ConfigurationFileFormat.cs

* Update MainWindow.cs

* Update ConfigurationFileFormat.cs

* Update ConfigurationState.cs

* Update MainWindow.cs

* Update MainWindow.cs

* Update Ryujinx.Ui.Common/Configuration/ConfigurationState.cs

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

* Update MainWindow.cs

* Update Ryujinx/Ui/MainWindow.cs

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

* Initial properties

* Viewmodel adjustments and additions

* abstract and monitor dimension changes

* Remove position from ViewModel and simplify methods

* Remove unused dep

* Update configuration and fix typo from AA

* review changes

* Review changes

* Screensize checks - Ava

* Review changes 2

* basic review changes

* Standardise GTK/Ava functions

* Actually call function

---------

Co-authored-by: HaizenTrist <123991082+HaizenTrist@users.noreply.github.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
1.1.738
2023-04-28 22:59:53 +02:00
3b4ff2d6d9 nuget: bump System.IdentityModel.Tokens.Jwt from 6.29.0 to 6.30.0 (#4736)
Bumps [System.IdentityModel.Tokens.Jwt](https://github.com/AzureAD/azure-activedirectory-identitymodel-extensions-for-dotnet) from 6.29.0 to 6.30.0.
- [Release notes](https://github.com/AzureAD/azure-activedirectory-identitymodel-extensions-for-dotnet/releases)
- [Changelog](https://github.com/AzureAD/azure-activedirectory-identitymodel-extensions-for-dotnet/blob/dev/CHANGELOG.md)
- [Commits](https://github.com/AzureAD/azure-activedirectory-identitymodel-extensions-for-dotnet/compare/6.29.0...6.30.0)

---
updated-dependencies:
- dependency-name: System.IdentityModel.Tokens.Jwt
  dependency-type: direct:production
  update-type: version-update:semver-minor
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
1.1.737
2023-04-28 11:54:19 +02:00
12504f280c Fix paths and typos for macOS scripts (#4738)
* Fix paths and typos for macOS scripts

* Update outdated comments about rcodesign

---------

Co-authored-by: Mary <thog@protonmail.com>
1.1.736
2023-04-28 08:14:44 +00:00
250fc51374 Adjust github workflows for new src directory 1.1.735 2023-04-27 23:51:14 +02:00
206e0882c2 Adjust Ryujinx.Tests.Memory namespace 2023-04-27 23:51:14 +02:00
609abc8b9b Rename Ryujinx.Memory.Tests to Ryujinx.Tests.Memory 2023-04-27 23:51:14 +02:00
cee7121058 Move solution and projects to src 2023-04-27 23:51:14 +02:00
cd124bda58 Fix geometry shader layer passthrough regression (#4735)
* Fix geometry shader layer passthrough regression

* Shader cache version bump
1.1.734
2023-04-27 11:09:49 -03:00