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3 Commits

Author SHA1 Message Date
gdkchan
f4b74e9ce1 Fix vertex buffer size when switching between inline and state draw parameters (#6101)
* Fix vertex buffer size when switching between inline and state draw parameters

* Format whitespace
2024-01-14 09:37:19 +01:00
Isaac Marovitz
4e19b36ad7 CI: Dependabot Groups (#6110)
* CI: Dependabot Groups

* NUnit

* Limit of 10

* Whoops

* Missing wildcard

* Remove Ryujank group
2024-01-13 15:28:57 +01:00
gdkchan
b16923a902 Revert Apple hypervisor force ordered memory change (#6068) 2024-01-13 11:58:09 +01:00
6 changed files with 36 additions and 86 deletions

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@@ -13,7 +13,7 @@ updates:
- package-ecosystem: nuget
directory: /
open-pull-requests-limit: 5
open-pull-requests-limit: 10
schedule:
interval: daily
labels:
@@ -22,3 +22,19 @@ updates:
- marysaka
commit-message:
prefix: nuget
groups:
Avalonia:
patterns:
- "*Avalonia*"
Silk.NET:
patterns:
- "Silk.NET*"
OpenTK:
patterns:
- "OpenTK*"
SixLabors:
patterns:
- "SixLabors*"
NUnit:
patterns:
- "NUnit*"

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@@ -1,62 +0,0 @@
using System;
using System.Runtime.InteropServices;
using System.Runtime.Intrinsics;
namespace Ryujinx.Cpu.AppleHv
{
static class HvCodePatcher
{
private const uint XMask = 0x3f808000u;
private const uint XValue = 0x8000000u;
private const uint ZrIndex = 31u;
public static void RewriteUnorderedExclusiveInstructions(Span<byte> code)
{
Span<uint> codeUint = MemoryMarshal.Cast<byte, uint>(code);
Span<Vector128<uint>> codeVector = MemoryMarshal.Cast<byte, Vector128<uint>>(code);
Vector128<uint> mask = Vector128.Create(XMask);
Vector128<uint> value = Vector128.Create(XValue);
for (int index = 0; index < codeVector.Length; index++)
{
Vector128<uint> v = codeVector[index];
if (Vector128.EqualsAny(Vector128.BitwiseAnd(v, mask), value))
{
int baseIndex = index * 4;
for (int instIndex = baseIndex; instIndex < baseIndex + 4; instIndex++)
{
ref uint inst = ref codeUint[instIndex];
if ((inst & XMask) != XValue)
{
continue;
}
bool isPair = (inst & (1u << 21)) != 0;
bool isLoad = (inst & (1u << 22)) != 0;
uint rt2 = (inst >> 10) & 0x1fu;
uint rs = (inst >> 16) & 0x1fu;
if (isLoad && rs != ZrIndex)
{
continue;
}
if (!isPair && rt2 != ZrIndex)
{
continue;
}
// Set the ordered flag.
inst |= 1u << 15;
}
}
}
}
}
}

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@@ -724,18 +724,6 @@ namespace Ryujinx.Cpu.AppleHv
/// <inheritdoc/>
public void Reprotect(ulong va, ulong size, MemoryPermission protection)
{
if (protection.HasFlag(MemoryPermission.Execute))
{
// Some applications use unordered exclusive memory access instructions
// where it is not valid to do so, leading to memory re-ordering that
// makes the code behave incorrectly on some CPUs.
// To work around this, we force all such accesses to be ordered.
using WritableRegion writableRegion = GetWritableRegion(va, (int)size);
HvCodePatcher.RewriteUnorderedExclusiveInstructions(writableRegion.Memory.Span);
}
// TODO
}

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@@ -103,6 +103,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// <param name="argument">Method call argument</param>
public void DrawEnd(ThreedClass engine, int argument)
{
_drawState.DrawUsesEngineState = true;
DrawEnd(
engine,
_state.State.IndexBufferState.First,
@@ -205,10 +207,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
}
else
{
#pragma warning disable IDE0059 // Remove unnecessary value assignment
var drawState = _state.State.VertexBufferDrawState;
#pragma warning restore IDE0059
DrawImpl(engine, drawVertexCount, 1, 0, drawFirstVertex, firstInstance, indexed: false);
}
@@ -379,6 +377,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
bool oldDrawIndexed = _drawState.DrawIndexed;
_drawState.DrawIndexed = true;
_drawState.DrawUsesEngineState = false;
engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
DrawEnd(engine, firstIndex, indexCount, 0, 0);
@@ -424,6 +423,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
bool oldDrawIndexed = _drawState.DrawIndexed;
_drawState.DrawIndexed = false;
_drawState.DrawUsesEngineState = false;
engine.ForceStateDirty(VertexBufferFirstMethodOffset * 4);
DrawEnd(engine, 0, 0, firstVertex, vertexCount);
@@ -544,6 +544,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_state.State.FirstInstance = (uint)firstInstance;
_drawState.DrawIndexed = indexed;
_drawState.DrawUsesEngineState = true;
_currentSpecState.SetHasConstantBufferDrawParameters(true);
engine.UpdateState();
@@ -676,6 +677,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_drawState.DrawIndexed = indexed;
_drawState.DrawIndirect = true;
_drawState.DrawUsesEngineState = true;
_currentSpecState.SetHasConstantBufferDrawParameters(true);
engine.UpdateState();

View File

@@ -38,6 +38,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
public bool DrawIndirect;
/// <summary>
/// Indicates that the draw is using the draw parameters on the 3D engine state, rather than inline parameters submitted with the draw command.
/// </summary>
public bool DrawUsesEngineState;
/// <summary>
/// Indicates if any of the currently used vertex shaders reads the instance ID.
/// </summary>
@@ -48,11 +53,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
public bool IsAnyVbInstanced;
/// <summary>
/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
/// </summary>
public bool HasConstantBufferDrawParameters;
/// <summary>
/// Primitive topology for the next draw.
/// </summary>

View File

@@ -47,7 +47,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
private uint _vbEnableMask;
private bool _prevDrawIndexed;
private readonly bool _prevDrawIndirect;
private bool _prevDrawIndirect;
private bool _prevDrawUsesEngineState;
private IndexType _prevIndexType;
private uint _prevFirstVertex;
private bool _prevTfEnable;
@@ -236,7 +237,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
// method when doing indexed draws, so we need to make sure
// to update the vertex buffers if we are doing a regular
// draw after a indexed one and vice-versa.
if (_drawState.DrawIndexed != _prevDrawIndexed)
// Some draws also do not update the engine state, so it is possible for it
// to not be dirty even if the vertex counts or other state changed. We need to force it to be dirty in this case.
if (_drawState.DrawIndexed != _prevDrawIndexed || _drawState.DrawUsesEngineState != _prevDrawUsesEngineState)
{
_updateTracker.ForceDirty(VertexBufferStateIndex);
@@ -251,6 +254,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
}
_prevDrawIndexed = _drawState.DrawIndexed;
_prevDrawUsesEngineState = _drawState.DrawUsesEngineState;
}
// Some draw parameters are used to restrict the vertex buffer size,
@@ -260,6 +264,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
if (_drawState.DrawIndirect != _prevDrawIndirect)
{
_updateTracker.ForceDirty(VertexBufferStateIndex);
_prevDrawIndirect = _drawState.DrawIndirect;
}
// In some cases, the index type is also used to guess the