Commit Graph

1355 Commits

Author SHA1 Message Date
d3147bab5a Standardize to camel-case: option to check for updates on launch (#1698)
* Standardize to camel-case: option to check for updates on launch

Updates the "Check for updates on launch" to read instead "Check For Updates On Launch" to be consistent with camel-case options elsewhere in the UI. This time done with manual editing instead of with the Glade app.

* Updated to match general English rules on articles and conjunctions
2020-11-15 21:11:23 +01:00
58bc6897a5 Don't warn when debug feature is enabled in debug mode (#1707) 2020-11-15 20:56:44 +01:00
aa129fdbdf infra: Migrate to .NET 5 (#1694)
* infra: Migrate to .NET 5

This migrate projects and CI to .NET 5

* Remove language version restrictions (now on 9.0 by default)

* infra: pin .NET 5 to avoid later issues

* infra: Cleanup csproj files

* infra: update dependencies

* infra: Add temporary workaround for a bug in Vector128.Create

see https://github.com/dotnet/runtime/issues/44704 for more informations
2020-11-15 19:27:15 +01:00
8d0d299792 IPSwitch: Quick fix to patch sets toggling (#1668)
* IPSwitch: Quick fix to patch sets toggling

* fmt fix: newlines before continue and return
2020-11-13 02:35:49 +01:00
04e048efcf SettingsWindow: Add an Apply button (#1562)
* SettingsWindow: Add an Apply button

Adds an apply button that doesnt close the settings window when saving
the changes.

* fix the apply button staying turned on after clicking it
2020-11-13 01:50:28 +01:00
c652494219 Use "Screen Scissor" as size hint for render targets (#1703)
"Screen scissor" is the minimum size of all render targets, and is set when any render target is bound on NVN or OpenGL. Since it works on all active texture's real sizes, it is therefore more reliable than viewport 0's width, and is actually set before clear.

This fixes a regression with Hyrule Warriors: Age Of Calamity's cubemaps, which did not set viewport dimensions before clear. This resulted in attempting to create a cubemap with rectangular sides, which is logically and physically impossible. (also it just fails)
2020-11-13 10:40:26 +11:00
48f6570557 Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-13 00:15:34 +01:00
7166e82c3c Update performance mode when docked mode changes. (#1696) 2020-11-12 16:59:18 +11:00
3c60d4b0ea Do not report unmapped pages as dirty (#1672)
* Do not report unmapped pages as dirty

* Make tests pass again

* PR feedback
2020-11-10 22:07:52 -03:00
02872833b6 Size hints for copy regions and viewport dimensions to avoid data loss (#1686)
* Size hints for copy regions and viewport dimensions to avoid data loss

* Reword comment.

* Use info for the rule rather than calculating aligned size.

* Reorder min/max, remove spaces
2020-11-09 21:41:13 -03:00
c3d62bd078 Implement ATOM shader instruction (#1687)
* Implement ATOM shader instruction

* Fix reduction type decoding
2020-11-10 01:06:46 +01:00
934a78005e Simplify logic for bindless texture handling (#1667)
* Simplify logic for bindless texture handling

* Nits
2020-11-09 19:35:04 -03:00
eda6b78894 apm/am: Refactoring/Unstub services (#1662)
* apm: Refactoring/Unstub service

This PR implement some IPC calls of apm service:
- nn::apm::IManager is fully implemented.
- nn::apm::ISession is fully implemented (close #1633).
- nn::apm::ISystemManager is partially implemented.

nn::appletAE::ICommonStateGetter have some calls which are just a layer of apm IPC calls. What we did in some calls was wrong, it's fixed now!

Everything is checked with RE.

* abstract Apm *Server as Thog requested

* abstract ISession and fix other classes

* Address gdkchan feedback

* Fix class

* Fix Logging
2020-11-08 17:00:54 -03:00
8d168574eb Use explicit buffer and texture bindings on shaders (#1666)
* Use explicit buffer and texture bindings on shaders

* More XML docs and other nits
2020-11-08 12:10:00 +01:00
5561a3b95e Synchronize Rasterizer State before Clear (#1680) 2020-11-07 16:21:10 -03:00
500b48251c Only report that GPU commands are available when the queue is not empty. (#1656)
* Only report that commands are available when the queue is not empty.

* Address Feedback

Co-authored-by: FICTURE7 <FICTURE7@gmail.com>

Co-authored-by: FICTURE7 <FICTURE7@gmail.com>
2020-11-06 23:04:26 -03:00
61d83760f5 Update game compatibility list info in README.md (#1675)
* Update game compatibility list info in README.md

* clarity on playable games
2020-11-06 22:05:35 +01:00
b677e44300 Loaders: Log extra NSO informations (#1661)
NSO files can contains useful informations who aren't currently logged.
This PR fix that by logging Module name, Libraries and SDK Version when they are available.
2020-11-06 19:58:57 +01:00
61e67b64ea updater: Ignore first commandline argument when passing commandline to updated binary (#1674)
Fix a regression caused by #1643.
2020-11-06 19:46:22 +01:00
ce9105a130 Support single precision contants for double precision operations (#1673) 2020-11-06 18:54:13 +01:00
a16f201a6f Do not align sizes for buffer texture targets. (#1671)
This should fix a random crash in Hyrule Warriors, and potentially other games that use buffer textures.
2020-11-06 18:45:30 +01:00
24dbfc0fe6 Correct BPP of buffer to texture copies (#1670) 2020-11-06 18:37:05 +01:00
a89b81a812 Separate zeta from color formats (#1647) 2020-11-05 23:50:34 +01:00
64088f04e3 Fix LiveInterval.Split (#1660)
Before when splitting intervals, the end of the range would be included
in the split check, this can produce empty ranges in the child split.

This in turn can affect spilling decisions since the child split will
have a different start position and this empty range will get a register
and move to the active set for a brief moment.

For example:

  A = [153, 172[; [1899, 1916[; [1991, 2010[; [2397, 2414[; ...

  Split(A, 1916)

  A0 = [153, 172[; [1899, 1916[
  A1 = [1916, 1916[; [1991, 2010[; [2397, 2414[; ...
2020-11-04 23:09:45 -03:00
4c6feb652f Add seamless cubemap flag in sampler parameters. (#1658)
* Add seamless cubemap flag in sampler parameters.

* Check for the extension
2020-11-02 17:03:06 -03:00
e1da7df207 Support res scale on images, correctly blacklist for SUST, move logic out of backend. (#1657)
* Support res scale on images, correctly blacklist for SUST, move logic
out of backend.

* Fix Typo
2020-11-02 16:53:23 -03:00
11a7c99764 Support 3D BC4 and BC5 compressed textures (#1655)
* Support 3D BC4 and BC5 compressed textures

* PR feedback

* Fix some typos
2020-11-01 15:32:53 -03:00
6222f173f0 Fix compressed to non-compressed texture copy size (#1649) 2020-11-01 15:26:24 -03:00
876fa656f6 Remove unused texture and sampler pool invalidation code (#1648) 2020-11-01 15:17:29 -03:00
b5a760bde9 Preserve command line arguments when updater restarts Ryujinx (#1643)
Command line arguements are not preserved by the updater, and this causes an issue when the updater restarts Ryujinx in portable mode as it will create/use/modify its default directory instead.

This simple pull addresses the first part of #1594 

As far as the second part of the issue, where the updater perhaps overzealously deletes everything but log files and folders, which causes problems in portable installs with a user subfolder or something else inside the Ryujinx folder. 

Perhaps an UpdateList.txt containing a list of files that the updater deletes is included in the ryujinx.zip/tar.gz/etc and placed in the upacked directory for the updater to use upon the next upgrade.

The build system can run something like `forfiles /s /m *.txt /c "cmd /c echo @relpath"` or the correct command for the OS and include it in the distribution, or it could be generated by the updater itself.
2020-10-29 23:07:10 +01:00
423da5cc91 Scale texture resolution before sending to backend (#1646)
* Work

* Propagate scale factor to copy temp. Not really needed, just here for consistency

* PR feedback
2020-10-29 22:57:34 +01:00
780c7530d6 Add scaling for Texture2DArray when using TexelFetch. (#1645)
* Add scaling for Texture2DArray when using TexelFetch.

* Should only really trigger for Texture2D. (do not emit texelfetch for
TextureBufferArray(?) and Texture1DArray)

* Address nit.
2020-10-28 21:27:46 +01:00
0031edae27 Avoid sampler conflicts on bindless samplers with the same name (#1642) 2020-10-28 21:20:43 +01:00
9f13f957af Motion Fixes (#1589)
* fix stalling when server is offline

* add retry timer to fail server connections, fix alt slot number

* fix alt slot key issue

* fix crash when saving controller config with empty fields

* code fixes

* add index check in motion hid update, made HandleResponse async

Co-authored-by: Emmanuel <nhv3@localhost.localdomain>
2020-10-28 20:52:07 +01:00
c9841dab38 Fix vertex buffer handle null check (#1638) 2020-10-26 01:40:50 +01:00
812e32f775 Fix transform feedback errors caused by host pause/resume and multiple uses (#1634)
* Fix transform feedback errors caused by host pause/resume

* Fix TFB being used as something else issue with copies

* This is supposed to be StreamCopy
2020-10-25 17:23:42 -03:00
cf0f0fc4e7 Improve the speed of redundant ASTC texture data updates (#1636) 2020-10-25 17:09:45 -03:00
49f970d5bd Implement CAL and RET shader instructions (#1618)
* Add support for CAL and RET shader instructions

* Remove unused stuff

* Fix a bug that could cause the wrong values to be passed to a function

* Avoid repopulating function id dictionary every time

* PR feedback

* Fix vertex shader A/B merge
2020-10-25 17:00:44 -03:00
973a615d40 Fix shader image load/store array index register (#1637)
* Fix shader image load/store array index register

* Y should come before the array index
2020-10-25 14:51:26 -03:00
2f16491712 Get rid of Reflection.Emit dependency on CPU and Shader projects (#1626)
* Get rid of Reflection.Emit dependency on CPU and Shader projects

* Remove useless private sets

* Missed those due to the alignment
2020-10-21 09:13:44 -03:00
efa77a2415 Add missing null check on image binding (#1632) 2020-10-21 14:06:13 +02:00
2dcc6333f8 Fix image binding format (#1625)
* Fix image binding format

* XML doc
2020-10-20 19:03:20 -03:00
08332bdc04 Ensure storage is set for Buffer Textures when binding an Image. (#1627) 2020-10-20 18:56:23 -03:00
5264d55b39 Fix gl_in being used with built-in variables that are not per-vertex (#1624) 2020-10-17 10:16:40 +02:00
b4d8d893a4 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
2020-10-16 17:18:35 -03:00
f02791b20c Fix LOP3 (cbuf) shader instruction encoding (#1616) 2020-10-13 19:33:04 -03:00
aec8177850 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
2020-10-14 07:54:42 +11:00
04e330cc00 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
2020-10-13 22:41:33 +02:00
329ba5b39b Fix incorrect GPU GL blend func values (#1612) 2020-10-13 14:45:41 +11:00
d36c4bfba5 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
2020-10-13 14:44:55 +11:00