* Ava: Move Ava logging to Logger.Debug
Since #4231 we currently redirect Avalonia logs to our Logger, which is pretty nice. But since it uses our Logging level too, it now leads to a massive flood in our Log files.
To avoid that, I've included all `AvaLogLevel` to the log message, and make all Ava Logs using `Logger.Debug`.
* Logs errors to Error and other to Debug
* missing level
* keep var
Currently in `MenuMainBarView.axaml` we list all available languages and hardcode the language name with the language key.
It's a bit bad beause if we want to add a new language, we have to edit the `csproj` and the `axaml` with the translated language name and the language code.
I've put all translations in their respective locale files, add code into `MainMenuBarView` constructor to generate the menu automatically. Now we just have to edit the `csproj` if we want to add a new language.
* Implement JIT Arm64 backend
* PPTC version bump
* Address some feedback from Arm64 JIT PR
* Address even more PR feedback
* Remove unused IsPageAligned function
* Sync Qc flag before calls
* Fix comment and remove unused enum
* Address riperiperi PR feedback
* Delete Breakpoint IR instruction that was only implemented for Arm64
Because we are building everything on Windows for release at the moment,
git default line ending to CRLF causing issues when packing the
Ryujinx.sh script.
This addresses this by enforcing all files to use LF via .gitattributes.
* ava: Cleanup AppHost
This PR cleaned up the AppHost file a bit (adding the infamous extra spaces to improve readability), resorting private vars, remove useless vars, and improve the code here and there, like the AudioBackend check.
Co-Authored-By: gdkchan <5624669+gdkchan@users.noreply.github.com>
* Remove 'renderer"
* Revert currentTime
* revert if condition
Co-authored-by: gdkchan <5624669+gdkchan@users.noreply.github.com>
* headless: Fix typos in command line options
* Remove nullable from command line options
Add EnableMacroHLE option
Add HideCursorOnIdle option
* headless: Adjust enable-ptc help text
* headless: Use switch statement instead of if-else chain
* headless: Improve formatting for long constructors
* headless: Remove discards from SDL_ShowCursor()
* headless: Add window icon
* Fix hiding cursor on idle
At least on Wayland, SDL2 doesn't produce any mouse motion events.
* Add new command line args: BaseDataDir and UserProfile
* headless: Read icon from embedded resource
* headless: Skip SetWindowIcon() on Windows if dll isn't present
* headless: Fix division by zero
* headless: Fix command line options not working correctly
* headless: Fix crash when viewing command line options
* headless: Load window icon bmp from memory
* Add comment to the workaround for SDL_LoadBMP_RW
* headless: Enable logging to file by default
* headless: Add 3 options for --hide-cursor
Replaces --disable-hide-cursor-on-idle
* Horizon: Impl Prepo, Fixes bugs, Clean things
* remove ToArray()
* resultCode > status
* Remove old services
* Addresses gdkchan's comments and more cleanup
* Addresses Gdkchan's feedback 2
* Reorganize services, make sure service are loaded before guest
Co-Authored-By: gdkchan <5624669+gdkchan@users.noreply.github.com>
* Create interfaces for lm and sm
Co-authored-by: gdkchan <5624669+gdkchan@users.noreply.github.com>
Avalonia seems to not like when the artifact doesns't match the root namespace...
Address that by moving the binary to "Ryujinx" like we do on macOS build.
* IPC refactor part 3 + 4: New server HIPC message processor with source generator based serialization
* Make types match on calls to AlignUp/AlignDown
* Formatting
* Address some PR feedback
* Move BitfieldExtensions to Ryujinx.Common.Utilities and consolidate implementations
* Rename Reader/Writer to SpanReader/SpanWriter and move to Ryujinx.Common.Memory
* Implement EventType
* Address more PR feedback
* Log request processing errors since they are not normal
* Rename waitable to multiwait and add missing lock
* PR feedback
* Ac_K PR feedback
* chore: Update tests dependencies
* Apply TSR Berry suggestion to add a GC.SuppressFinalize in MemoryBlock.cs
* Ensure we wait for the test thread to be dead on PartialUnmap
* Use platform attribute for os specific tests
* Make P/Invoke methods private
* Downgrade NUnit3TestAdapter to 4.1.0
* test: Disable warning about platform compat for ThreadLocalMap()
Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
* Filter “._” files from the game list
* Filter all hidden files from the game list
* Fix style
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* merge OR expression into a pattern
* migrate from GetFiles/Directories to Enumerate
* Remove GetFilesInDirectory()
* Update Ryujinx.Ui.Common/App/ApplicationLibrary.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* add error handeling
* code cleanup
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Change AggregateType to include vector type counts
* Replace VariableType uses with AggregateType and delete VariableType
* Support new local vector types on SPIR-V and GLSL
* Start using vector outputs for texture operations
* Use vectors on more texture operations
* Use vector output for ImageLoad operations
* Replace all uses of single destination texture constructors with multi destination ones
* Update textureGatherOffsets replacement to split vector operations
* Shader cache version bump
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Vulkan: Don't flush commands when creating most sync
When the WaitForIdle method is called, we create sync as some internal GPU method may read back written buffer data. Some games randomly intersperse compute dispatch into their render passes, which result in this happening an unbounded number of times depending on how many times they run compute.
Creating sync in Vulkan is expensive, as we need to flush the current command buffer so that it can be waited on. We have a limited number of active command buffers due to how we track resource usage, so submitting too many command buffers will force us to wait for them to return to the pool.
This PR allows less "important" sync (things which are less likely to be waited on) to wait on a command buffer's result without submitting it, instead relying on AutoFlush or another, more important sync to flush it later on.
Because of the possibility of us waiting for a command buffer that hasn't submitted yet, any thread needs to be able to force the active command buffer to submit. The ability to do this has been added to the backend multithreading via an "Interrupt", though it is not supported without multithreading.
OpenGL drivers should already be doing something similar so they don't blow up when creating lots of sync, which is why this hasn't been a problem for these games over there.
Improves Vulkan performance on Xenoblade DE, Pokemon Scarlet/Violet, and Zelda BOTW (still another large issue here)
* Add strict argument
This is technically a separate concern from whether the sync is a host syncpoint.
* Remove _interrupted variable
* Actually wait for the invoke
This is required by AMD GPUs, and also may have caused some issues on other GPUs.
* Remove unused using.
* I don't know why it added these ones.
* Address Feedback
* Fix typo
* haydn: Add support for PCMFloat, PCM32 and PCM8 conversions
This adds support in the compatibility layer for other sample format
than PCM16.
This should help extends compatibility with soundio on devices that
doesn't expose PCM16.
I ommited PCM24 conversion for now as it's not simplest of all.
* Address TSRBerry's comment
* Address comments
* Fix conversion issue and clean up saturation usage
* Revert saturation changes
* Address gdkchan's comment
* Add conversion for 16 bit RGBA formats (not supported in Rosetta)
* Rebase fix
Rebase fix
* Forgot to remove this
* Fix RGBA16 format conversion
* Add RGBA4 -> RGBA8 conversion
* Handle host stride alignment
* Address Feedback Part 1
* Can't count
* Don't zero out rgb when alpha is 0
* Separate RGBA4 and 5-bit component formats
Not sure of a better way to name them...
* Add A1B5G5R5 conversion
* Put this in the right place.
* Make format naming consistent for capabilities
* Change method names
* Generic Math Update
Updated Several functions in Ryujinx.Common/Utilities/BitUtils to use generic math
* Updated BitUtil calls
* Removed Whitespace
* Switched decrement
* Fixed changed method calls.
The method calls were originally changed on accident due to me relying too much on intellisense doing stuff for me
* Update Ryujinx.Common/Utilities/BitUtils.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* bsd::RecvFrom: Ryujinx does not verify output buffer size before writing socket address
* Calculate the size of BsdSockAddr
* use bsdSockAddr variable
* Update Ryujinx.HLE/HOS/Services/Sockets/Bsd/IClient.cs
Co-authored-by: Mary-nyan <thog@protonmail.com>
* Update Ryujinx.HLE/HOS/Services/Sockets/Bsd/Types/BsdSockAddr.cs
Co-authored-by: Mary-nyan <thog@protonmail.com>
* set errno to ENOMEM in case we can't write the address to memory
* Update Ryujinx.HLE/HOS/Services/Sockets/Bsd/IClient.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Update Ryujinx.HLE/HOS/Services/Sockets/Bsd/IClient.cs
Co-authored-by: Mary-nyan <thog@protonmail.com>
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Replace Array.Clear(x, 0, x.Length) with Array.Clear(x)
* Use DateTime.UnixEpoch field
* Replace SHA256.ComputeHash calls with static SHA256.HashData call
More performant and avoids the need to initialize a SHA256 instance.
This fix a warning on "慟哭そして…" by handling correctly the debug mode
flag.
When debug mode isn't enabled, opening /dev/nvhost-dbg-gpu or /dev/nvhost-prof-gpu should fail with a not implemented error code.
This implement this behaviour and also define stubbed interfaces for
completness.
I noticed a weirdly high cost for dictionary accesses from MarkLabel etc. Turns out that the hash code was always the same for labels, so the whole point of having a dictionary was missed and it was putting everything in the same bucket. I made it always hash the _data pointer as that's a good source of identifiable and "random" data.
* ARMeilleure: Add AVX512{F,VL,DQ,BW} detection
Add `UseAvx512Ortho` and `UseAvx512OrthoFloat` optimization flags as
short-hands for `F+VL` and `F+VL+DQ`.
* ARMeilleure: Add initial support for EVEX instruction encoding
Does not implement rounding, or exception controls.
* ARMeilleure: Add `X86Vpternlogd`
Accelerates the vector-`Not` instruction.
* ARMeilleure: Add check for `OSXSAVE` for AVX{2,512}
* ARMeilleure: Add check for `XCR0` flags
Add XCR0 register checks for AVX and AVX512F, following the guidelines
from section 14.3 and 15.2 from the Intel Architecture Software
Developer's Manual.
* ARMeilleure: Increment InternalVersion
* ARMeilleure: Remove redundant `ReProtect` and `Dispose`, formatting
* ARMeilleure: Move XCR0 procedure to GetXcr0Eax
* ARMeilleure: Add `XCR0` to `FeatureInfo` structure
* ARMeilleure: Utilize `ReadOnlySpan` for Xcr0 assembly
Avoids an additional allocation
* ARMeilleure: Formatting fixes
This fixes an error from #3805 that caused a wrong conversion of ``AppKeyValueStorage`` to string.
As that information isn't really relevant without appropriate parsing, it was removed from ``ToString``.
This should get ride of "bell warning" in Mario Kart 8 when entering Time Trials.
* Vulkan: enable VK_EXT_custom_border_color features
radv only create the border color bo if this feature is enabled, so it crashed when creating samplers with custom border colors
Fixes#4072Fixes#3993
* Address gdkchan's comment
Co-authored-by: Mary <mary@mary.zone>
This was meant to be only an upgrade of how we set unix permission in
the updater to use .NET 7 new APIs, but I end up finding bugs along the
way.
Changelog:
- Remove direct usage of chmod to use File.SetUnixFileMode.
- Fix command line being broken when updating (#3744) but on
Ryujinx.Ava.
- Makes Ryujinx.Ava updater fallback to Ryujinx executable if current
name isn't found.
- Make permission setter function more generic.
* bsd: Add gdkchan's Select implementation
Co-authored-by: TSRBerry <20988865+tsrberry@users.noreply.github.com>
* bsd: Fix Select() causing a crash with an ArgumentException
.NET Sockets have to be used for the Select() call
* bsd: Make Select more generic
* bsd: Adjust namespaces and remove unused imports
* bsd: Fix NullReferenceException in Select
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* audio: Rewrite SoundIo bindings
This rewrite SoundIo bindings to be safer and not a pedantic autogenerated mess.
* Address comments
* Switch DllImport to LibraryImport
* Address gdkchan's comment
We only used it in one spot for DPI scaling factor.
This implements the same behaviour using gdiplus.
This remove 700KB of dependency to download and around 170KB unpacked.
* hle: Do not add disabled AoC item to the list
We currently add all AoC items to a list in `ContentManager` and the enable check is only done when FS service ask for the data. Which is wrong. It causes an issue in MK8D which doesn't boot even if you have disabled a not updated DLC.
I've fixed it by not adding the disabled AoC item to the list, I've removed some duplicate code too.
There is still an edge case because we currently don't check the AoC Item version, but that should be fixed later since now MK8D throw an error if the DLC isn't updated.
* remove useless "enabled"
We have a conversion from LDG on the compute shader to a special constant buffer binding that's used to exceed hardware limits on compute, but it was only running if the byte offset could be identified. The fallback that checks all of the bindings at runtime only checks the storage buffers.
This PR adds checking ube ranges to the LoadGlobal fallback. This extends the changes in #4011 to only check ube entries which are accessed by the shader.
Fixes particles affected by the wind in The Legend of Zelda: Breath of the Wild. May fix other weird issues with compute shaders in some games.
Try a bunch of games and drivers to make sure they don't blow up loading constants willynilly from searchable buffers.
* Initial implementation of metal surface across UIs
* Fix SDL2 on windows
* Update Ryujinx/Ryujinx.csproj
Co-authored-by: Mary-nyan <thog@protonmail.com>
* Address Feedback
Co-authored-by: Mary-nyan <thog@protonmail.com>
* amadeus: Add missing compressor effect from REV11
This was in my reversing notes but seems I completely forgot to
implement it
Also took the opportunity to simplify the Limiter effect a bit.
* Remove some outdated comment
* Address gdkchan's comments
* Fix accessability violations in ListView
* Use accent colour for favourite star
* Hide progress bar when its done
* App Data Formating
- Added space before storage unit
- Changed so minutes have 0 decimals, and hours and days have 1
* Fix theming
* Fix mismatched corner radius
* Fix acceability violations in GridView
* More consistency between Grid and List View
* Fix margin
* Let whitespace defocus controls
* Make all structs readonly when applicable. It should reduce amount of needless defensive copies
* Make structs with trivial boilerplate equality code record structs
* Remove unnecessary readonly modifiers from TextureCreateInfo
* Make BitMap structs readonly too
* GPU: Use lazy checks for specialization state
This PR adds a new class, the SpecializationStateUpdater, that allows elements of specialization state to be updated individually, and signal the state is checked when it changes between draws, instead of building and checking it on every draw. This also avoids building spec state when
Most state updates have been moved behind the shader state update, so that their specialization state updates make it in before shaders are fetched.
Downside: Fields in GpuChannelGraphicsState are no longer readonly. To counteract copies that might be caused this I pass it as `ref` when possible, though maybe `in` would be better? Not really sure about the quirks of `in` and the difference probably won't show on a benchmark.
The result is around 2 extra FPS on SMO in the usual spot. Not much right now, but it will remove costs when we're doing more expensive specialization checks, such as fragment output type specialization for macos. It may also help more on other games with more draws.
* Address Feedback
* Oops
* GPU: Swap bindings array instead of copying
Reduces work on UpdateShaderState. Now the cost is a few reference moves for arrays, rather than copying data.
Downside: bindings arrays are no longer readonly.
* Micro optimisation
* Add missing docs
* Address Feedback
This reverts commit 9677ddaa5d.
SixLabors.ImageShar switched to a shady and vague license starting with 2.x
without mentioning it on their changelog.
As a result we are staying on 1.x (licensed under Apache-2) and will
seak an alternative package.
* Track buffer migrations and flush source on incomplete copy
Makes sure that the modified range list is always from the latest iteration of the buffer, and flushes earlier iterations of a buffer if the data has not been migrated yet.
* Cleanup 1
* Reduce cost for redundant signal checks on Vulkan
* Only inherit the range list if there are pending ranges.
* Fix OpenGL
* Address Feedback
* Whoops
* ava: Cleanup RenderTimer
* ava: Remove ContentControl from RendererHost
* ava: Remove unused actual scale factor
* ava: Enable UseGpu for Linux
* ava: Set better initial size & Scale the window properly
* ava: Realign properties
* ava: Use explicit type & specify where the note applies
* Ensure that vertex attribute buffer index is valid on GPU
* Remove vertex buffer validation code from OpenGL
* Remove some fields that are no longer necessary
Polygon topology wasn't really supported and would only work on OpenGL on drivers that haven't removed it. As an alternative, this PR makes all cases of polygon topology use triangle fan. The topology type and transform feedback type have not been changed, as I don't think geo shader/tfb should be used with polygons.
The OpenGL spec states:
Only convex polygons are guaranteed to be drawn correctly by the GL.
For convex polygons, triangle fan is equivalent to polygon. I imagine this is probably how it works on device, as this get-out-of-jail-free card is too enticing to pass up.
This fixes the stat display in Pokemon S/V.
* amadeus: Allow OOB read of GC-ADPCM coefficients
Fixes "Ninja Gaiden Sigma 2" and possibly "NINJA GAIDEN 3: Razor's Edge"
* amadeus: Fix wrong variable usage in delay effect
We should transform the delay line values, not the input.
* amadeus: Update GroupedBiquadFilterCommand documentation
* amadeus: Simplify PoolMapper alignment checks
* amadeus: Update Surround delay effect matrix to REV11
* amadeus: Add drop parameter support and use 32 bits integers for estimate time
Also implement accurate ExecuteAudioRendererRendering stub.
* Address gdkchan's comments
* Address gdkchan's other comments
* Address gdkchan's comment
* bsd: Fix eventfd broken logic
This commit fix eventfd logic being broken.
The following changes were made:
- EventFd IPC definition had argument inverted
- EventFd events weren't fired correctly
- Poll logic was wrong and unfinished for eventfd
- Reintroduce workaround from #3385 but in a safer way, and spawn 4
threads.
* ipc: Rework a bit for multithreads
* Clean up debug logs
* Make server thread yield when managed lock isn't availaible
* Fix replyTargetHandle not being added in the proper locking scope
* Simplify some scopes
* Address gdkchan's comments
* Revert IPC workaround for now
* Reintroduce the EventFileDescriptor workaround
This replacement is meant to be done with the original identified byteOffset, not the one assigned later on by the below conditionals (that already has the constant offset added, for instance).
This fixes videos being pixelated in Xenoblade 3, and other regressions that might have happened since #3847.
* common: Make BinaryReaderExtensions Read & Write take unamanged types
This allows us to not rely on Marshal.PtrToStructure and Marshal.StructureToPtr for those.
* common: Make MemoryHelper Read & Write takes unamanged types
* Update Marshal.SizeOf => Unsafe.SizeOf when appropriate and start moving software applet to unmanaged types
* ui: Only wait on _exitEvent when MainLoop is active under GTK
This fixes a dispose issue under Horizon/GTK, we don't check if the ApplicationClient is null so it throw NCE. We don't check if the main loop is active and waiting an event which is set in the main loop... So that could lead to a freeze.
Everything works fine in GTK now.
Related issue: https://github.com/Ryujinx/Ryujinx/issues/3873
As a side note, same kind of issue appear in Avalonia UI too. Firmware's popup doesn't show anything and the emulator just freeze.
* TSRBerry's change
Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
* Fix Avalonia crashing/freezing
* Add Avalonia OpenGL fixes
* Fix firmware popup on windows
* Fixes everything
* Add _initialized bool to VulkanRenderer and OpenGL Window
Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
* GAL: Send all buffer assignments at once rather than individually
The `(int first, BufferRange[] ranges)` method call has very significant performance implications when the bindings are spread out, which they generally always are in Vulkan. This change makes it so that these methods are only called a maximum of one time per draw.
Significantly improves GPU thread performance in Pokemon Scarlet/Violet.
* Address Feedback
Removed SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
* GPU: Access non-prefetch command buffers directly
Saves allocating new arrays for them constantly - they can be quite small so it can be very wasteful. About 0.4% of GPU thread in SMO, but was a bit higher in S/V when I checked.
Assumes that non-prefetch command buffers won't be randomly clobbered before they finish executing, though that's probably a safe bet.
* Small change while I'm here
* Address feedback
I did this on ncbuffer2 when we were using it for LDN 3, but I noticed that it can apply to the current buffer manager too, and it's an easy performance win.
The only buffer access that can come from another thread is the overlap search for buffers that have been unmapped. Everything else, including modifications, come from the main GPU thread. That means we only need to lock the range list when it's being modified, as that's the only time where we'll cause a race with the unmapped handler.
This has a significant performance improvements in situations where FIFO is high, like the other two PRs. Joined together they give a nice boost (73.6 master -> 79 -> 83 fps in SMO).
Since we move to .NET7, JsonSerializer now needs to have explicit options as arguments, which leads to some warnings in Avalonia project. This is fixed by using our `JsonHelper` class.
* Update to LibHac 0.17.0
* Don't clear SD card saves when starting the emulator
This was an old workaround for errors that happened when a user's SD card encryption seed changed. SD card saves have been unencrypted for over a year, so we should be fine to remove the workaround.
* unicorn: Add modified ver of unicorns const gen
* unicorn: Use upstream consts
These consts were generated from the dev branch of unicorn
* unicorn: Split common consts into multiple enums
* unicorn: Remove arch prefix from consts
* unicorn: Add new windows dll
Windows 10 - MSVC x64 shared build
* unicorn: Use absolute path for const generation
* unicorn: Remove fspcr patch
* unicorn: Fix using the wrong file extension
For some reason _NativeLibraryExtension evaluates to ".so" even on Windows.
* unicorn: Add linux shared object again
* unicron: Add DllImportResolver
* unicorn: Try to import unicorn using an absolute path
* unicorn: Add clean target
* unicorn: Replace IsUnicornAvailable() methods
* unicorn: Skip tests instead of silently passing them if unicorn is missing
* unicorn: Write error message to stderr
* unicorn: Make Interface static
* unicron: Include prefixed unicorn libs (libunicorn.so)
Co-authored-by: merry <git@mary.rs>
* unicorn: Add lib prefix to shared object for linux
Co-authored-by: merry <git@mary.rs>
A quick fix to prevent reading the wrong value of Count when reregistering ranges for a new target buffer. Buffer flushes from another thread can modify the range list when the lock isn't active, which can change the count.
This prevents some crashes in Pokemon Scarlet/Violet. It's probably likely that buffer migration during flush is causing some other issues in this game, but this at least prevents the crashing.
* Vulkan: Don't create preload buffer outside a render pass
The preload command buffer is used to avoid render pass splits and barriers when updating buffer data. However, when a render pass is not active (for example, at the start of a pass, or during compute invocations) buffer uploads can be performed at any time, so the optimization isn't as useful.
This PR makes it so that the preload command buffer is only used for buffer updates outside of a render pass. It's still used for textures as I don't want to shake things up right now regarding how the preload buffer is obtained before some other changes, and texture updates are a lot rarer anyways.
Improves performance slightly in Pokemon Scarlet/Violet (43 -> 48), as it was switching to compute, writing a bunch of buffers inline, then dispatching, then flushing commands... It uses 1 command buffer instead of 2 every time it does this now. Maybe it would be nice to find a faster way to sync without creating so many command buffers in a short period of time.
* Address feedback
* Prune ForceDirty and CheckModified caches on unmap
Since we're now using this for modified checks on the HLE indirect draw method, I'm worried that leaving these to forever gather cache entries isn't the best idea for performance in the long term, and it could keep old buffer objects alive for longer than they should be.
This PR adds the ability to prune invalid entries before checking these caches, and queues it whenever gpu memory is unmapped. It also aligns modified checks to the page size, as I figured it would be possible for a huge number of overlapping over a game's runtime.
This prevents Super Mario Odyssey from having 10s of thousands of entries in the modified cache in Metro Kingdom, and them duplicating when entering and leaving a building (should be cleared, as they were unmapped).
* Address Feedback
* am: Stub GetSaveDataSizeMax()
* am: Remove todo comment for GetSaveDataSizeMax()
* am: saveDataSize & journalDataSize should be of type long
* am: Add explanation for returning default values in GetSaveDataSizeMax()
* Use ReadOnlySpan<byte> compiler optimization in more places
* Revert changes in ShaderBinaries.cs
* Remove unused using;
* Use ReadOnlySpan<byte> compiler optimization in more places
* Allow _volatile to be set from MultiRegionHandle checks again
Tracking handles have a `_volatile` flag which indicates that the resource being tracked is modified every time it is used under a new sequence number. This is used to reduce the time spent reprotecting memory for tracking writes to commonly modified buffers, like constant buffers.
This optimisation works by detecting if a buffer is modified every time a check happens. If a buffer is checked but it is not dirty, then that data is likely not modified every sequence number, and should use memory protection for write tracking. If the opposite is the case all the time, it is faster to just assume it's dirty as we'd just be wasting time protecting the memory.
The new MultiRegionBitmap could not notify handles that they had been checked as part of the fast bitmap lookup, so bindings larger than 4096 bytes wouldn't trigger it at all. This meant that they would be subject to a ton of reprotection if they were modified often.
This does mean there are two separate sources for a _volatile set: VolatileOrDirty + _checkCount, and the bitmap check. These shouldn't interfere with each other, though.
This fixes performance regressions from #3775 in Pokemon Sword, and hopefully Yu-Gi-Oh! RUSH DUEL: Dawn of the Battle Royale. May affect other games.
* Fix stupid mistake
The type in the `texOp` in the textureSize instruction doesn't have the exact type on SPIR-V (for example, it is missing the Array flag). This PR gives it the proper type before giving it to the unscaling helper.
This fixes the ground textures being broken on Pokemon Scarlet/Violet when scaling. It wasn't finding the texture, so the descriptor index it provided was -1...
* Eliminate CB0 accesses
Still some work to do, decouple from hle?
* Forgot the important part somehow
* Fix and improve alignment test
* Address Feedback
* Remove some complexity when checking storage buffer alignment
* Update Ryujinx.Graphics.Shader/Translation/Optimizations/GlobalToStorage.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Thread ID Register, Floating-point Control Register, and Floating-point Status Register all had Register capitalized, so the Register in Processor State register should be capitalized.
For some reasons, my fresh installation of Fedora 36 (KDE) doesn't have a
symlink for libX11.so.
This commit fixes this by trying to import the library with its major
version or fallback to the normal way.
* Revert "Add support for releasing a semaphore to DmaClass (#2926)"
This reverts commit 521a07e612.
* Revert "Revert "Add support for releasing a semaphore to DmaClass (#2926)""
This reverts commit ec8a5fd053.
* Strip non-visible control codes from strings before they are sent to the software keyboard to prevent ugly unicode blocks from being shown on the UI.
* remove debugging junk
* Initialize stringbuilder capacity at the start to prevent resizing (a tiny tiny microoptimization)
* Update remarks documentation. Remove unneeded imports.
* Removing a test that's actually just redundant
Co-authored-by: Logan Stromberg <lostromb@microsoft.com>
`MB` and `GB` can either be interpreted as having base-10 units, or
base-2. `MiB` and `GiB` removes this discrepancy so that units of memory
are always interpreted using base-2 units.
* Implement HLE macro for DrawElementsIndirect
* Shader cache version bump
* Use GL_ARB_shader_draw_parameters extension on OpenGL
* Fix DrawIndexedIndirectCount on Vulkan when extension is not supported
* Implement DrawIndex
* Alignment
* Fix some validation errors
* Rename BaseIds to DrawParameters
* Fix incorrect index buffer and vertex buffer size in some cases
* Add HLE macros for DrawArraysInstanced and DrawElementsInstanced
* Perform a regular draw when indirect data is not modified
* Use non-indirect draw methods if indirect buffer was not GPU modified
* Only check if draw parameters match if the shader actually uses them
* Expose Macro HLE setting on GUI
* Reset FirstVertex and FirstInstance after draw
* Update shader cache version again since some people already tested this
* PR feedback
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
* Ava: Keep command line args when restarting
* UI: Move common UI functions to ProgramHelper
Add command line option to override the configured graphics backend
* Ava: Add CleanupUpdate task back
* Remove unused usings
* Revert combining common UI functions
Rename ProgramHelper to CommandLineState
Move command line parsing to CommandLineState
* Rename CommandLineProfile to Profile
* Fix assigning the wrong array to Arguments
* Update readme to mention .NET 7
* infra: Migrate to .NET 7
.NET 7 is still in preview but this prepare for the release coming up
next month.
* Use Random.Shared in CreateRandom
* Move UInt128Utils.cs to Ryujinx.Common project
* Fix inverted parameters in System.UInt128 constructor
* Fix Visual Studio complains on Ryujinx.Graphics.Vic
* time: Fix missing alignment enforcement in SystemClockContext
Fixes at least Smash
* time: Fix missing alignment enforcement in SteadyClockContext
Fix games (like recent version of Smash) using time shared memory
* Switch to .NET 7.0.100 release
* Enable Tiered PGO
* Ensure CreateId validity requirements are meet when doing random generation
Also enforce correct packing layout for other Mii structures.
This fix a Mario Kart 8 crashes related to the default Miis.
* Vulkan: Implement multisample <-> non-multisample copies and depth-stencil resolve
* FramebufferParams is no longer required there
* Implement Specialization Constants and merge CopyMS Shaders (#15)
* Vulkan: Initial Specialization Constants
* Replace with specialized helper shader
* Reimplement everything
Fix nonexistant interaction with Ryu pipeline caching
Decouple specialization info from data and relocate them
Generalize mapping and add type enum to better match spv types
Use local fixed scopes instead of global unmanaged allocs
* Fix misses in initial implementation
Use correct info variable in Create2DLayerView
Add ShaderStorageImageMultisample to required feature set
* Use texture for source image
* No point in using ReadOnlyMemory
* Apply formatting feedback
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Apply formatting suggestions on shader source
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Support conversion with samples count that does not match the requested count, other minor changes
Co-authored-by: mageven <62494521+mageven@users.noreply.github.com>
* Do not clear the rejit queue when overlaps count is equal to 0.
* Ptc and PtcProfiler must be invalidated.
* Revert "Ptc and PtcProfiler must be invalidated."
This reverts commit f5b0ad9d7d.
* Fix#3710 slow path due to #3701.
* Manage state of NfcManager
Very basic state management but works with Hyrule Warriors Definitive Edition. Partially fixes#2122
* Fixes changes from review
* A64: Add fast path for Fcvtas_Gp/S/V, Fcvtau_Gp/S/V and Frinta_S/V instructions;
they use "Round to Nearest with Ties to Away" rounding mode not supported in x86.
All instructions involved have been tested locally in both release and debug modes, in both lowcq and highcq.
The titles Mario Strikers and Super Smash Bros. U. use these instructions intensively.
* Update Ptc.cs
* A32: Add fast path for Vcvta_RM, Vrinta_RM and Vrinta_V instructions aswell.
* Add new string
You need the period there otherwise it could be read as "Głoś" -> "Preach"
* Update MainWindow.axaml
Updating to bring it in line with the other languages naming themselves in their respective languages
* Update pl_PL.json
realizing that period isn't necessary considering the string's usage (which to be fair, I should have checked when I added it)
* Update pl_PL.json
* Add Updater Message
Due to the `using` statement being scoped to the `CreateTextureView` method, `TextureStorage` would be disposed as soon as the view was returned.
This was largely fine as the TextureStorage resources were being kept alive by the views holding their own references to them, but it also meant that dispose is only called as soon as the texture is created.
Aliased Storages are TextureStorages created with the same allocation as another TextureStorage, if they have to be aliased as another format. We keep track of a TextureStorage's `_aliasedStorages` as they are created, and dispose them when the TextureStorage is disposed...
...except it is disposed immediately, before any aliased storages are even created. The aliased storages added after this will never be disposed.
This PR attempts to fix this by disposing TextureStorage when its view count reaches 0. The other use of texture storage - the D32S8 blit - still manually disposes the storage, but regular uses created via the GAL are now disposed by the view count.
I think this makes the most sense, as otherwise in the future this behaviour might be forgotton and more things could be added to the Dispose() method that don't work due to it not actually calling at the right time.
This should improve memory leaks in Super Mario Odyssey, most noticeable when resolution scaling. The memory usage of the game is still wildly unpredictable due to how it interacts with the texture cache, but now it shouldn't get considerably longer as you play... I hope. I've seen it typically recover back to the same level occasionally, though it can spike significantly.
Please test a bunch of games on multiple GPUs to make sure this doesn't break anything.
* Wrap Args in quotes
-Wrap args in quotes to allow for spaces in dir paths when restarting Ryujinxs from Update.
* Wrap second instance of GetCommandLineArgs()
* Changed ryuArgs from string to string[]
* Update Ryujinx.Ava/Modules/Updater/Updater.cs
Co-authored-by: mageven <62494521+mageven@users.noreply.github.com>
* Update UpdateDialog.cs
Co-authored-by: mageven <62494521+mageven@users.noreply.github.com>
* Avoid allocations in .Parse methods
Use the Span overloads of the Parse methods when possible to avoid string allocations and remove one unnecessarry array allocation
* Avoid another string allocation
* Fix various issues caused by #3679
- The arguments for the 0th dummy vertex buffer were incorrect - it was given an offset of 16 rather than a size of 16.
- The wrong size was used when doing `autoBuffer.Get` on a converted vertex buffer.
- The possibility of a vertex buffer being disposed and then rebound can rebindings to find a different buffer where the current range is out of bounds. Avoid binding when out of range to prevent validation errors.
- The above also affects generation of converted buffers, which was a bit more fatal. Conversion functions now attempt to bound input offset/size.
* Fix offset for converted buffer
Luigi's Mansion 3 performs a non-index quads draw with 6 vertices. It's meant to ignore the last two, but the index pattern's primitive count calculation was rounding up.
No idea why the game does this but this should fix random triangles in the map.
* GPU: Pass SpanOrArray for Texture SetData to avoid copy
Texture data is often converted before upload, meaning that an array was allocated to perform the conversion into. However, the backend SetData methods were being passed a Span of that data, and the Multithreaded layer does `ToArray()` on it so that it can be stored for later! This method can't extract the original array, so it creates a copy.
This PR changes the type passed for textures to a new ref struct called SpanOrArray, which is backed by either a ReadOnlySpan or an array. The benefit here is that we can have a ToArray method that doesn't copy if it is originally backed by an array.
This will also avoid a copy when running the ASTC decoder.
On NieR this was taking 38% of texture upload time, which it does a _lot_ of when you move between areas, so there should be a 1.6x performance boost when strictly uploading textures. No doubt this will also improve texture streaming performance in UE4 games, and maybe a small reduction with video playback.
From the numbers, it's probably possible to improve the upload rate by a further 1.6x by performing layout conversion on GPU. I'm not sure if we could improve it further than that - multithreading conversion on CPU would probably result in memory bottleneck.
This doesn't extend to buffers, since we don't convert their data on the GPU emulator side.
* Remove implicit cast to array.
* Fix some issues with CacheByRange
- Cache now clears under more circumstances, the most important being the fast path write.
- Cache supports partial clear which should help when more buffers join.
- Fixed an issue with I8->I16 conversion where it wouldn't register the buffer for use on dispose.
Should hopefully fix issues with https://github.com/Ryujinx/Ryujinx-Games-List/issues/4010 and maybe others.
* Fix collection modified exception
* Fix accidental use of parameterless constructor
* Replay DynamicState when restoring from helper shader
* Initial GTK implementation
* Less messy and Avalonia imp
* Move clamping to HLE and streamline imps
* Make viewmodel update consistent
* Fix rebase and add an english locale.
Co-authored-by: Mary-nyan <mary@mary.zone>
* ARMeilleure: Add `GFNI` detection
This is intended for utilizing the `gf2p8affineqb` instruction
* ARMeilleure: Add `gf2p8affineqb`
Not using the VEX or EVEX-form of this instruction is intentional. There
are `GFNI`-chips that do not support AVX(so no VEX encoding) such as
Tremont(Lakefield) chips as well as Jasper Lake.
13df339fe7/GenuineIntel/GenuineIntel00806A1_Lakefield_LC_InstLatX64.txt (L1297-L1299)13df339fe7/GenuineIntel/GenuineIntel00906C0_JasperLake_InstLatX64.txt (L1252-L1254)
* ARMeilleure: Add `gfni` acceleration of `Rbit_V`
Passes all `Rbit_V*` unit tests on my `i9-11900k`
* ARMeilleure: Add `gfni` acceleration of `S{l,r}i_V`
Also added a fast-path for when the shift amount is greater than the
size of the element.
* ARMeilleure: Add `gfni` acceleration of `Shl_V` and `Sshr_V`
* ARMeilleure: Increment InternalVersion
* ARMeilleure: Fix Intrinsic and Assembler Table alignment
`gf2p8affineqb` is the longest instruction name I know of. It shouldn't
get any wider than this.
* ARMeilleure: Remove SSE2+SHA requirement for GFNI
* ARMeilleure Add `X86GetGf2p8LogicalShiftLeft`
Used to generate GF(2^8) 8x8 bit-matrices for bit-shifting for the `gf2p8affineqb` instruction.
* ARMeilleure: Append `FeatureInfo7Ecx` to `FeatureInfo`
* fatal: Implement Service
This PR adds a basic implementation of fatal service, guest processes call it when there is something wrong. But since we can already have all informations by debugging it's not really useful.
In any case, that's avoid an unimplemented service exception. Structs/Enum are based on Atmosphère source code.
After logs the error report, I call SvcBreak. Feedbacks are welcome on this, since some guests calls it right after fatal service so I can remove it if needed.
* Addresses gdkchan feedback
* Zero blend state when disabled or write mask is 0
Any difference in the blend state when blend is disabled is meaningless, but Ryujinx would compare different disabled blends and compile them as separate pipelines. This change ensures that all pipelines where blend state is meaningless record it as such, which avoids compiling a bunch of pipelines that are essentially identical.
The NVIDIA driver is pretty forgiving when it comes to silly pipeline misses like this, but other drivers don't offer the same level of kindness.
This should reduce stuttering on those drivers, and might improve overall performance very slightly due to less pipeline variants being in the hash table.
* Fix blend possibly being wrong when an attachment is unmasked
* Implemented in IR the managed methods of the Saturating region ...
... of the SoftFallback class (the SatQ ones).
The need to natively manage the Fpcr and Fpsr system registers is still a fact.
Contributes to https://github.com/Ryujinx/Ryujinx/issues/2917 ; I will open another PR to implement in Intrinsics-branchless the methods of the Saturation region as well (the SatXXXToXXX ones).
All instructions involved have been tested locally in both release and debug modes, in both lowcq and highcq.
* Ptc.InternalVersion = 3665
* Addressed PR feedback.
* Implemented in IR the managed methods of the ShlReg region of the SoftFallback class.
It also includes the last two SatQ ones (following up on https://github.com/Ryujinx/Ryujinx/pull/3665).
All instructions involved have been tested locally in both release and debug modes, in both lowcq and highcq.
* Fpsr and Fpcr freed.
Handling/isolation of Fpsr and Fpcr via register for IR and via memory for Tests and Threads, with synchronization to context exchanges (explicit for SoftFloat); without having to call managed methods. Thanks to the inlining work of the previous two PRs and others in this.
Tests performed locally in both release and debug modes, in both lowcq and highcq, with FastFP to true and false (explicit FP tests included). Tested with the title Tony Hawk's PS.
Depends on shlreg.
* Update InstEmitSimdHelper.cs
* De-magic Masks.
Remove the Stride and Len flags; Fpsr.NZCV are A32 only, then moved to Fpscr: this leads to emitting less IR in reference to Get/Set Fpsr/Fpcr/Fpscr methods in reference to Mrs/Msr (A64) and Vmrs/Vmsr (A32) instructions.
* Addressed PR feedback.
* Add Index Buffer conversion for quads to Vulkan
Also adds a reusable repeating pattern index buffer to use for non-indexed
draws, and generalizes the conversion cache for buffers.
* Fix some issues
* End render pass before conversion
* Resume transform feedback after we ensure we're in a pass.
* Always generate UInt32 type indices for topology conversion
* No it's not.
* Remove unused code
* Rely on TopologyRemap to convert quads to tris.
* Remove double newline
* Ensure render pass ends before stride or I8 conversion
* Change navbar from compact to default and force text overflow globally
* Fix settings window
* Fix right stick control alignment
* Initialize value and add logging for SDL IDs
* Fix alignment of setting text and improve borders
* Clean up padding and size of buttons on controller settings
* Fix right side trigger alignment and correct styling
* Revert axaml alignment
* Fix alignment of volume widget
* Fix timezone autocompletebox dropdown height
* MainWindow: Line up volume status bar item
* Remove margins and add padding to volume widget
* Make volume text localizable.
Co-authored-by: merry <git@mary.rs>
* Implemented in IR the managed methods of the Saturating region ...
... of the SoftFallback class (the SatQ ones).
The need to natively manage the Fpcr and Fpsr system registers is still a fact.
Contributes to https://github.com/Ryujinx/Ryujinx/issues/2917 ; I will open another PR to implement in Intrinsics-branchless the methods of the Saturation region as well (the SatXXXToXXX ones).
All instructions involved have been tested locally in both release and debug modes, in both lowcq and highcq.
* Ptc.InternalVersion = 3665
* Addressed PR feedback.
* Implemented in IR the managed methods of the ShlReg region of the SoftFallback class.
It also includes the last two SatQ ones (following up on https://github.com/Ryujinx/Ryujinx/pull/3665).
All instructions involved have been tested locally in both release and debug modes, in both lowcq and highcq.
* Update InstEmitSimdHelper.cs
* OpCodeTable: Implement Hint instructions (CSDB, SEV, SEVL, WFE, WFI, YIELD)
* A64: Remove catch-all Hint instruction
* T16: Handle unallocated hint instructions
Some thumb tests execute these assuming that they're nops.
* T32: Fill out other Hint instructions
* A32: Fill out other hint instructions
* Periodically Flush Commands for Vulkan
NVIDIA's OpenGL driver has a built-in mechanism to automatically flush commands to GPU when a lot have been queued. It's also pretty inconsistent, but we'll ignore that for now.
Our Vulkan implementation only submits a command buffer (flush equivalent) when it needs to. This is typically when another command buffer needs to be sequenced after it, presenting a frame, or an edge case where we flush around GPU queries to get results sooner.
This difference in flush behaviour causes a notable difference between Vulkan and OpenGL when we have to wait for commands. In the worst case, we will wait for a sync point that has just been created. In Vulkan, this sync point is created by flushing the command buffer, and storing a waitable fence that signals its completion. Our command buffer contains _every command that we queued since the last submit_, which could be an entire frame's worth of draws.
This has a huge effect on CPU <-> GPU latency. The more commands in a command buffer, the longer we have to wait for it to complete, which results in wasted time. Because we don't know when the guest will force us to wait, we always want the smallest possible latency.
By periodically flushing, we ensure that each command buffer takes a more consistent, smaller amount of time to execute, and that the back of the GPU queue isn't as far away when we need to wait for something to happen. This also might reduce time that the GPU is left inactive while commands are being built.
The main affected game is Pokemon Sword, which got significantly faster in overworld areas due to reduced waiting time when it flushes a shadow map from the main GPU thread.
Another affected game is BOTW, which gets faster depending on the area. This game flushes textures/buffers from its game thread, which is the bottleneck.
Flush latency and throughput may be improved on other games that are inexplicably slower than OpenGL. It's possible that certain games could have their performance _decreased_ slightly due to flushes not being free, but it is unlikely.
Also, flushing to get query results sooner has been tweaked to improve the number of full draw skips that can be done. (tested in SMO)
* Remove unused variable
* Fix possible issue with early query flush
* Scale SamplesPassed counter by RT scale on report
Adds a scale factor for samples passed counter report based on the render target scale at the time. This ensures that when a game reads this counter, it appears similar to the result at 1x.
This doesn't cover cases where the the render target scale changes during the queried draws, though that might be better to handle along with other scope related issues in a future rework of counters. Games generally don't count for occlusion queries over render target changes anyways.
Fixes an issue in the Splatoon games where the special charge would scale too quickly at high res, points at the end of the game would be broken (but still provide a correct winner), and playing at a low res would make it impossible to swim in ink.
May also affect LOD scaling in The Witcher 3.
* Update Ryujinx.Graphics.Gpu/Engine/Threed/SemaphoreUpdater.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Implement Thumb (32-bit) memory (ordered), multiply and bitfield instructions
* Remove public from interface
* Fix T32 BL immediate and implement signed and unsigned extend instructions
* Implement VRSRA, VRSHRN, VQSHRUN, VQMOVN, VQMOVUN, VQADD, VQSUB, VRHADD, VPADDL, VSUBL, VQDMULH and VMLAL Arm32 NEON instructions
* PPTC version
* Fix VQADD/VQSUB
* Improve MRC/MCR handling and exception messages
In case data is being recompiled as code, we don't want to throw at emit stage, instead we should only throw if it actually tries to execute
* Vertex Buffer Alignment part 1
* Update CacheByRange
* Add Stride Change compute shader, fix storage buffers in helpers
* An AMD exclusive
* Reword
* Change rules - stride conversion when attrs misalign
* Fix stupid mistake
* Fix background pipeline compile
* Improve a few things.
* Fix some feedback
* Address Feedback
(the shader binary didn't change when i changed the source to use the subgroup size)
* Fix bug where rewritten buffer would be disposed instantly.
* Implemented in IR the managed methods of the Saturating region ...
... of the SoftFallback class (the SatQ ones).
The need to natively manage the Fpcr and Fpsr system registers is still a fact.
Contributes to https://github.com/Ryujinx/Ryujinx/issues/2917 ; I will open another PR to implement in Intrinsics-branchless the methods of the Saturation region as well (the SatXXXToXXX ones).
All instructions involved have been tested locally in both release and debug modes, in both lowcq and highcq.
* Ptc.InternalVersion = 3665
* Addressed PR feedback.
We should report errors even when not requested.
This also ensure we only clear the bits that were requested on the output.
Finally, this fix when input events is 0.
* Bsd: Fix NullReferenceException in BsdSockAddr.FromIPEndPoint()
Allows "Victor Vran Overkill Edition" to boot with guest internet access enabled.
Thanks to EmulationFanatic for testing this for me!
* Bsd: Return proper error code if RemoteEndPoint is null
* Remove whitespace from empty line
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Implement intrusive red-black tree, use it for HLE kernel block manager
* Implement TreeDictionary using IntrusiveRedBlackTree
* Implement IntervalTree using IntrusiveRedBlackTree
* Implement IntervalTree (on Ryujinx.Memory) using IntrusiveRedBlackTree
* Make PredecessorOf and SuccessorOf internal, expose Predecessor and Successor properties on the node itself
* Allocation free tree node lookup
This is a very old oversight on our Poll implementation.
This worked so far reliably because games and homebrews pass the same
buffer as input and output.
* Check if game directories have been updated before refreshing list on save.
* Cleanup spacing
* Add Avalonia and reset value after saving
* Fix Avalonia
* Fix multiple directories not being added in GTK
* Added .ToString overrides, to help diagnose and debug SpirV generated code.
* Added Spirv to team shared dictionary, so the word will not show up as a warning.
* Fixed bug where we were creating invalid constants (bool 0i and float 0i)
* Update Ryujinx.Graphics.Shader/CodeGen/Spirv/CodeGenContext.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Update Spv.Generator/Instruction.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Adjusted spacing to match style of the rest of the code.
* Added handler for FP64(double) as well, for undefined aggregate types.
* Made the operand labels a static dictionary, to avoid re-allocation on each call.
Replaced Contains/Get with a TryGetValue, to reduce the number of dictionary lookups.
* Added newline between AllOperands and ToString().
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* drop split devices, rebase
* add fallback to opengl if vulkan is not available
* addressed review
* ensure present image references are incremented and decremented when necessary
* allow changing vsync for vulkan
* fix screenshot on avalonia vulkan
* save favorite when toggled
* improve sync between popups
* use separate devices for each new window
* fix crash when closing window
* addressed review
* don't create the main window with immediate mode
* change skia vk delegate to method
* update vulkan throwonerror
* addressed review
This PR some calls in `am` service:
- ISelfController: SetWirelessPriorityMode, SaveCurrentScreenshot (Partially checked by RE).
- ICommonStateGetter: GetHdcpAuthenticationState
Close#1831 and close#3527
This was broken by the Vulkan changes - OpenGL was building host caches at boot on one thread, which is very notably slower than when it is multithreaded.
This was caused by trying to get the program binary immediately after compilation started, which blocks. Now it does it after compilation has completed.
This PR stub ResolverSetOptionRequest (checked by RE), but the options parsing is still missing since we don't support it in our current code.
(Close#3479)
* SPIR-V: Initialize undefined variables with a value
Changes undefined values on spir-v shaders (caused by phi nodes) to be initialized instead of truly undefined.
Fixes an issue with NVIDIA gpus seemingly not liking when a variable is _potentially_ undefined. Not sure about the details at the moment.
Fixes:
- Tilt shift blur effect in Link's Awakening (bottom of the screen)
- Potentially block flickering on newer NVIDIA gpus in Splatoon 2? Needs testing.
Testing is welcome.
* Update Ryujinx.Graphics.Shader/CodeGen/Spirv/CodeGenContext.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* WIP Vulkan implementation
* No need to initialize attributes on the SPIR-V backend anymore
* Allow multithreading shaderc and vkCreateShaderModule
You'll only really see the benefit here with threaded-gal or parallel shader cache compile.
Fix shaderc multithreaded changes
Thread safety for shaderc Options constructor
Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes.
* Support multiple levels/layers for blit.
Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now.
* TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use
* New depth-stencil blit method for AMD
* Workaround for AMD driver bug
* Fix some tessellation related issues (still doesn't work?)
* Submit command buffer before Texture GetData. (UE4 fix)
* DrawTexture support
* Fix BGRA on OpenGL backend
* Fix rebase build break
* Support format aliasing on SetImage
* Fix uniform buffers being lost when bindings are out of order
* Fix storage buffers being lost when bindings are out of order
(also avoid allocations when changing bindings)
* Use current command buffer for unscaled copy (perf)
Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies.
* Update to .net6
* Update Silk.NET to version 2.10.1
Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before.
* Fix PrimitivesGenerated query, disable Transform Feedback queries for now
Lets Splatoon 2 work on nvidia. (mostly)
* Update counter queue to be similar to the OGL one
Fixes softlocks when games had to flush counters.
* Don't throw when ending conditional rendering for now
This should be re-enabled when conditional rendering is enabled on nvidia etc.
* Update findMSB/findLSB to match master's instruction enum
* Fix triangle overlay on SMO, Captain Toad, maybe others?
* Don't make Intel Mesa pay for Intel Windows bugs
* Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders)
* Update Spv.Generator
* Add alpha test emulation on shader (but no shader specialisation yet...)
* Fix R4G4B4A4Unorm texture format permutation
* Validation layers should be enabled for any log level other than None
* Add barriers around vkCmdCopyImage
Write->Read barrier for src image (we want to wait for a write to read it)
Write->Read barrier for dst image (we want to wait for the copy to complete before use)
* Be a bit more careful with texture access flags, since it can be used for anything
* Device local mapping for all buffers
May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?)
Also some performance things and fixes issues with opengl games loading textures weird.
* Cleanup, disable device local buffers for now.
* Add single queue support
Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment.
* Fix some validation errors around extended dynamic state
* Remove Intel bug workaround, it was fixed on the latest driver
* Use circular queue for checking consumption on command buffers
Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once.
* Use SupportBufferUpdater, add single layer flush
* Fix counter queue leak when game decides to use host conditional rendering
* Force device local storage for textures (fixes linux performance)
* Port #3019
* Insert barriers around vkCmdBlitImage (may fix some amd flicker)
* Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers
* Don't pause transform feedback for multi draw
* Fix draw outside of render pass and missing capability
* Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more)
* Better workaround for AMD vertex buffer size alignment issue
* More instructions + fixes on SPIR-V backend
* Allow custom aspect ratio on Vulkan
* Correct GTK UI status bar positions
* SPIR-V: Functions must always end with a return
* SPIR-V: Fix ImageQuerySizeLod
* SPIR-V: Set DepthReplacing execution mode when FragDepth is modified
* SPIR-V: Implement LoopContinue IR instruction
* SPIR-V: Geometry shader support
* SPIR-V: Use correct binding number on storage buffers array
* Reduce allocations for Spir-v serialization
Passes BinaryWriter instead of the stream to Write and WriteOperand
- Removes creation of BinaryWriter for each instruction
- Removes allocations for literal string
* Some optimizations to Spv.Generator
- Dictionary for lookups of type declarations, constants, extinst
- LiteralInteger internal data format -> ushort
- Deterministic HashCode implementation to avoid spirv result not being the same between runs
- Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost)
TODO: improve instruction allocation, structured program creator, ssa?
* Pool Spv.Generator resources, cache delegates, spv opts
- Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module.
- NewInstruction is called instead of new Instruction()
- Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually.
- Estimate code size when creating the output MemoryStream
- LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast.
Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call.
TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads.
* LocalDefMap for Ssa Rewriter
Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator.
* SPIR-V: Transform feedback support
* SPIR-V: Fragment shader interlock support (and image coherency)
* SPIR-V: Add early fragment tests support
* SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta
* Don't pass depth clip state right now (fix decals)
Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted.
* Multisampling support
* Multisampling: Use resolve if src samples count > dst samples count
* Multisampling: We can only resolve for unscaled copies
* SPIR-V: Only add FSI exec mode if used.
* SPIR-V: Use ConstantComposite for Texture Offset Vector
Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are.
* SPIR-V: Don't OpReturn if we already OpExit'ed
Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist)
* SPIR-V: Only use input attribute type for input attributes
Output vertex attributes should always be of type float.
* Multithreaded Pipeline Compilation
* Address some feedback
* Make this 32
* Update topology with GpuAccessorState
* Cleanup for merge (note: disables spir-v)
* Make more robust to shader compilation failure
- Don't freeze when GLSL compilation fails
- Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure.
* Fix Multisampling
* Only update fragment scale count if a vertex texture needs a scale.
Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage.
This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now.
* Use a bitmap to do granular tracking for buffer uploads.
This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful.
Avoids ending render passes to update buffer data (not all the time)
- 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI)
- Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI)
As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory)
Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here.
* Copy query results after RP ends, rather than ending to copy
We need to end the render pass to get the data (submit command buffer) anyways...
Reduces render passes created in games that use queries.
* Rework Query stuff a bit to avoid render pass end
Tries to reset returned queries in background when possible, rather than ending the render pass.
Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?)
* Remove unnecessary lines
Was for testing
* Fix validation error for query reset
Need to think of a better way to do this.
* SPIR-V: Fix SwizzleAdd and some validation errors
* SPIR-V: Implement attribute indexing and StoreAttribute
* SPIR-V: Fix TextureSize for MS and Buffer sampler types
* Fix relaunch issues
* SPIR-V: Implement LogicalExclusiveOr
* SPIR-V: Constant buffer indexing support
* Ignore unsupported attributes rather than throwing (matches current GLSL behaviour)
* SPIR-V: Implement tessellation support
* SPIR-V: Geometry shader passthrough support
* SPIR-V: Implement StoreShader8/16 and StoreStorage8/16
* SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug
* SPIR-V: Fix field index for scale count
* SPIR-V: Fix another case of wrong field index
* SPIRV/GLSL: More scaling related fixes
* SPIR-V: Fix ImageLoad CompositeExtract component type
* SPIR-V: Workaround for Intel FrontFacing bug
* Enable SPIR-V backend by default
* Allow null samplers (samplers are not required when only using texelFetch to access the texture)
* Fix some validation errors related to texel block view usage flag and invalid image barrier base level
* Use explicit subgroup size if we can (might fix some block flickering on AMD)
* Take componentMask and scissor into account when clearing framebuffer attachments
* Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA)
* Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight)
Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different
* Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc)
* Check if the subgroup size is supported before passing a explicit size
* Only enable ShaderFloat64 if the GPU supports it
* We don't need to recompile shaders if alpha test state changed but alpha test is disabled
* Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before)
* Fix pipeline state saving before it is updated.
This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache.
* Allow null samplers on OpenGL backend
* _unit0Sampler should be set only for binding 0
* Remove unused PipelineConverter format variable (was causing IOR)
* Raise textures limit to 64 on Vulkan
* No need to pack the shader binaries if shader cache is disabled
* Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL
* Do not clear unbound framebuffer color attachments
* Geometry shader passthrough emulation
* Consolidate UpdateDepthMode and GetDepthMode implementation
* Fix A1B5G5R5 texture format and support R4G4 on Vulkan
* Add barrier before use of some modified images
* Report 32 bit query result on AMD windows (smo issue)
* Add texture recompression support (disabled for now)
It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures
* Do not report R4G4 format as supported on Vulkan
It was causing mario head to become white on Super Mario 64 (???)
* Improvements to -1 to 1 depth mode.
- Transformation is only applied on the last stage in the vertex pipeline.
- Should fix some issues with geometry and tessellation (hopefully)
- Reading back FragCoord Z on fragment will transform back to -1 to 1.
* Geometry Shader index count from ThreadsPerInputPrimitive
Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL
* Remove gl_FragDepth scaling
This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade.
* Add Gl StencilOp enum values to Vulkan
* Update guest cache to v1.1 (due to specialization state changes)
This will explode your shader cache from earlier vulkan build, but it must be done. 😔
* Vulkan/SPIR-V support for viewport inverse
* Fix typo
* Don't create query pools for unsupported query types
* Return of the Vector Indexing Bug
One day, everyone will get this right.
* Check for transform feedback query support
Sometimes transform feedback is supported without the query type.
* Fix gl_FragCoord.z transformation
FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs.
Fixes Pokemon Sword/Shield, possibly others.
* Fix Avalonia Rebase
Vulkan is currently not available on Avalonia, but the build does work and you can use opengl.
* Fix headless build
* Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host
* Fix BCn 4/5 conversion, GetTextureTarget
BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect.
GetTextureTarget was not creating a view with the replacement format.
* Fix dependency
* Fix inverse viewport transform vector type on SPIR-V
* Do not require null descriptors support
* If MultiViewport is not supported, do not try to set more than one viewport/scissor
* Bounds check on bitmap add.
* Flush queries on attachment change rather than program change
Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending.
Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets.
* Add support for avalonia (#6)
* add avalonia support
* only lock around skia flush
* addressed review
* cleanup
* add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check
* fix getting window handle on linux. skip render is size is 0
* Combine non-buffer with buffer image descriptor sets
* Support multisample texture copy with automatic resolve on Vulkan
* Remove old CompileShader methods from the Vulkan backend
* Add minimal pipeline layouts that only contains used bindings
They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders
* Pre-compile helper shader as SPIR-V, and some fixes
* Remove pre-compiled shaderc binary for Windows as its no longer needed by default
* Workaround RADV crash
Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist".
* Use RobustBufferAccess on NVIDIA gpus
Avoids the SMO waterfall triangle on older NVIDIA gpus.
* Implement GPU selector and expose texture recompression on the UI and config
* Fix and enable background compute shader compilation
Also disables warnings from shader cache pipeline misses.
* Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added
* If S8D24 is not supported, use D32FS8
* Ensure all fences are destroyed on dispose
* Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks
* Add missing clear layer parameter after rebase
* Use selected gpu from config for avalonia (#7)
* use configured device
* address review
* Fix D32S8 copy workaround (AMD)
Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things.
* Use push descriptors for uniform buffer updates (disabled for now)
* Push descriptor support check, buffer redundancy checks
Should make push descriptors faster, needs more testing though.
* Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs
* Adjust bindings array sizes
* Force submit command buffers if memory in use by its resources is high
* Add workaround for AMD GCN cubemap view sins
`ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue.
This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry)
Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there.
* Add mobile, non-RX variants to the GCN regex.
Also make sure that the 3 digit ones only include numbers starting with 7 or 8.
* Increase image limit per stage from 8 to 16
Xenoblade Chronicles 2 was hiting the limit of 8
* Minor code cleanup
* Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer
* Add gpu selector to Avalonia (#8)
* Add gpu selector to avalonia settings
* show backend label on window
* some fixes
* address review
* Minor changes to the Avalonia UI
* Update graphics window UI and locales. (#9)
* Update xaml and update locales
* locale updates
Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish?
* Fix locales with more (?) correct translations.
* add separator to render widget
* fix spanish and portuguese
* Add new IdList, replaces buffer list that could not remove elements and had unbounded growth
* Don't crash the settings window if Vulkan is not supported
* Fix Actions menu not being clickable on GTK UI after relaunch
* Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer
* Fix IdList and make it not thread safe
* Revert useless OpenGL format table changes
* Fix headless project build
* List throws ArgumentOutOfRangeException
* SPIR-V: Fix tessellation
* Increase shader cache version due to tessellation fix
* Reduce number of Sync objects created (improves perf in some specific titles)
* Fix vulkan validation errors for NPOT compressed upload and GCN workaround.
* Add timestamp to the shader cache and force rebuild if host cache is outdated
* Prefer Mail box present mode for popups (#11)
* Prefer Mail box present mode
* fix debug
* switch present mode when vsync is toggled
* only disable vsync on the main window
* SPIR-V: Fix geometry shader input load with transform feedback
* BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0
* Fix Avalonia build
* Address initial PR feedback
* Only set transform feedback outputs on last vertex stage
* Address riperiperi PR feedback
* Remove outdated comment
* Remove unused constructor
* Only throw for negative results
* Throw for QueueSubmit and other errors
No point in delaying the inevitable
* Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler
* Fix some resolution scale issues
* No need for two UpdateScale calls
* Fix comments on SPIR-V generator project
* Try to fix shader local memory size
On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region?
* Remove RectangleF that is now unused
* Fix ImageGather with multiple offsets
Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct`
* Address PR feedback from jD in all projects except Avalonia
* Address most of jD PR feedback on Avalonia
* Remove unsafe
* Fix VulkanSkiaGpu
* move present mode request out of Create Swapchain method
* split more parts of create swapchain
* addressed reviews
* addressed review
* Address second batch of jD PR feedback
* Fix buffer <-> image copy row length and height alignment
AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes
* Better fix for NPOT alignment issue
* Use switch expressions on Vulkan EnumConversion
Thanks jD
* Fix Avalonia build
* Add Vulkan selection prompt on startup
* Grammar fixes on Vulkan prompt message
* Add missing Vulkan migration flag
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com>
Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
* Initial commit with a lot of testing stuff.
* Partial Unmap Cleanup Part 1
* Fix some minor issues, hopefully windows tests.
* Disable partial unmap tests on macos for now
Weird issue.
* Goodbye magic number
* Add COMPlus_EnableAlternateStackCheck for tests
`COMPlus_EnableAlternateStackCheck` is needed for NullReferenceException handling to work on linux after registering the signal handler, due to how dotnet registers its own signal handler.
* Address some feedback
* Force retry when memory is mapped in memory tracking
This case existed before, but returning `false` no longer retries, so it would crash immediately after unprotecting the memory... Now, we return `true` to deliberately retry.
This case existed before (was just broken by this change) and I don't really want to look into fixing the issue right now. Technically, this means that on guest code partial unmaps will retry _due to this_ rather than hitting the handler. I don't expect this to cause any issues.
This should fix random crashes in Xenoblade Chronicles 2.
* Use IsRangeMapped
* Suppress MockMemoryManager.UnmapEvent warning
This event is not signalled by the mock memory manager.
* Remove 4kb mapping
* Avalonia: Another Cleanup
This PR is a cleanup to the avalonia code recently added:
- Some XAML file are autoformatted like a previous PR.
- Dlc is renamed to DownloadableContent (Locale exclude).
- DownloadableContentManagerWindow is a bit improved (Fixes#3491).
- Some nits here and there.
* Fix GTK
* Remove AttachDebugDevTools
* Fix last warning
* Fix JSON fields
This PR cleanup the UserEditor code a bit, 2 texts are added for "Name" and "User Id", because when you create a new profile, the textbox is empty without any hints. `axaml` files are autoformated too.
* Add a sampler pool cache and improve texture pool cache
* Increase disposal timestamp delta more to be on the safe side
* Nits
* Use abstract class for PoolCache, remove factory callback
This is the first commit of a series of reformat around the codebase as
discussed internally some weeks ago.
This project being one that isn't touched that much, it shouldn't cause
conflict with any opened PRs.
* remove content dialog placeholder from all windows
* remove redundant window argument
* redesign user profile window
* wip
* use avalonia auto name generator
* add edit and new user options
* move profile image selection to content dialog
* remove usings
* fix updater
* address review
* adjust avatar dialog size
* add validation for user editor
* fix typo
* Shorten some labels
* experimental changes to try and reduce allocations in kernel threading and DMA handler
* Simplify the changes in this branch to just 1. Don't make unnecessary copies of data just for texture-texture transfers and 2. Add a fast path for 1bpp linear byte copies
* forgot to check src + dst linearity in 1bpp DMA fast path. Fixes the UE4 regression.
* removing dev log I left in
* Generalizing the DMA linear fast path to cases other than 1bpp copies
* revert kernel changes
* revert whitespace
* remove unneeded references
* PR feedback
Co-authored-by: Logan Stromberg <lostromb@microsoft.com>
Co-authored-by: gdk <gab.dark.100@gmail.com>
Some games and the Mario Odyssey Multiplayer mod do this.
The SMO multiplayer mod also needs you to revert #3394 as it uses a blocking socket to receive (otherwise it hangs), and it doesn't seem to like being forced as non-blocking.
* expand English tooltips and clean up
* small oversight
* update Spanish locale
* wording
* Internet
* address feedback
* update localization accordingly
* Add all other windows
* addreesed review
* Prevent "No Update" option from being deleted
* Select no update is the current update is removed from the title update window
* fix amiibo crash
* Ryujinx.Audio: Remove BOM from files
* misc: Relicense Ryujinx.Audio under the terms of the MIT license
With the approvals of all the Ryujinx.Audio contributors, this commit
changes Ryujinx.Audio license from LGPLv3 to MIT.
* Add support for alpha to coverage dithering
* Shader cache version bump
* Fix wrong alpha register
* Ensure support buffer is cleared
* New shader specialization based approach
* add settings windows and children views
* Expose hotkeys configuration on the UI
* Remove double spacing from locale JSON
* simplify button assigner
* add cemuhook buttons and title to locale
* move common button assigner to own class
* cancel button assigner when window is closed
* remove unused setting
* address review. fix controller profile not loading default when switching devices
* fix updater file name
* Input cleanup (#37)
* addressed review
* add device type to controller device checks
* change accessibility modifier of public classes to internal
* Update Ryujinx.Ava/Ui/ViewModels/ControllerSettingsViewModel.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Update de_DE.json
* Update de_DE.json
* Update tr_TR.json
Translated newly added lines
* Update it_IT.json
* fix rebase
* update avalonia
* fix wrong key used for button text
* Align settings window elements
* Tabs to spaces
* Update brazilian portuguese translation
* Minor improvement on brazilian portuguese translation
* fix turkish translation
* remove unused text
* change view related classes to public
* unsubscribe from deferred event if dialog is closed
* Load the default language before loading any other when switching languages
* Make controller settings more compact
* increase default width of settings window, reduce profile buttons width
Co-authored-by: gdk <gab.dark.100@gmail.com>
Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com>
Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com>
Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com>
Because of that PR, TimeZoneRule was bigger than 0x4000 thanks to a
misuse of a constant.
This commit address this issue and add a new unit test to ensure the size of
TimeZoneRule is 0x4000 bytes.
Also address suggestions that were lost on the original PR.
* time: Make TimeZoneRule blittable and avoid copies
This drastically reduce overhead of using TimeZoneRule around the
codebase.
Effect on games is unknown
* Add missing Box type
* Ensure we clean the structure still
This doesn't perform any copies
* Address gdkchan's comments
* Simplify Box
* Rewrite kernel memory allocator
* Remove unused using
* Adjust private static field naming
* Change UlongBitSize to UInt64BitSize
* Fix unused argument, change argument order to be inline with official code and disable random allocation
* Fix doubling of detected gamepads (sometimes the connected event is fired when the app starts even though the pad was connected for some time now).
The fix rejects the gamepad if one with the same ID is already present.
* Fixed review findings
* Changes 1
* Changes 2
* Better ModifiedSequence handling
This should handle PreciseEvents properly, and simplifies a few things.
* Minor changes, remove debug log
* Handle stage.Info being null
Hopefully fixes Catherine crash
* Fix shader specialization fast texture lookup
* Fix some things.
* Address Feedback Part 1
* Make method static.
about: Something doesn't work correctly in Ryujinx.
about: Something doesn't work correctly in Ryujinx. Game-specific issues should be posted at https://github.com/Ryujinx/Ryujinx-Games-List instead, unless it is a provable regression.
#assignees:
---
@ -34,7 +34,7 @@ about: Something doesn't work correctly in Ryujinx.
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