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3 Commits

Author SHA1 Message Date
2b50e52e48 Fix primitive count calculation for topology conversion (#3763)
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.
2022-10-16 19:25:40 -03:00
49eadbc209 Fix phantom configured Controllers (#3720)
Enable guest controller only when a valid host controller is mapped.
2022-10-16 20:34:42 +02:00
2df16ded9b Improve shader BRX instruction code generation (#3759)
* Improve shader BRX instruction code generation

* Shader cache version bump, add some comments and asserts
2022-10-15 23:20:16 +00:00
7 changed files with 155 additions and 27 deletions

View File

@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
private const ushort FileFormatVersionMajor = 1;
private const ushort FileFormatVersionMinor = 2;
private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
private const uint CodeGenVersion = 3732;
private const uint CodeGenVersion = 3759;
private const string SharedTocFileName = "shared.toc";
private const string SharedDataFileName = "shared.data";

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@ -377,6 +377,8 @@ namespace Ryujinx.Graphics.Shader.Decoders
if (lastOp.Name == InstName.Brx && block.Successors.Count == (hasNext ? 1 : 0))
{
HashSet<ulong> visited = new HashSet<ulong>();
InstBrx opBrx = new InstBrx(lastOp.RawOpCode);
ulong baseOffset = lastOp.GetAbsoluteAddress();
@ -392,9 +394,14 @@ namespace Ryujinx.Graphics.Shader.Decoders
for (int i = 0; i < cbOffsetsCount; i++)
{
uint targetOffset = config.ConstantBuffer1Read(cbBaseOffset + i * 4);
Block target = getBlock(baseOffset + targetOffset);
target.Predecessors.Add(block);
block.Successors.Add(target);
ulong targetAddress = baseOffset + targetOffset;
if (visited.Add(targetAddress))
{
Block target = getBlock(targetAddress);
target.Predecessors.Add(block);
block.Successors.Add(target);
}
}
}
}

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@ -41,24 +41,82 @@ namespace Ryujinx.Graphics.Shader.Instructions
Operand address = context.IAdd(Register(op.SrcA, RegisterType.Gpr), Const(offset));
// Sorting the target addresses in descending order improves the code,
// since it will always check the most distant targets first, then the
// near ones. This can be easily transformed into if/else statements.
var sortedTargets = context.CurrBlock.Successors.Skip(startIndex).OrderByDescending(x => x.Address);
var targets = context.CurrBlock.Successors.Skip(startIndex);
Block lastTarget = sortedTargets.LastOrDefault();
bool allTargetsSinglePred = true;
int total = context.CurrBlock.Successors.Count - startIndex;
int count = 0;
foreach (Block possibleTarget in sortedTargets)
foreach (var target in targets.OrderBy(x => x.Address))
{
Operand label = context.GetLabel(possibleTarget.Address);
if (possibleTarget != lastTarget)
if (++count < total && (target.Predecessors.Count > 1 || target.Address <= context.CurrBlock.Address))
{
context.BranchIfTrue(label, context.ICompareEqual(address, Const((int)possibleTarget.Address)));
allTargetsSinglePred = false;
break;
}
else
}
if (allTargetsSinglePred)
{
// Chain blocks, each target block will check if the BRX target address
// matches its own address, if not, it jumps to the next target which will do the same check,
// until it reaches the last possible target, which executed unconditionally.
// We can only do this if the BRX block is the only predecessor of all target blocks.
// Additionally, this is not supported for blocks located before the current block,
// since it will be too late to insert a label, but this is something that can be improved
// in the future if necessary.
var sortedTargets = targets.OrderBy(x => x.Address);
Block currentTarget = null;
ulong firstTargetAddress = 0;
foreach (Block nextTarget in sortedTargets)
{
context.Branch(label);
if (currentTarget != null)
{
if (currentTarget.Address != nextTarget.Address)
{
context.SetBrxTarget(currentTarget.Address, address, (int)currentTarget.Address, nextTarget.Address);
}
}
else
{
firstTargetAddress = nextTarget.Address;
}
currentTarget = nextTarget;
}
context.Branch(context.GetLabel(firstTargetAddress));
}
else
{
// Emit the branches sequentially.
// This generates slightly worse code, but should work for all cases.
var sortedTargets = targets.OrderByDescending(x => x.Address);
ulong lastTargetAddress = ulong.MaxValue;
count = 0;
foreach (Block target in sortedTargets)
{
Operand label = context.GetLabel(target.Address);
if (++count < total)
{
if (target.Address != lastTargetAddress)
{
context.BranchIfTrue(label, context.ICompareEqual(address, Const((int)target.Address)));
}
lastTargetAddress = target.Address;
}
else
{
context.Branch(label);
}
}
}
}

View File

@ -21,8 +21,33 @@ namespace Ryujinx.Graphics.Shader.Translation
public int OperationsCount => _operations.Count;
private struct BrxTarget
{
public readonly Operand Selector;
public readonly int ExpectedValue;
public readonly ulong NextTargetAddress;
public BrxTarget(Operand selector, int expectedValue, ulong nextTargetAddress)
{
Selector = selector;
ExpectedValue = expectedValue;
NextTargetAddress = nextTargetAddress;
}
}
private class BlockLabel
{
public readonly Operand Label;
public BrxTarget BrxTarget;
public BlockLabel(Operand label)
{
Label = label;
}
}
private readonly List<Operation> _operations;
private readonly Dictionary<ulong, Operand> _labels;
private readonly Dictionary<ulong, BlockLabel> _labels;
public EmitterContext(DecodedProgram program, ShaderConfig config, bool isNonMain)
{
@ -30,7 +55,7 @@ namespace Ryujinx.Graphics.Shader.Translation
Config = config;
IsNonMain = isNonMain;
_operations = new List<Operation>();
_labels = new Dictionary<ulong, Operand>();
_labels = new Dictionary<ulong, BlockLabel>();
EmitStart();
}
@ -158,14 +183,40 @@ namespace Ryujinx.Graphics.Shader.Translation
public Operand GetLabel(ulong address)
{
if (!_labels.TryGetValue(address, out Operand label))
{
label = Label();
return EnsureBlockLabel(address).Label;
}
_labels.Add(address, label);
public void SetBrxTarget(ulong address, Operand selector, int targetValue, ulong nextTargetAddress)
{
BlockLabel blockLabel = EnsureBlockLabel(address);
Debug.Assert(blockLabel.BrxTarget.Selector == null);
blockLabel.BrxTarget = new BrxTarget(selector, targetValue, nextTargetAddress);
}
public void EnterBlock(ulong address)
{
BlockLabel blockLabel = EnsureBlockLabel(address);
MarkLabel(blockLabel.Label);
BrxTarget brxTarget = blockLabel.BrxTarget;
if (brxTarget.Selector != null)
{
this.BranchIfFalse(GetLabel(brxTarget.NextTargetAddress), this.ICompareEqual(brxTarget.Selector, Const(brxTarget.ExpectedValue)));
}
}
private BlockLabel EnsureBlockLabel(ulong address)
{
if (!_labels.TryGetValue(address, out BlockLabel blockLabel))
{
blockLabel = new BlockLabel(Label());
_labels.Add(address, blockLabel);
}
return label;
return blockLabel;
}
public void PrepareForVertexReturn()

View File

@ -162,7 +162,7 @@ namespace Ryujinx.Graphics.Shader.Translation
{
context.CurrBlock = block;
context.MarkLabel(context.GetLabel(block.Address));
context.EnterBlock(block.Address);
EmitOps(context, block);
}

View File

@ -38,7 +38,7 @@ namespace Ryujinx.Graphics.Vulkan
public int GetPrimitiveCount(int vertexCount)
{
return Math.Max(0, ((vertexCount - BaseIndex) + IndexStride - 1) / IndexStride);
return Math.Max(0, (vertexCount - BaseIndex) / IndexStride);
}
public int GetConvertedCount(int indexCount)

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@ -51,7 +51,16 @@ namespace Ryujinx.Input.HLE
{
lock (_lock)
{
_device.Hid.RefreshInputConfig(_inputConfig);
List<InputConfig> validInputs = new List<InputConfig>();
foreach (var inputConfigEntry in _inputConfig)
{
if (_controllers[(int)inputConfigEntry.PlayerIndex] != null)
{
validInputs.Add(inputConfigEntry);
}
}
_device.Hid.RefreshInputConfig(validInputs);
}
}
@ -103,6 +112,8 @@ namespace Ryujinx.Input.HLE
_controllers[i] = null;
}
List<InputConfig> validInputs = new List<InputConfig>();
foreach (InputConfig inputConfigEntry in inputConfig)
{
NpadController controller = new NpadController(_cemuHookClient);
@ -116,6 +127,7 @@ namespace Ryujinx.Input.HLE
else
{
_controllers[(int)inputConfigEntry.PlayerIndex] = controller;
validInputs.Add(inputConfigEntry);
}
}
@ -123,7 +135,7 @@ namespace Ryujinx.Input.HLE
_enableKeyboard = enableKeyboard;
_enableMouse = enableMouse;
_device.Hid.RefreshInputConfig(inputConfig);
_device.Hid.RefreshInputConfig(validInputs);
}
}