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2021-10-18Initial tessellation shader support (#2534)gdkchan
* Initial tessellation shader support * Nits * Re-arrange built-in table * This is not needed anymore * PR feedback
2021-09-19Use shader subgroup extensions if shader ballot is not supported (#2627)gdkchan
* Use shader subgroup extensions if shader ballot is not supported * Shader cache version bump + cleanup * The type is still required on the table
2021-08-27Add a Multithreading layer for the GAL, multi-thread shader compilation at ↵riperiperi
runtime (#2501) * Initial Implementation About as fast as nvidia GL multithreading, can be improved with faster command queuing. * Struct based command list Speeds up a bit. Still a lot of time lost to resource copy. * Do shader init while the render thread is active. * Introduce circular span pool V1 Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next. * Refactor SpanRef some more Use a struct to represent SpanRef, rather than a reference. * Flush buffers on background thread * Use a span for UpdateRenderScale. Much faster than copying the array. * Calculate command size using reflection * WIP parallel shaders * Some minor optimisation * Only 2 max refs per command now. The command with 3 refs is gone. :relieved: * Don't cast on the GPU side * Remove redundant casts, force sync on window present * Fix Shader Cache * Fix host shader save. * Fixup to work with new renderer stuff * Make command Run static, use array of delegates as lookup Profile says this takes less time than the previous way. * Bring up to date * Add settings toggle. Fix Muiltithreading Off mode. * Fix warning. * Release tracking lock for flushes * Fix Conditional Render fast path with threaded gal * Make handle iteration safe when releasing the lock This is mostly temporary. * Attempt to set backend threading on driver Only really works on nvidia before launching a game. * Fix race condition with BufferModifiedRangeList, exceptions in tracking actions * Update buffer set commands * Some cleanup * Only use stutter workaround when using opengl renderer non-threaded * Add host-conditional reservation of counter events There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made. * Address Feedback * Make counter flush tracked again. Hopefully does not cause any issues this time. * Wait for FlushTo on the main queue thread. Currently assumes only one thread will want to FlushTo (in this case, the GPU thread) * Add SDL2 headless integration * Add HLE macro commands. Co-authored-by: Mary <mary@mary.zone>
2021-08-26Add support for HLE macros and accelerate MultiDrawElementsIndirectCount #2 ↵mpnico
(#2557) * Add support for HLE macros and accelerate MultiDrawElementsIndirectCount * Add missing barrier * Fix index buffer count * Add support check for each macro hle before use * Add missing xml doc Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-08-26Swap BGR565 components by changing the format (#2577)gdkchan
2021-08-20Swap BGR components for 16-bit BGR texture formats (#2567)gdkchan
2021-08-20Change disabled vertex attribute value to (0, 0, 0, 1) (#2573)riperiperi
This seems to be the default value when the vertex attribute is disabled, or components aren't defined. This fixes a regression from #2307 in SMO where a plant in the Wooded Kingdom would draw slightly differently in the depth prepass, leading to depth test failing later on. GDK has stated that the specific case in Gundam only expects x and y to be 0, and Vulkan's undefined value for z does appear to be 0 when a vertex attribute type does not have that component, hence the value (0, 0, 0, 1). This worked in Vulkan despite also providing an all 0s attribute due to the vertex attribute binding being R32Float, so the other values were undefined. It should be changed there separately.
2021-08-11Ensure render scale is initialized to 1 on the backend (#2543)gdkchan
2021-08-11Workaround for cubemap view data upload bug on Intel (#2539)gdkchan
* Workaround for cubemap view data upload bug on Intel * Trigger CI
2021-08-11Workaround for Intel FrontFacing built-in variable bug (#2540)gdkchan
2021-08-11Replace BGRA and scale uniforms with a uniform block (#2496)gdkchan
* Replace BGRA and scale uniforms with a uniform block * Setting the data again on program change is no longer needed * Optimize and resolve some warnings * Avoid redundant support buffer updates * Some optimizations to BindBuffers (now inlined) * Unify render scale arrays
2021-07-19Return mapped buffer pointer directly for flush, WriteableRegion for ↵riperiperi
textures (#2494) * Return mapped buffer pointer directly for flush, WriteableRegion for textures A few changes here to generally improve performance, even for platforms not using the persistent buffer flush. - Texture and buffer flush now return a ReadOnlySpan<byte>. It's guaranteed that this span is pinned in memory, but it will be overwritten on the next flush from that thread, so it is expected that the data is used before calling again. - As a result, persistent mappings no longer copy to a new array - rather the persistent map is returned directly as a Span<>. A similar host array is used for the glGet flushes instead of allocating new arrays each time. - Texture flushes now do their layout conversion into a WriteableRegion when the texture is not MultiRange, which allows the flush to happen directly into guest memory rather than into a temporary span, then copied over. This avoids another copy when doing layout conversion. Overall, this saves 1 data copy for buffer flush, 1 copy for linear textures with matching source/target stride, and 2 copies for block textures or linear textures with mismatching strides. * Fix tests * Fix array pointer for Mesa/Intel path * Address some feedback * Update method for getting array pointer.
2021-07-18Only use persistent buffers to flush on NVIDIA and Windows+AMD (#2489)riperiperi
It seems like this method of flushing data is much slower on Mesa drivers, and slightly slower on Intel Windows. Have not tested Intel Mesa, but I'm assuming it is the same as AMD. This also adds vendor detection for AMD on Unix, which counted as "Unknown" before.
2021-07-16Flush buffers and texture data through a persistent mapped buffer. (#2481)riperiperi
* Use persistent buffers to flush texture data * Flush buffers via copy to persistent buffers. * Log error when timing out, small refactoring.
2021-06-28Add Screenshot Feature (#2354)emmauss
* Add internal screenshot capabilities * update version notice
2021-06-25Add support for custom line widths (#2406)gdkchan
2021-06-25Fix texture sampling with depth compare and LOD level or bias (#2404)gdkchan
* Fix texture sampling with depth compare and LOD level or bias * Shader cache version bump * nit: Sorting
2021-06-02Use Quads on OpenGL host when supported. (#2331)riperiperi
Improves OpenGL performance on FAST RMX and Xenoblade DE/2. Will probably only work on NVIDIA GPUs, but the emulated quads path will still be valid for other GPUs. Note: SLOW RMX gets a bit faster in handheld mode. I'd recommend checking on platforms without supported host quads to make sure a GL error is actually thrown when attempting GL.Begin(PrimitiveType.Quads)
2021-06-01Avoid clearing alpha channel by handle when presenting (#2323)Mary
* Avoid clearning alpha channel by handle when presenting Previous code was binding then blitting while the framebuffer was bound and then clearing the alpha channel by its handle. This ended up triggering a bug since AMD driver 21.4.1 ending up clearing the whole framebuffer as a result. New code fix this weird logic by applying the clear on the bound framebuffer. Close #2236. * Address rip's comments * Fix AMD being broken once again
2021-05-24Fix value of constant vertex attributes (#2307)gdkchan
2021-05-20Assign _backgroundContext before starting its worker thread. (#2299)riperiperi
Fixes a random crash when starting an embedded game.
2021-05-19Merge pull request #2177 from riperiperi/feature/parallel-shader-cacheEmulationFanatic
Allow parallel shader compilation when loading a shader cache
2021-05-16Use copy dependencies for the Intel/AMD view format workaround (#2144)riperiperi
* This might help AMD a bit * Removal of old workaround.
2021-04-18Implement parallel host shader cache compilation.riperiperi
2021-04-18HwCapabilities: Divide Intel into IntelWindows and IntelUnix (#2219)A-w-x
as suggested by gdkchan
2021-04-17Fix intel view copy workaround. (#2216)riperiperi
The texture target must be taken from the storage rather than the view, when using the storage handle for the copy.
2021-04-14Miria: The Death of OpenTK 3 (#2194)Mary
* openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
2021-04-13Fix sub-image copies on intel GPUs (#2198)gdkchan
2021-04-03Only flush commands when creating sync on Intel/AMD (windows) (#2165)riperiperi
2021-03-30Force command flush after creating a syncpoint (#2056)riperiperi
* Force command flush after creating GL sync * This is not required, as the commands were flushed on creation. * Move comment.
2021-03-17Fix typos (#2109)EmulationFanatic
2021-03-08Improve Buffer Textures and flush Image Stores (#2088)riperiperi
* Improve Buffer Textures and flush Image Stores Fixes a number of issues with buffer textures: - Reworked Buffer Textures to create their buffers in the TextureManager, then bind them with the BufferManager later. - Fixes an issue where a buffer texture's buffer could be invalidated after it is bound, but before use. - Fixed width unpacking for large buffer textures. The width is now 32-bit rather than 16. - Force buffer textures to be rebound whenever any buffer is created, as using the handle id wasn't reliable, and the cost of binding isn't too high. Fixes vertex explosions and flickering animations in UE4 games. * Set ImageStore flag... for ImageStore. * Check the offset and size.
2021-03-08Flip component mask if target is BGRA. (#2087)riperiperi
* Flip component mask if target is BGRA. * Make mask selection less ugly.
2021-03-02Texture Cache: "Texture Groups" and "Texture Dependencies" (#2001)riperiperi
* Initial implementation (3d tex mips broken) This works rather well for most games, just need to fix 3d texture mips. * Cleanup * Address feedback * Copy Dependencies and various other fixes * Fix layer/level offset for copy from view<->view. * Remove dirty flag from dependency The dirty flag behaviour is not needed - DeferredCopy is all we need. * Fix tracking mip slices. * Propagate granularity (fix astral chain) * Address Feedback pt 1 * Save slice sizes as part of SizeInfo * Fix nits * Fix disposing multiple dependencies causing a crash This list is obviously modified when removing dependencies, so create a copy of it.
2021-02-08Implement ETC2 (RGB) texture format (#2000)gdkchan
* Implement ETC2 format * Fix component counts for compressed formats
2021-01-27Avoid some redundant GL calls (#1958)gdkchan
2021-01-17Implement lazy flush-on-read for Buffers (SSBO/Copy) (#1790)riperiperi
* Initial implementation of buffer flush (VERY WIP) * Host shaders need to be rebuilt for the SSBO write flag. * New approach with reserved regions and gl sync * Fix a ton of buffer issues. * Remove unused buffer unmapped behaviour * Revert "Remove unused buffer unmapped behaviour" This reverts commit f1700e52fb8760180ac5e0987a07d409d1e70ece. * Delete modified ranges on unmap Fixes potential crashes in Super Smash Bros, where a previously modified range could lie on either side of an unmap. * Cache some more delegates. * Dispose Sync on Close * Also create host sync for GPFifo syncpoint increment. * Copy buffer optimization, add docs * Fix race condition with OpenGL Sync * Enable read tracking on CommandBuffer, insert syncpoint on WaitForIdle * Performance: Only flush individual pages of SSBO at a time This avoids flushing large amounts of data when only a small amount is actually used. * Signal Modified rather than flushing after clear * Fix some docs and code style. * Introduce a new test for tracking memory protection. Sucessfully demonstrates that the bug causing write protection to be cleared by a read action has been fixed. (these tests fail on master) * Address Comments * Add host sync for SetReference This ensures that any indirect draws will correctly flush any related buffer data written before them. Fixes some flashing and misplaced world geometry in MH rise. * Make PageAlign static * Re-enable read tracking, for reads.
2021-01-13Implement clear buffer (fast path) (#1902)gdkchan
* Implement clear buffer (fast path) * Remove blank line
2021-01-05gpu: Implement missing texture formats (#1867)Ac_K
* gpu: Implement Etc2Rgba texture format * Add more format * Fix wrong pixel format
2020-12-15gui/gpu: Implement setting and toggle for Aspect Ratio (#1777)Ac_K
* gui/gpu: Implement setting and toggle for Aspect Ratio * address gdkchan feedback and add 16:10 * fix config.json file * Fix rebase * Address gdkchan feedback * Address rip feedback * Fix aspectWidth
2020-12-12End empty gl queries before returning them to the pool. (#1806)riperiperi
2020-12-03Dummy out gl queries with 0 draws, remove glFlush call (#1773)riperiperi
2020-11-20Allow copy destination to have a different scale from source (#1711)riperiperi
* Allow copy destination to have a different scale from source Will result in more scaled copy destinations, but allows scaling in some games that copy textures to the output framebuffer. * Support copying multiple levels/layers Uses glFramebufferTextureLayer to copy multiple layers, copies levels individually (and scales the regions). Remove CopyArrayScaled, since the backend copy handles it now.
2020-11-20Perform Compressed<->Uncompressed copies using Pixel Buffer Objects (#1732)riperiperi
* PBO single layer copy, part 1 Still needs ability to take and set width/height slices. (using pack paramaters) * PBO Copies pt 2 * Some fixes and cleanup. * Misc Cleanup * Move handle into the TextureInfo interface. This interface is shared between texture storages and views. * Move unscaled copy to the TextureCopy class. * Address feedback.
2020-11-17Simplify depth test state updates (#1695)gdkchan
2020-11-15infra: Migrate to .NET 5 (#1694)Mary
* infra: Migrate to .NET 5 This migrate projects and CI to .NET 5 * Remove language version restrictions (now on 9.0 by default) * infra: pin .NET 5 to avoid later issues * infra: Cleanup csproj files * infra: update dependencies * infra: Add temporary workaround for a bug in Vector128.Create see https://github.com/dotnet/runtime/issues/44704 for more informations
2020-11-13Salieri: shader cache (#1701)Mary
Here come Salieri, my implementation of a disk shader cache! "I'm sure you know why I named it that." "It doesn't really mean anything." This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-08Use explicit buffer and texture bindings on shaders (#1666)gdkchan
* Use explicit buffer and texture bindings on shaders * More XML docs and other nits
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