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6 Commits

Author SHA1 Message Date
gdkchan
9205077590 Enable explicit LOD for array textures with depth compare on SPIR-V (#4892) 2023-05-11 21:35:36 +02:00
gdkchan
0ed40c7175 Fix incorrect ASTC endpoint color when using LuminanceDelta mode (#4890) 2023-05-11 20:47:55 +02:00
Mary
40d47b7aa2 amadeus: Fix wrong channel mapping check and an old typo (#4888)
* amadeus: Fix wrong channel mapping check

This was always going to happens, as a result quadratic would break and
move index after the channel count point, effectively breaking
input/output indices.

* amadeus: Fix reverb 3d early delay wrong output index
2023-05-11 20:14:02 +02:00
John
ec0bb74968 Stop SDL from inhibiting sleep. (#4842) 2023-05-11 20:13:01 +02:00
2435043xia
42f7f98666 Fix the issue of unequal check for amiibo file date due to the lack o… (#4832)
* Fix the issue of unequal check for amiibo file date due to the lack of sub-second units in the header, causing slow opening of the amiibo interface.

* Supplement the unrepaired.
2023-05-11 19:10:24 +02:00
riperiperi
95bad6995c GPU: Fix shader cache assuming past shader data was mapped (#4885)
This fixes a potential issue where a shader lookup could match the address of a previous _different_ shader, but that shader is now partially unmapped. This would just crash with an invalid region exception.

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

This might fix a random crash in TOTK that was reported by Piplup. I don't know if it does, because I don't have the game yet.
2023-05-11 18:41:34 +02:00
10 changed files with 16 additions and 23 deletions

View File

@@ -49,8 +49,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]);
}
DataSourceHelper.RemapLegacyChannelEffectMappingToChannelResourceMapping(newEffectChannelMappingSupported, InputBufferIndices);
DataSourceHelper.RemapLegacyChannelEffectMappingToChannelResourceMapping(newEffectChannelMappingSupported, OutputBufferIndices);
DataSourceHelper.RemapLegacyChannelEffectMappingToChannelResourceMapping(newEffectChannelMappingSupported, InputBufferIndices, Parameter.ChannelCount);
DataSourceHelper.RemapLegacyChannelEffectMappingToChannelResourceMapping(newEffectChannelMappingSupported, OutputBufferIndices, Parameter.ChannelCount);
}
[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]

View File

@@ -66,8 +66,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
// NOTE: We do the opposite as Nintendo here for now to restore previous behaviour
// TODO: Update reverb 3d processing and remove this to use RemapLegacyChannelEffectMappingToChannelResourceMapping.
DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices);
DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices, Parameter.ChannelCount);
DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices, Parameter.ChannelCount);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
@@ -116,7 +116,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
for (int i = 0; i < targetEarlyDelayLineIndicesTable.Length; i++)
{
int earlyDelayIndex = targetEarlyDelayLineIndicesTable[i];
int outputIndex = outputEarlyIndicesTable[i];
int outputIndex = outputEarlyIndicesTable[earlyDelayIndex];
float tempTapOut = state.PreDelayLine.TapUnsafe(state.EarlyDelayTime[earlyDelayIndex], delayLineSampleIndexOffset);

View File

@@ -71,8 +71,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
// NOTE: We do the opposite as Nintendo here for now to restore previous behaviour
// TODO: Update reverb processing and remove this to use RemapLegacyChannelEffectMappingToChannelResourceMapping.
DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices);
DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices, Parameter.ChannelCount);
DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices, Parameter.ChannelCount);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]

View File

@@ -430,9 +430,9 @@ namespace Ryujinx.Audio.Renderer.Dsp
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void RemapLegacyChannelEffectMappingToChannelResourceMapping(bool isSupported, Span<ushort> bufferIndices)
public static void RemapLegacyChannelEffectMappingToChannelResourceMapping(bool isSupported, Span<ushort> bufferIndices, uint channelCount)
{
if (!isSupported && bufferIndices.Length == 6)
if (!isSupported && channelCount == 6)
{
ushort backLeft = bufferIndices[2];
ushort backRight = bufferIndices[3];
@@ -447,9 +447,9 @@ namespace Ryujinx.Audio.Renderer.Dsp
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void RemapChannelResourceMappingToLegacy(bool isSupported, Span<ushort> bufferIndices)
public static void RemapChannelResourceMappingToLegacy(bool isSupported, Span<ushort> bufferIndices, uint channelCount)
{
if (isSupported && bufferIndices.Length == 6)
if (isSupported && channelCount == 6)
{
ushort frontCenter = bufferIndices[2];
ushort lowFrequency = bufferIndices[3];

View File

@@ -370,7 +370,7 @@ namespace Ryujinx.Ava.UI.ViewModels
if (response.IsSuccessStatusCode)
{
return response.Content.Headers.LastModified != oldLastModified;
return response.Content.Headers.LastModified != new DateTimeOffset(oldLastModified.Ticks - (oldLastModified.Ticks % TimeSpan.TicksPerSecond), TimeSpan.Zero);
}
return false;

View File

@@ -591,7 +591,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
return true;
}
ReadOnlySpan<byte> memoryCode = memoryManager.GetSpan(gpuVa, shader.Code.Length);
ReadOnlySpan<byte> memoryCode = memoryManager.GetSpanMapped(gpuVa, shader.Code.Length);
return memoryCode.SequenceEqual(shader.Code);
}

View File

@@ -1442,14 +1442,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
return GetZeroOperationResult(context, texOp, AggregateType.FP32, colorIsVector);
}
// This combination is valid, but not available on GLSL.
// For now, ignore the LOD level and do a normal sample.
// TODO: How to implement it properly?
if (hasLodLevel && isArray && isShadow)
{
hasLodLevel = false;
}
int srcIndex = isBindless ? 1 : 0;
SpvInstruction Src(AggregateType type)

View File

@@ -956,7 +956,7 @@ namespace Ryujinx.Graphics.Texture.Astc
{
Span<uint> val = ReadUintColorValues(2, colorValues, ref colorValuesPosition);
int l0 = (int)((val[0] >> 2) | (val[1] & 0xC0));
int l1 = (int)Math.Max(l0 + (val[1] & 0x3F), 0xFFU);
int l1 = (int)Math.Min(l0 + (val[1] & 0x3F), 0xFFU);
endPoints[0] = new AstcPixel(0xFF, (short)l0, (short)l0, (short)l0);
endPoints[1] = new AstcPixel(0xFF, (short)l1, (short)l1, (short)l1);

View File

@@ -63,6 +63,7 @@ namespace Ryujinx.SDL2.Common
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED, "0");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "1");
SDL_SetHint(SDL_HINT_VIDEO_ALLOW_SCREENSAVER, "1");
// NOTE: As of SDL2 2.24.0, joycons are combined by default but the motion source only come from one of them.

View File

@@ -180,7 +180,7 @@ namespace Ryujinx.Ui.Windows
if (response.IsSuccessStatusCode)
{
return response.Content.Headers.LastModified != oldLastModified;
return response.Content.Headers.LastModified != new DateTimeOffset(oldLastModified.Ticks - (oldLastModified.Ticks % TimeSpan.TicksPerSecond), TimeSpan.Zero);
}
return false;