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2024-05-26Vulkan: Extend full bindless to cover cases with phi nodes (#6853)gdkchan
* Key textures using set and binding (rather than just binding) * Extend full bindless to cover cases with phi nodes * Log error on bindless access failure * Shader cache version bump * Remove constant buffer match to reduce the chances of full bindless triggering * Re-enable it for constant buffers, paper mario does actually need it * Format whitespace
2024-05-26misc: Change disk shader cache compression algorithm to `Brotli` (RFC 7932) ↵MutantAura
(#6841) * Prefer `Brotli` compression for disk shader cache. * Final default case for decompression switch. * Prefer fastest compression.
2024-05-26Allow texture arrays to use separate descriptor sets on Vulkan (#6870)gdkchan
* Report base and extra sets from the backend * Pass texture set index everywhere * Key textures using set and binding (rather than just binding) * Start using extra sets for array textures * Shader cache version bump * Separate new commands, some PR feedback * Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array * Move bind extra sets logic to new method * Should only use separate array is MaximumExtraSets is not zero * Format whitespace
2024-05-19GPU: Migrate buffers on GPU project, pre-emptively flush device local ↵riperiperi
mappings (#6794) * GPU: Migrate buffers on GPU project, pre-emptively flush device local mappings Essentially retreading #4540, but it's on the GPU project now instead of the backend. This allows us to have a lot more control + knowledge of where the buffer backing has been changed and allows us to pre-emptively flush pages to host memory for quicker readback. It will allow us to do other stuff in the future, but we'll get there when we get there. Performance greatly improved in Hyrule Warriors: Age of Calamity. Performance notably improved in TOTK (average). Performance for BOTW restored to how it was before #4911, perhaps a bit better. - Rewrites a bunch of buffer migration stuff. Might want to tighten up how dispose stuff works. - Fixed an issue where the copy for texture pre-flush would happen _after_ the syncpoint. TODO: remove a page from pre-flush if it isn't flushed after a certain number of copies. * Add copy deactivation * Fix dependent virtual buffers * Remove logging * Fix format issues (maybe) * Vulkan: Remove backing swap * Add explicit memory access types for most buffers * Fix typo * Add device local force expiry, change buffer inheritance behaviour * General cleanup, OGL fix * BufferPreFlush comments * BufferBackingState comments * Add an extra precaution to BufferMigration This is very unlikely, but it's important to cover loose ends like this. * Address some feedback * Docs
2024-05-16Change Deflate compression level to `Fastest`. (#6812)MutantAura
2024-05-14Add missing lock on texture cache UpdateMapping method (#6657)gdkchan
2024-05-14Make TextureGroup.ClearModified thread safe (#6686)gdkchan
2024-05-14Add support for bindless textures from storage buffer on Vulkan (#6721)gdkchan
* Halve primitive ID when converting quads to triangles * Shader cache version bump * Add support for bindless textures from storage buffer on Vulkan
2024-05-08Replace "List.ForEach" for "foreach" (#6783)Marco Carvalho
* Replace "List.ForEach" for "foreach" * dotnet format * Update Ptc.cs * Update GpuContext.cs
2024-04-22Add support for bindless textures from shader input (vertex buffer) on ↵gdkchan
Vulkan (#6577) * Add support for bindless textures from shader input (vertex buffer) * Shader cache version bump * Format whitespace * Remove cache entries on pool removal, disable for OpenGL * PR feedback
2024-04-20End render target lifetime on syncpoint increment (#6687)gdkchan
2024-04-18Fix unmapped address check when reading texture handles (#6679)gdkchan
2024-04-14Texture loading: reduce memory allocations (#6623)jhorv
* rebase * add methods Ryyjinx.Common EmbeddedResources and SteamUtils * GAL changes - change SetData() methods and ThreadedTexture commands to use IMemoryOwner<byte> instead of SpanOrArray<byte> * Ryujinx.Graphics.Texture: change texture conversion methods to return IMemoryOwner<byte> and allocate from ByteMemoryPool * Ryujinx.Graphics.OpenGL: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte> * Ryujinx.Graphics.Vulkan: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte> * Ryujinx.Graphics.Gpu: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte> * Remove now-unused SpanOrArray<T> * post-rebase cleanup * PixelConverter: remove unsafe modifier on safe methods, and remove one unnecessary cast * use ByteMemoryPool.Rent() in GetWritableRegion() impls * fix formatting, rename `ReadRentedMemory()` to `ReadFileToRentedMemory()`` * Texture.ConvertToHostCompatibleFormat(): dispose of `result` in Astc decode branch
2024-04-09Use ResScaleUnsupported flag for texture arrays (#6626)gdkchan
2024-04-09Fast D32S8 2D depth texture copy (#6636)gdkchan
2024-04-07Add support for large sampler arrays on Vulkan (#6489)gdkchan
* Add support for large sampler arrays on Vulkan * Shader cache version bump * Format whitespace * Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout * Handle array textures with different types on the same buffer * Somewhat better caching system * Avoid useless buffer data modification checks * Move redundant bindings update checking to the backend * Fix an issue where texture arrays would get the same bindings across stages on Vulkan * Backport some fixes from part 2 * Fix typo * PR feedback * Format whitespace * Add some missing XML docs
2024-04-03Stop clearing Modified flag on DiscardData (#6591)gdkchan
2024-03-26Implement host tracked memory manager mode (#6356)gdkchan
* Add host tracked memory manager mode * Skipping flush is no longer needed * Formatting + revert unrelated change * LightningJit: Ensure that dest register is saved for load ops that do partial updates * avoid allocations when doing address space lookup Add missing improvement * IsRmwMemory -> IsPartialRegisterUpdateMemory * Ensure we iterate all private allocations in range * PR feedback and potential fixes * Simplified bridges a lot * Skip calling SignalMappingChanged if Guest is true * Late map bridge too * Force address masking for prefetch instructions * Reprotection for bridges * Move partition list validation to separate debug method * Move host tracked related classes to HostTracked folder * New HostTracked namespace * Move host tracked modes to the end of enum to avoid PPTC invalidation --------- Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2024-03-16chore: remove repetitive words (#6500)standstaff
Signed-off-by: standstaff <zhengxingru@yeah.net>
2024-03-14GPU: Rebind RTs if scale changes when binding textures (#6493)riperiperi
This fixes a longstanding issue with resolution scale that could result in flickering graphics, typically the first frame something is drawn, or on camera cuts in cutscenes. The root cause of the issue is that texture scale can be changed when binding textures or images. This typically happens because a texture becomes a view of a larger texture, such as a 400x225 texture becoming a view of a 800x450 texture with two levels. If the 400x225 texture is bound as a render target and has state [1x Undesired], but the storage texture is [2x Scaled], the render target texture's scale is changed to [2x Scaled] to match its new storage. This means the scale changed after the render target state was processed... This can cause a number of issues. When render target state is processed, texture scales are examined and potentially changed so that they are all the same value. If one texture is scaled, all textures must be. If one texture is blacklisted from scaling, all of them must be. This results in a single resolution scale value being assigned to the TextureManager, which also scales the scissor and viewport values. If the scale is chosen as 1x, and a later texture binding changes one of the textures to be 2x, the scale in TextureManager no longer matches all of the bound textures. What's worse, the scales in these textures could mismatch entirely. This typically results in the support buffer scale, viewport and scissor being wrong for at least one of the bound render targets. This PR fixes the issue by re-evaluating render target state if any scale mismatches the expected scale after texture bindings happen. This can actually cause scale to change again, so it must loop back to perform texture bindings again. This can happen as many times as it needs to, but I don't expect it to happen more than once. Problematic bindings will just result in a blacklist, which will propagate to other bound targets.
2024-03-14Separate guest/host tracking + unaligned protection (#6486)riperiperi
* WIP: Separate guest/host tracking + unaligned protection Allow memory manager to define support for single byte guest tracking * Formatting * Improve docs * Properly handle cases where the address space bits are too low * Address feedback
2024-03-13Update AutoDeleteCache.cs (#6471)Keaton
Increase the texture cache limit from 512 MB to 1 GB.
2024-03-13Fix geometry shader passthrough issue (#6462)Nicolas Abram
* Fix geometry shader passthrough issue (Diagnosed by gdkchan) * Fix whitespace formatting * Fix whitespace formatting * Bump shader cache version * Don't apply PassthroughNV decorations to output geometry shader variables
2024-03-10Fix lost copy and swap problem on shader SSA deconstruction (#6455)gdkchan
* Fix lost copy on shader SSA deconstruction * Shader cache version bump
2024-02-24Change packed aliasing formats to UInt (#6358)gdkchan
2024-02-22Implement virtual buffer dependencies (#6190)gdkchan
* Implement virtual buffer copies * Introduce TranslateAndCreateMultiBuffersPhysicalOnly, use it for copy and clear * Rename VirtualBufferCache to VirtualRangeCache * Fix potential issue where virtual range could exist in the cache, without a physical buffer * Fix bug that could cause copy with negative size on CopyToDependantVirtualBuffer * Remove virtual copy back for SyncAction * GetData XML docs * Make field readonly * Fix virtual buffer modification tracking * Remove CopyFromDependantVirtualBuffers from ExternalFlush * Move things around a little to avoid perf impact - Inline null check for CopyFromDependantVirtualBuffers - Remove extra method call for SynchronizeMemoryWithVirtualCopyBack, prefer calling CopyFromDependantVirtualBuffers separately * Fix up XML doc --------- Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2024-02-17Vulkan: Improve texture barrier usage, timing and batching (#6240)riperiperi
* WIP barrier batch * Add store op to image usage barrier * Dispose the barrier batch * Fix encoding? * Handle read and write on the load op barrier. Load op consumes read accesses but does not add one, as the only other operation that can read is another load. * Simplify null check * Insert barriers on program change in case stale bindings are reintroduced * Not sure how I messed this one up * Improve location of bindings barrier update This is also important for emergency deferred clear * Update src/Ryujinx.Graphics.Vulkan/BarrierBatch.cs Co-authored-by: Mary Guillemard <thog@protonmail.com> --------- Co-authored-by: Mary Guillemard <thog@protonmail.com>
2024-02-15Implement X8Z24 texture format (#6315)gdkchan
2024-02-10Force CPU copy for non-identity DMA remap (#6293)gdkchan
2024-02-08Implement BGR10A2 render target format (#6273)gdkchan
2024-02-08Clamp vertex buffer size to mapped size if too high (#6272)gdkchan
* Clamp vertex buffer size to mapped size if too high * Update comment
2024-02-04Revert change to skip flush when range size is 0 (#6254)gdkchan
2024-02-04Fix depth compare value for TLD4S shader instruction with offset (#6253)gdkchan
* Fix depth compare value for TLD4S shader instruction with offset * Shader cache version bump
2024-01-22Fix missing data for new copy dependency textures with mismatching size (#6161)gdkchan
2024-01-22Add a separate device memory manager (#6153)gdkchan
* Add a separate device memory manager * Still need this * Device writes are always tracked * Device writes are always tracked (2) * Rename more instances of gmm to mm
2024-01-18Change shader cache init wait method (#6131)gdkchan
* Change shader cache init wait method * Make field readonly
2024-01-14Fix vertex buffer size when switching between inline and state draw ↵gdkchan
parameters (#6101) * Fix vertex buffer size when switching between inline and state draw parameters * Format whitespace
2023-12-04Implement support for multi-range buffers using Vulkan sparse mappings (#5427)gdkchan
* Pass MultiRange to BufferManager * Implement support for multi-range buffers using Vulkan sparse mappings * Use multi-range for remaining buffers, delete old methods * Assume that more buffers are contiguous * Dispose multi-range buffers after they are removed from the list * Properly init BufferBounds for constant and storage buffers * Do not try reading zero bytes data from an unmapped address on the shader cache + PR feedback * Fix misaligned sparse buffer offsets * Null check can be simplified * PR feedback
2023-12-04editorconfig: Set default encoding to UTF-8 (#5793)TSRBerry
* editorconfig: Add default charset * Change file encoding from UTF-8-BOM to UTF-8
2023-11-23Extend bindless elimination to see through shuffle (#5958)gdkchan
* Extend bindless elimination to see through shuffle * Shader cache version bump
2023-11-19Enable copy dependency between RGBA8 and RGBA32 formats (#5943)gdkchan
* Enable copy dependency between RGBA8 and RGBA32 formats * Take packed flag into account for texture formats * Account for widths not being a multiple of each other * Don't try to alias depth textures as color, fix log condition * PR feedback
2023-11-19Extend bindless elimination to see through Phis with the same results (#5957)gdkchan
* Extend bindless elimination to see through Phis with the same results * Shader cache version bump
2023-11-15Fix missing texture flush for draw then DMA copy sequence without render ↵gdkchan
target change (#5933) * Unbind render targets before DMA copy * Move DirtyAction to TextureGroupHandle * Fix lost copy dependency bug * XML doc
2023-11-15Migrate to .NET 8 (#5887)Zoltan Csizmadia
* Change TargetFramework to net8.0 * Disable info messages * Fix warings * Disable additional analyzer messages * Fix typo * Add whitespace * Fix ref vs in warnings * Use explicit [In] on array parameters * No need to guard Remove with Contains * Use 'ArgumentOutOfRangeException.ThrowIf...' instead of explicitly throwing a new exception instance * Bump .NET SDK version * Enable JsonSerializerIsReflectionEnabledByDefault * Use 8.0.100 GA release * Bump System package versions --------- Co-authored-by: Zoltan Csizmadia <Zoltan.Csizmadia@vericast.com>
2023-11-14Disable DMA GPU copy for block linear to linear copies (#5927)gdkchan
* Disable DMA GPU copy for block linear to linear copies * Simplify check * PR feedback
2023-11-14Work around issue apparently caused by 5909 (#5926)gdkchan
2023-11-13Do not set modified flag again if texture was not modified (#5909)gdkchan
* Do not set modified flag again if texture was not modified * Formatting * Fix copy dep regression
2023-10-31Implement copy dependency for depth and color textures (#4365)gdkchan
* Implement copy dependency for depth and color textures * Revert changes added because R32 <-> D32 copies were illegal * Restore depth alias matches
2023-10-30Skip some invalid texture flushes (#5755)gdkchan
2023-10-20GPU: Add fallback when textureGatherOffsets is not supported (#5792)riperiperi
* GPU: Add fallback when textureGatherOffsets is not supported. This PR adds a fallback for GPUs or APIs that don't support an equivalent to the method `textureGatherOffsets`, where each of the 4 gathered texels has an individual offset. This is done by reusing the existing code to handle non-const offsets for texture instructions, though it has also been corrected as there were a few implementation issues. MoltenVK reports support for this capability, and it didn't error when we initially released the MacOS build, but that has since changed. MVK still reports support, but spirv-cross has been fixed in a way that it _attempts_ to use this capability, but the metal compiler errors since it doesn't exist. Some other fixes: - textureGatherOffsets emulation has been changed significantly. It now uses 4 texture sample instructions (not gather), calculates a base texel (i=0 j=0) and adds the offsets onto it before converting into a tex coord. The final result is offset into a texel center, so it shouldn't be subject to interpolation, though this isn't perfect and could have some error with floating point formats with linear sampling. It is subject to texture wrap mode as it should be, which is why texelFetch was not used. - Maybe gather should be used here with component `w` (i=0, j=0), though this multiplies number of texels fetched by 4... The way it was doing this before _was_ wrong_, but doing it right would avoid issues with texel center precision. - textureGatherOffset (singular) now performs textureGather with the offset applied to the coords, rather than the slower fallback where each texel is fetched individually. * Increment shader cache version, remove unused arg * Use base texture size for gather coord offset. Implicit LOD for gather is not supported. * Use 4 texture gathers for offsets emulation Avoids issues with interpolation at cost of performance (not sure how bad this is) * Address Feedback