Compare commits
1 Commits
1.1.850
...
dependabot
Author | SHA1 | Date | |
---|---|---|---|
|
b2aed882d6 |
4
.github/workflows/build.yml
vendored
4
.github/workflows/build.yml
vendored
@@ -18,10 +18,6 @@ on:
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- '*.yml'
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- 'README.md'
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concurrency:
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group: pr-checks-${{ github.event.number }}
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cancel-in-progress: true
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env:
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POWERSHELL_TELEMETRY_OPTOUT: 1
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DOTNET_CLI_TELEMETRY_OPTOUT: 1
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|
@@ -32,7 +32,7 @@
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<PackageVersion Include="OpenTK.Windowing.GraphicsLibraryFramework" Version="4.7.7" />
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<PackageVersion Include="Ryujinx.Audio.OpenAL.Dependencies" Version="1.21.0.1" />
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<PackageVersion Include="Ryujinx.Graphics.Nvdec.Dependencies" Version="5.0.1-build13" />
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<PackageVersion Include="Ryujinx.Graphics.Vulkan.Dependencies.MoltenVK" Version="1.2.0" />
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<PackageVersion Include="Ryujinx.Graphics.Vulkan.Dependencies.MoltenVK" Version="1.2.3" />
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<PackageVersion Include="Ryujinx.GtkSharp" Version="3.24.24.59-ryujinx" />
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<PackageVersion Include="Ryujinx.SDL2-CS" Version="2.26.3-build25" />
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<PackageVersion Include="shaderc.net" Version="0.1.0" />
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@@ -92,8 +92,6 @@ namespace Ryujinx.Ava
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private bool _isActive;
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private bool _renderingStarted;
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private ManualResetEvent _gpuDoneEvent;
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private IRenderer _renderer;
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private readonly Thread _renderingThread;
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private readonly CancellationTokenSource _gpuCancellationTokenSource;
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@@ -185,7 +183,6 @@ namespace Ryujinx.Ava
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ConfigurationState.Instance.Multiplayer.LanInterfaceId.Event += UpdateLanInterfaceIdState;
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_gpuCancellationTokenSource = new CancellationTokenSource();
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_gpuDoneEvent = new ManualResetEvent(false);
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}
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private void TopLevel_PointerEnterOrMoved(object sender, PointerEventArgs e)
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@@ -426,10 +423,10 @@ namespace Ryujinx.Ava
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_isActive = false;
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// NOTE: The render loop is allowed to stay alive until the renderer itself is disposed, as it may handle resource dispose.
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// We only need to wait for all commands submitted during the main gpu loop to be processed.
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_gpuDoneEvent.WaitOne();
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_gpuDoneEvent.Dispose();
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if (_renderingThread.IsAlive)
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{
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_renderingThread.Join();
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}
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DisplaySleep.Restore();
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@@ -920,14 +917,6 @@ namespace Ryujinx.Ava
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UpdateStatus();
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}
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}
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// Make sure all commands in the run loop are fully executed before leaving the loop.
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if (Device.Gpu.Renderer is ThreadedRenderer threaded)
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{
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threaded.FlushThreadedCommands();
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}
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_gpuDoneEvent.Set();
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});
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(_rendererHost.EmbeddedWindow as EmbeddedWindowOpenGL)?.MakeCurrent(null);
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@@ -58,20 +58,11 @@
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JustifyContent="SpaceAround"
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RowSpacing="2">
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<TextBlock
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HorizontalAlignment="Center"
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VerticalAlignment="Center"
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FontSize="28"
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FontWeight="Bold"
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Text="Ryujinx"
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TextAlignment="Center"
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Width="100" />
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<TextBlock
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HorizontalAlignment="Center"
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VerticalAlignment="Center"
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FontSize="11"
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Text="(REE-YOU-JINX)"
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TextAlignment="Center"
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Width="100" />
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TextAlignment="Left" />
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<TextBlock Text="(REE-YOU-JINX)" TextAlignment="Left" />
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</flex:FlexPanel>
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</Grid>
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<TextBlock
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@@ -1,6 +1,5 @@
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using Ryujinx.Common.Configuration;
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using System;
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using System.Threading;
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namespace Ryujinx.Graphics.GAL
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{
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@@ -53,7 +52,7 @@ namespace Ryujinx.Graphics.GAL
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void ResetCounter(CounterType type);
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void RunLoop(ThreadStart gpuLoop)
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void RunLoop(Action gpuLoop)
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{
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gpuLoop();
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}
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@@ -30,6 +30,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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private IRenderer _baseRenderer;
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private Thread _gpuThread;
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private Thread _backendThread;
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private bool _disposed;
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private bool _running;
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private AutoResetEvent _frameComplete = new AutoResetEvent(true);
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@@ -97,17 +98,19 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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_refQueue = new object[MaxRefsPerCommand * QueueCount];
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}
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public void RunLoop(ThreadStart gpuLoop)
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public void RunLoop(Action gpuLoop)
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{
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_running = true;
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_backendThread = Thread.CurrentThread;
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_gpuThread = new Thread(gpuLoop)
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{
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Name = "GPU.MainThread"
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};
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_gpuThread = new Thread(() => {
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gpuLoop();
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_running = false;
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_galWorkAvailable.Set();
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});
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_gpuThread.Name = "GPU.MainThread";
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_gpuThread.Start();
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RenderLoop();
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@@ -117,7 +120,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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{
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// Power through the render queue until the Gpu thread work is done.
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while (_running)
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while (_running && !_disposed)
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{
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_galWorkAvailable.Wait();
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_galWorkAvailable.Reset();
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@@ -485,23 +488,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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return _baseRenderer.PrepareHostMapping(address, size);
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}
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public void FlushThreadedCommands()
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{
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SpinWait wait = new();
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while (Volatile.Read(ref _commandCount) > 0)
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{
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wait.SpinOnce();
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}
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}
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public void Dispose()
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{
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// Dispose must happen from the render thread, after all commands have completed.
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// Stop the GPU thread.
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_running = false;
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_galWorkAvailable.Set();
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_disposed = true;
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if (_gpuThread != null && _gpuThread.IsAlive)
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{
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@@ -63,8 +63,6 @@ namespace Ryujinx.Graphics.GAL
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public bool PrimitiveRestartEnable;
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public uint PatchControlPoints;
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public DepthMode DepthMode;
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public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
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{
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VertexAttribCount = vertexAttribs.Length;
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@@ -771,11 +771,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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private void UpdateDepthMode()
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{
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DepthMode mode = GetDepthMode();
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_pipeline.DepthMode = mode;
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_context.Renderer.Pipeline.SetDepthMode(mode);
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_context.Renderer.Pipeline.SetDepthMode(GetDepthMode());
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}
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/// <summary>
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@@ -390,6 +390,7 @@ namespace Ryujinx.Graphics.Gpu
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/// </summary>
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public void Dispose()
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{
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Renderer.Dispose();
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GPFifo.Dispose();
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HostInitalized.Dispose();
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@@ -402,8 +403,6 @@ namespace Ryujinx.Graphics.Gpu
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PhysicalMemoryRegistry.Clear();
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RunDeferredActions();
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Renderer.Dispose();
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}
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}
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}
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@@ -17,6 +17,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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private readonly ResourceCounts _resourceCounts;
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private readonly int _stageIndex;
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private readonly int[] _constantBufferBindings;
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/// <summary>
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/// Creates a new GPU accessor.
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/// </summary>
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@@ -26,6 +28,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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_context = context;
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_resourceCounts = resourceCounts;
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_stageIndex = stageIndex;
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if (context.Capabilities.Api != TargetApi.Vulkan)
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{
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_constantBufferBindings = new int[Constants.TotalGpUniformBuffers];
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_constantBufferBindings.AsSpan().Fill(-1);
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}
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}
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public int QueryBindingConstantBuffer(int index)
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@@ -37,7 +45,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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else
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{
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return _resourceCounts.UniformBuffersCount++;
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int binding = _constantBufferBindings[index];
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if (binding < 0)
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{
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binding = _resourceCounts.UniformBuffersCount++;
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_constantBufferBindings[index] = binding;
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}
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return binding;
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}
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}
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@@ -736,19 +736,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return MatchesTexture(specializationState, descriptor);
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}
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/// <summary>
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/// Populates pipeline state that doesn't exist in older caches with default values
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/// based on specialization state.
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/// </summary>
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/// <param name="pipelineState">Pipeline state to prepare</param>
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private void PreparePipelineState(ref ProgramPipelineState pipelineState)
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{
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if (!_compute)
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{
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pipelineState.DepthMode = GraphicsState.DepthMode ? DepthMode.MinusOneToOne : DepthMode.ZeroToOne;
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}
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}
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/// <summary>
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/// Reads shader specialization state that has been serialized.
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/// </summary>
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@@ -789,8 +776,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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ProgramPipelineState pipelineState = default;
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dataReader.ReadWithMagicAndSize(ref pipelineState, PgpsMagic);
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specState.PreparePipelineState(ref pipelineState);
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specState.PipelineState = pipelineState;
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}
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@@ -17,8 +17,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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private readonly HashSet<int> _usedConstantBufferBindings;
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public ShaderProperties Properties => _properties;
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public ResourceManager(ShaderStage stage, IGpuAccessor gpuAccessor, ShaderProperties properties)
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{
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_gpuAccessor = gpuAccessor;
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@@ -100,6 +98,19 @@ namespace Ryujinx.Graphics.Shader.Translation
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_properties.AddConstantBuffer(binding, new BufferDefinition(BufferLayout.Std140, 0, binding, name, type));
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}
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public void InheritFrom(ResourceManager other)
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{
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for (int i = 0; i < other._cbSlotToBindingMap.Length; i++)
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{
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int binding = other._cbSlotToBindingMap[i];
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if (binding >= 0)
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{
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_cbSlotToBindingMap[i] = binding;
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}
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}
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}
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public static string GetShaderStagePrefix(ShaderStage stage)
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{
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uint index = (uint)stage;
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@@ -39,9 +39,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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public TranslationOptions Options { get; }
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public ShaderProperties Properties => ResourceManager.Properties;
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public ShaderProperties Properties { get; }
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public ResourceManager ResourceManager { get; set; }
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public ResourceManager ResourceManager { get; }
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public bool TransformFeedbackEnabled { get; }
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@@ -159,7 +159,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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_sbSlots = new Dictionary<int, int>();
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_sbSlotsReverse = new Dictionary<int, int>();
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ResourceManager = new ResourceManager(stage, gpuAccessor, new ShaderProperties());
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Properties = new ShaderProperties();
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ResourceManager = new ResourceManager(stage, gpuAccessor, Properties);
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}
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public ShaderConfig(
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@@ -428,6 +429,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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public void InheritFrom(ShaderConfig other)
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{
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ResourceManager.InheritFrom(other.ResourceManager);
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ClipDistancesWritten |= other.ClipDistancesWritten;
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UsedFeatures |= other.UsedFeatures;
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|
@@ -155,9 +155,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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other._config.MergeOutputUserAttributes(_config.UsedOutputAttributes, Enumerable.Empty<int>());
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// We need to share the resource manager since both shaders accesses the same constant buffers.
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other._config.ResourceManager = _config.ResourceManager;
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FunctionCode[] otherCode = EmitShader(other._program, other._config, initializeOutputs: true, out int aStart);
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code = Combine(otherCode, code, aStart);
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|
@@ -358,7 +358,7 @@ namespace Ryujinx.Graphics.Vulkan
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public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
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{
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if (!_program.IsLinked || vertexCount == 0)
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if (!_program.IsLinked)
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{
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return;
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}
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@@ -422,7 +422,7 @@ namespace Ryujinx.Graphics.Vulkan
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public void DrawIndexed(int indexCount, int instanceCount, int firstIndex, int firstVertex, int firstInstance)
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{
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if (!_program.IsLinked || indexCount == 0)
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if (!_program.IsLinked)
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{
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return;
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}
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|
@@ -165,7 +165,6 @@ namespace Ryujinx.Graphics.Vulkan
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pipeline.DepthTestEnable = state.DepthTest.TestEnable;
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pipeline.DepthWriteEnable = state.DepthTest.WriteEnable;
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pipeline.DepthCompareOp = state.DepthTest.Func.Convert();
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pipeline.DepthMode = state.DepthMode == DepthMode.MinusOneToOne;
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pipeline.FrontFace = state.FrontFace.Convert();
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|
@@ -62,7 +62,6 @@ namespace Ryujinx.Headless.SDL2
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private readonly long _ticksPerFrame;
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private readonly CancellationTokenSource _gpuCancellationTokenSource;
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private readonly ManualResetEvent _exitEvent;
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private readonly ManualResetEvent _gpuDoneEvent;
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private long _ticks;
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private bool _isActive;
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@@ -92,7 +91,6 @@ namespace Ryujinx.Headless.SDL2
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_ticksPerFrame = Stopwatch.Frequency / TargetFps;
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_gpuCancellationTokenSource = new CancellationTokenSource();
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_exitEvent = new ManualResetEvent(false);
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_gpuDoneEvent = new ManualResetEvent(false);
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_aspectRatio = aspectRatio;
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_enableMouse = enableMouse;
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HostUiTheme = new HeadlessHostUiTheme();
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@@ -277,14 +275,6 @@ namespace Ryujinx.Headless.SDL2
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_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
|
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}
|
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}
|
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|
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// Make sure all commands in the run loop are fully executed before leaving the loop.
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if (Device.Gpu.Renderer is ThreadedRenderer threaded)
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{
|
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threaded.FlushThreadedCommands();
|
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}
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|
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_gpuDoneEvent.Set();
|
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});
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FinalizeWindowRenderer();
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@@ -414,10 +404,7 @@ namespace Ryujinx.Headless.SDL2
|
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|
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MainLoop();
|
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|
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// NOTE: The render loop is allowed to stay alive until the renderer itself is disposed, as it may handle resource dispose.
|
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// We only need to wait for all commands submitted during the main gpu loop to be processed.
|
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_gpuDoneEvent.WaitOne();
|
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_gpuDoneEvent.Dispose();
|
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renderLoopThread.Join();
|
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nvStutterWorkaround?.Join();
|
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|
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Exit();
|
||||
|
@@ -65,7 +65,6 @@ namespace Ryujinx.Ui
|
||||
private KeyboardHotkeyState _prevHotkeyState;
|
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|
||||
private readonly ManualResetEvent _exitEvent;
|
||||
private readonly ManualResetEvent _gpuDoneEvent;
|
||||
|
||||
private readonly CancellationTokenSource _gpuCancellationTokenSource;
|
||||
|
||||
@@ -111,7 +110,6 @@ namespace Ryujinx.Ui
|
||||
| EventMask.KeyReleaseMask));
|
||||
|
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_exitEvent = new ManualResetEvent(false);
|
||||
_gpuDoneEvent = new ManualResetEvent(false);
|
||||
|
||||
_gpuCancellationTokenSource = new CancellationTokenSource();
|
||||
|
||||
@@ -501,14 +499,6 @@ namespace Ryujinx.Ui
|
||||
_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
|
||||
}
|
||||
}
|
||||
|
||||
// Make sure all commands in the run loop are fully executed before leaving the loop.
|
||||
if (Device.Gpu.Renderer is ThreadedRenderer threaded)
|
||||
{
|
||||
threaded.FlushThreadedCommands();
|
||||
}
|
||||
|
||||
_gpuDoneEvent.Set();
|
||||
});
|
||||
}
|
||||
|
||||
@@ -552,10 +542,7 @@ namespace Ryujinx.Ui
|
||||
|
||||
MainLoop();
|
||||
|
||||
// NOTE: The render loop is allowed to stay alive until the renderer itself is disposed, as it may handle resource dispose.
|
||||
// We only need to wait for all commands submitted during the main gpu loop to be processed.
|
||||
_gpuDoneEvent.WaitOne();
|
||||
_gpuDoneEvent.Dispose();
|
||||
renderLoopThread.Join();
|
||||
nvStutterWorkaround?.Join();
|
||||
|
||||
Exit();
|
||||
|
Reference in New Issue
Block a user