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2020-11-07Synchronize Rasterizer State before Clear (#1680)riperiperi
2020-11-06Only report that GPU commands are available when the queue is not empty. (#1656)riperiperi
* Only report that commands are available when the queue is not empty. * Address Feedback Co-authored-by: FICTURE7 <FICTURE7@gmail.com> Co-authored-by: FICTURE7 <FICTURE7@gmail.com>
2020-11-06Update game compatibility list info in README.md (#1675)EmulationFanatic
* Update game compatibility list info in README.md * clarity on playable games
2020-11-06Loaders: Log extra NSO informations (#1661)Ac_K
NSO files can contains useful informations who aren't currently logged. This PR fix that by logging Module name, Libraries and SDK Version when they are available.
2020-11-06updater: Ignore first commandline argument when passing commandline to ↵Mary
updated binary (#1674) Fix a regression caused by #1643.
2020-11-06Support single precision contants for double precision operations (#1673)gdkchan
2020-11-06Do not align sizes for buffer texture targets. (#1671)riperiperi
This should fix a random crash in Hyrule Warriors, and potentially other games that use buffer textures.
2020-11-06Correct BPP of buffer to texture copies (#1670)gdkchan
2020-11-05Separate zeta from color formats (#1647)gdkchan
2020-11-04Fix LiveInterval.Split (#1660)FICTURE7
Before when splitting intervals, the end of the range would be included in the split check, this can produce empty ranges in the child split. This in turn can affect spilling decisions since the child split will have a different start position and this empty range will get a register and move to the active set for a brief moment. For example: A = [153, 172[; [1899, 1916[; [1991, 2010[; [2397, 2414[; ... Split(A, 1916) A0 = [153, 172[; [1899, 1916[ A1 = [1916, 1916[; [1991, 2010[; [2397, 2414[; ...
2020-11-02Add seamless cubemap flag in sampler parameters. (#1658)riperiperi
* Add seamless cubemap flag in sampler parameters. * Check for the extension
2020-11-02Support res scale on images, correctly blacklist for SUST, move logic out of ↵riperiperi
backend. (#1657) * Support res scale on images, correctly blacklist for SUST, move logic out of backend. * Fix Typo
2020-11-01Support 3D BC4 and BC5 compressed textures (#1655)gdkchan
* Support 3D BC4 and BC5 compressed textures * PR feedback * Fix some typos
2020-11-01Fix compressed to non-compressed texture copy size (#1649)gdkchan
2020-11-01Remove unused texture and sampler pool invalidation code (#1648)gdkchan
2020-10-29Preserve command line arguments when updater restarts Ryujinx (#1643)CeruleanSky
Command line arguements are not preserved by the updater, and this causes an issue when the updater restarts Ryujinx in portable mode as it will create/use/modify its default directory instead. This simple pull addresses the first part of #1594 As far as the second part of the issue, where the updater perhaps overzealously deletes everything but log files and folders, which causes problems in portable installs with a user subfolder or something else inside the Ryujinx folder. Perhaps an UpdateList.txt containing a list of files that the updater deletes is included in the ryujinx.zip/tar.gz/etc and placed in the upacked directory for the updater to use upon the next upgrade. The build system can run something like `forfiles /s /m *.txt /c "cmd /c echo @relpath"` or the correct command for the OS and include it in the distribution, or it could be generated by the updater itself.
2020-10-29Scale texture resolution before sending to backend (#1646)gdkchan
* Work * Propagate scale factor to copy temp. Not really needed, just here for consistency * PR feedback
2020-10-28Add scaling for Texture2DArray when using TexelFetch. (#1645)riperiperi
* Add scaling for Texture2DArray when using TexelFetch. * Should only really trigger for Texture2D. (do not emit texelfetch for TextureBufferArray(?) and Texture1DArray) * Address nit.
2020-10-28Avoid sampler conflicts on bindless samplers with the same name (#1642)gdkchan
2020-10-28Motion Fixes (#1589)emmauss
* fix stalling when server is offline * add retry timer to fail server connections, fix alt slot number * fix alt slot key issue * fix crash when saving controller config with empty fields * code fixes * add index check in motion hid update, made HandleResponse async Co-authored-by: Emmanuel <nhv3@localhost.localdomain>
2020-10-26Fix vertex buffer handle null check (#1638)gdkchan
2020-10-25Fix transform feedback errors caused by host pause/resume and multiple uses ↵gdkchan
(#1634) * Fix transform feedback errors caused by host pause/resume * Fix TFB being used as something else issue with copies * This is supposed to be StreamCopy
2020-10-25Improve the speed of redundant ASTC texture data updates (#1636)gdkchan
2020-10-25Implement CAL and RET shader instructions (#1618)gdkchan
* Add support for CAL and RET shader instructions * Remove unused stuff * Fix a bug that could cause the wrong values to be passed to a function * Avoid repopulating function id dictionary every time * PR feedback * Fix vertex shader A/B merge
2020-10-25Fix shader image load/store array index register (#1637)gdkchan
* Fix shader image load/store array index register * Y should come before the array index
2020-10-21Get rid of Reflection.Emit dependency on CPU and Shader projects (#1626)gdkchan
* Get rid of Reflection.Emit dependency on CPU and Shader projects * Remove useless private sets * Missed those due to the alignment
2020-10-21Add missing null check on image binding (#1632)gdkchan
2020-10-20Fix image binding format (#1625)gdkchan
* Fix image binding format * XML doc
2020-10-20Ensure storage is set for Buffer Textures when binding an Image. (#1627)riperiperi
2020-10-17Fix gl_in being used with built-in variables that are not per-vertex (#1624)gdkchan
2020-10-16Memory Read/Write Tracking using Region Handles (#1272)riperiperi
* WIP Range Tracking - Texture invalidation seems to have large problems - Buffer/Pool invalidation may have problems - Mirror memory tracking puts an additional `add` in compiled code, we likely just want to make HLE access slower if this is the final solution. - Native project is in the messiest possible location. - [HACK] JIT memory access always uses native "fast" path - [HACK] Trying some things with texture invalidation and views. It works :) Still a few hacks, messy things, slow things More work in progress stuff (also move to memory project) Quite a bit faster now. - Unmapping GPU VA and CPU VA will now correctly update write tracking regions, and invalidate textures for the former. - The Virtual range list is now non-overlapping like the physical one. - Fixed some bugs where regions could leak. - Introduced a weird bug that I still need to track down (consistent invalid buffer in MK8 ribbon road) Move some stuff. I think we'll eventually just put the dll and so for this in a nuget package. Fix rebase. [WIP] MultiRegionHandle variable size ranges - Avoid reprotecting regions that change often (needs some tweaking) - There's still a bug in buffers, somehow. - Might want different api for minimum granularity Fix rebase issue Commit everything needed for software only tracking. Remove native components. Remove more native stuff. Cleanup Use a separate window for the background context, update opentk. (fixes linux) Some experimental changes Should get things working up to scratch - still need to try some things with flush/modification and res scale. Include address with the region action. Initial work to make range tracking work Still a ton of bugs Fix some issues with the new stuff. * Fix texture flush instability There's still some weird behaviour, but it's much improved without this. (textures with cpu modified data were flushing over it) * Find the destination texture for Buffer->Texture full copy Greatly improves performance for nvdec videos (with range tracking) * Further improve texture tracking * Disable Memory Tracking for view parents This is a temporary approach to better match behaviour on master (where invalidations would be soaked up by views, rather than trigger twice) The assumption is that when views are created to a texture, they will cover all of its data anyways. Of course, this can easily be improved in future. * Introduce some tracking tests. WIP * Complete base tests. * Add more tests for multiregion, fix existing test. * Cleanup Part 1 * Remove unnecessary code from memory tracking * Fix some inconsistencies with 3D texture rule. * Add dispose tests. * Use a background thread for the background context. Rather than setting and unsetting a context as current, doing the work on a dedicated thread with signals seems to be a bit faster. Also nerf the multithreading test a bit. * Copy to texture with matching alignment This extends the copy to work for some videos with unusual size, such as tutorial videos in SMO. It will only occur if the destination texture already exists at XCount size. * Track reads for buffer copies. Synchronize new buffers before copying overlaps. * Remove old texture flushing mechanisms. Range tracking all the way, baby. * Wake the background thread when disposing. Avoids a deadlock when games are closed. * Address Feedback 1 * Separate TextureCopy instance for background thread Also `BackgroundContextWorker.InBackground` for a more sensible idenfifier for if we're in a background thread. * Add missing XML docs. * Address Feedback * Maybe I should start drinking coffee. * Some more feedback. * Remove flush warning, Refocus window after making background context
2020-10-13Fix LOP3 (cbuf) shader instruction encoding (#1616)gdkchan
2020-10-14Replace Host FPS with GPU command queue load ("Fifo %") (#1585)riperiperi
* Replace Host FPS with FIFO% * Change measurement order. Improve calculation. Now at 100% when FIFO is blocking game exectution, rather than "0". * Address feedback (1) * Remove Host FPS * FIFO rather than Fifo * Address Ac_k feedback * Rebase
2020-10-13Add Umaal & Vabd_I, Vabdl_I, Vaddl_I, Vhadd, Vqshrn, Vshll inst.s (slow ↵LDj3SNuD
paths). (#1577) * Add Umaal & Vabd_I, Vabdl_I, Vaddl_I, Vhadd, Vqshrn, Vshll inst.s (slow paths). No test provided (i.e. draft). * Ptc InternalVersion = 1577
2020-10-13Fix incorrect GPU GL blend func values (#1612)gdkchan
2020-10-13Fix output component register on pixel shaders (#1613)gdkchan
* Fix output component register on pixel shaders * Clean up usings * Do not advance if no component is enabled for the target, this keeps the previous behavior
2020-10-12Fix error when dual source blend is used (#1610)gdkchan
* Fix error when dual source blend is used * Ensure framebuffer
2020-10-12Implement LEA.HI shader instruction (#1609)gdkchan
2020-10-12Add support for shader constant buffer slot indexing (#1608)gdkchan
* Add support for shader constant buffer slot indexing * Fix typo
2020-10-11Fix H264 output frame size when decoding videos of different sizes (#1606)gdkchan
2020-10-10surfaceflinger: Disable async buffer (#1603)Mary
This fix a mistake I made during my original reimplementation of SurfaceFlinger by disabling async buffer. This fix a memory corruption on Super Mario All-Stars 3D (Super Mario Sunshine & Super Mario Galaxy now go ingame). Thanks to @gdkchan for tracing the memory corruption.
2020-10-10Rollback the CreateExitDialog function that was lost with auto updaterThog
2020-10-10Show confirmation dialog when attempting to close while a game is loaded (#1582)Xpl0itR
2020-10-10Fix exiting emulator with multi programs (#1590)Mary
THis fix a bug introduced in #1560 that would cause "Stop emulation" to actually restart the game all the time.
2020-10-03Improve BRX target detection heuristics (#1591)gdkchan
2020-10-02Supper 2D array ASTC compressed texture formats decoding (#1593)gdkchan
2020-10-01Touch README (#1592)jduncanator
This touches the README to trigger a rebuild of CI.
2020-10-01Fix GetStream implementation (#1588)Mary
Fix wrong argument usage on GetStream. Doesn't change anything as it's not used but a nice catch from jD ^^.
2020-09-30Remove old, unused CPU optimization (#1586)gdkchan
2020-09-29Add Motion controls (#1363)emmauss
* Add motion controls Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * cleanup * add reference orientation and derive relative orientation from it * cleanup * remove unused variable and strange file * Review_2. * change GetInput to TryGetInput * Review_3. Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: LDj3SNuD <dvitiello@gmail.com>