Commit graph

2121 commits

Author SHA1 Message Date
gdkchan
e747f5cd83
Ensure texture ID is valid before getting texture descriptor (#3406) 2022-06-24 02:41:57 +02:00
Ac_K
8aff17a93c
UI: Some Avalonia cleanup (#3358) 2022-06-23 15:59:02 -03:00
gdkchan
f2a41b7a1c
Rewrite kernel memory allocator (#3316)
* Rewrite kernel memory allocator

* Remove unused using

* Adjust private static field naming

* Change UlongBitSize to UInt64BitSize

* Fix unused argument, change argument order to be inline with official code and disable random allocation
2022-06-22 12:28:14 -03:00
RhavoX
c881cd2d14
Fix doubling of detected gamepads on program start (#3398)
* Fix doubling of detected gamepads (sometimes the connected event is fired when the app starts even though the pad was connected for some time now).

The fix rejects the gamepad if one with the same ID is already present.

* Fixed review findings
2022-06-20 19:01:55 +02:00
riperiperi
68f9091870
Account for res scale changes when updating bindings (#3403)
Fixes a regression introduced by the texture bindings PR.

Also renames TextureStatePerStage, as it's no longer per stage.
2022-06-17 17:41:38 -03:00
riperiperi
99ffc061d3
Optimize Texture Binding and Shader Specialization Checks (#3399)
* Changes 1

* Changes 2

* Better ModifiedSequence handling

This should handle PreciseEvents properly, and simplifies a few things.

* Minor changes, remove debug log

* Handle stage.Info being null

Hopefully fixes Catherine crash

* Fix shader specialization fast texture lookup

* Fix some things.

* Address Feedback Part 1

* Make method static.
2022-06-17 13:09:14 -03:00
gdkchan
d987cacfb7
Fix VIC out of bounds copy (#3386)
* Fix VIC out of bounds copy

* Update the assert
2022-06-17 12:01:52 -03:00
gdkchan
851f56b08a
Support Array/3D depth-stencil render target, and single layer clears (#3400)
* Support Array/3D depth-stencil render target, and single layer clears

* Alignment
2022-06-14 13:30:39 -03:00
gdkchan
b1bd6a50b5
Less invasive fix for EventFd blocking operations (#3394) 2022-06-12 09:29:12 +02:00
gdkchan
70895bdb04
Allow concurrent BSD EventFd read/write (#3385) 2022-06-11 14:58:30 -03:00
gdkchan
830cbf91bb
Ignore ClipControl on draw texture fallback (#3388) 2022-06-11 14:31:17 -03:00
gdkchan
9a9349f0f4
Fix instanced indexed inline draw index count (#3389) 2022-06-10 23:44:49 -03:00
gdkchan
46cc7b55f0
Fix instanced indexed inline draws (#3383) 2022-06-05 21:24:28 -03:00
gdkchan
dd8f97ab9e
Remove freed memory range from tree on memory block disposal (#3347)
* Remove freed memory range from tree on memory block disposal

* PR feedback
2022-06-05 15:12:42 -03:00
gdkchan
633c5ec330
Extend uses count from ushort to uint on Operand Data structure (#3374) 2022-06-05 14:15:27 -03:00
gdkchan
a3e7bb8eb4
Copy dependency for multisample and non-multisample textures (#3382)
* Use copy dependency for textures that differs in multisample but are otherwise compatible

* Remove allowMs flag as it's no longer required for correctness, it's just an optimization now

* Dispose intermmediate pool
2022-06-05 14:06:47 -03:00
Billy Laws
2073ba2919
Fix a potential GPFIFO submission race (#3378)
The syncpoint maximum value represents the maximum possible syncpt value at a given time, however due to PBs being submitted before max was incremented, for a brief moment of time this is not the case which could lead to invalid behaviour if a game waits on the fence at that specific time.
2022-06-04 21:36:36 +02:00
Billy Laws
d03124a992
Fix 3D semaphore counter type 0 handling (#3380)
Counter type 0 actually releases the semaphore payload rather than a constant zero as was previously thought. This is required by Skyrim.
2022-06-02 19:51:36 -03:00
Mary
59490d54b5
infra: Switch to win10-x64 RID and fix PR comment for Avalonia and SDL2 artifact rename (#3375)
* infra: Switch to win10-x64 RID and fix PR comment for Avalonia and SDL2 artifact rename

* Address gdkchan's comments
2022-06-01 02:01:16 +02:00
gdkchan
e546e5933f
Rewrite SVC handler using source generators rather than IL emit (#3371)
* Implement syscall handlers using a source generator

* Copy FlushProcessDataCache implementation to Syscall since it was only implemented on Syscall32

* Fix wrong argument order in some syscalls

* Delete old Reflection.Emit based syscall handling code

* Improvements to the code generation

* ControlCodeMemory address and size is always 64-bit
2022-05-31 17:12:46 -03:00
gdkchan
0c87bf9ea4
Refactor CPU interface to allow the implementation of other CPU emulators (#3362)
* Refactor CPU interface

* Use IExecutionContext interface on SVC handler, change how CPU interrupts invokes the handlers

* Make CpuEngine take a ITickSource rather than returning one

The previous implementation had the scenario where the CPU engine had to implement the tick source in mind, like for example, when we have a hypervisor and the game can read CNTPCT on the host directly. However given that we need to do conversion due to different frequencies anyway, it's not worth it. It's better to just let the user pass the tick source and redirect any reads to CNTPCT to the user tick source

* XML docs for the public interfaces

* PPTC invalidation due to NativeInterface function name changes

* Fix build of the CPU tests

* PR feedback
2022-05-31 16:29:35 -03:00
gdkchan
9827dc35e1
Allow loading NSPs without a NCA inside (#3364)
* Allow loading NSPs without a NCA inside

* Set isHomebrew as true
2022-05-31 16:16:59 -03:00
riperiperi
448723d3b3
Don't force DPI aware on Avalonia - it already has it covered. (#3354) 2022-05-21 23:32:50 +02:00
gdkchan
89294b7772
Fix audio renderer error message result code base (#3348) 2022-05-19 00:59:27 +02:00
Emmanuel Hansen
7b9c4757dd
UI - Scale end framebuffer blit (#3342)
* Scale end framebuffer blit

* fix

* fix

* apply changes to avalonia
2022-05-16 18:10:29 -03:00
Mary
b8fc97adf2 Fix Avalonia updater 2022-05-15 21:01:12 +02:00
Emmanuel Hansen
c1a7b5bcdb
fix amiibo image path (#3345) 2022-05-15 20:47:00 +02:00
Mary
be1c375589 gh-actions: Prefix Avalonia builds with test- and disable prerelease.
As GitHub sort our builds in an alphanumeric way, we abuse that to fix
both new and old updater behaviour.

This should fix all our issues.

Avalonia updater will be broken between version 1.1.122 to 1.1.126, and
will need manual intervention.
2022-05-15 18:05:55 +02:00
Mary
378d19f87a gh-actions: Attempt to fix the whole mess up with Avalonia changes
Marked as prerelease just in case it break even more
2022-05-15 17:50:16 +02:00
Emmanuel Hansen
f59f65ec4f
add avalonia builds to release (#3339) 2022-05-15 16:28:32 +02:00
Mary
7bc4971cf9
misc: Clean up of CS project after Avalonia merge (#3340)
This reformat Avalonia csproj file, remove unused deps and reajust
Ryujinx csproj a bit after some other changes

Also updated OpenTK.Graphics
2022-05-15 16:02:15 +02:00
Mary
3551c18902
sdl2: Update to Ryujinx.SDL2-CS 2.0.22 (#3317)
Update to latest SDL2 release

Fix #2905, #2837 and #2767.
2022-05-15 13:51:30 +02:00
Emmanuel Hansen
deb99d2cae
Avalonia UI - Part 1 (#3270)
* avalonia part 1

* remove vulkan ui backend

* move ui common files to ui common project

* get name for oading screen from device

* rebase.

* review 1

* review 1.1

* review

* cleanup

* addressed review

* use cancellation token

* review

* review

* rebased

* cancel library loading when closing window

* remove star  image, use fonticon instead

* delete render control frame buffer when game ends. change position of fav star

* addressed @Thog review

* ensure the right ui is downloaded in updates

* fix crash when showing not supported dialog during controller request

* add prefix to artifact names

* Auto-format Avalonia project

* Fix input

* Fix build, simplify app disposal

* remove nv stutter thread

* addressed review

* add missing change

* maintain window size if new size is zero length

* add game, handheld, docked to local

* reverse scale main window

* Update de_DE.json

* Update de_DE.json

* Update de_DE.json

* Update italian json

* Update it_IT.json

* let render timer poll with no wait

* remove unused code

* more unused code

* enabled tiered compilation and trimming

* check if window event is not closed before signaling

* fix atmospher case

* locale fix

* locale fix

* remove explicit tiered compilation declarations

* Remove ) it_IT.json

* Remove ) de_DE.json

* Update it_IT.json

* Update pt_BR locale with latest strings

* Remove ')'

* add more strings to locale

* update locale

* remove extra slash

* remove extra slash

* set firmware version to 0 if key's not found

* fix

* revert timer changes

* lock  on object instead

* Update it_IT.json

* remove unused method

* add load screen text to locale

* drop swap event

* Update de_DE.json

* Update de_DE.json

* do null check when stopping emulator

* Update de_DE.json

* Create tr_TR.json

* Add tr_TR

* Add tr_TR + Turkish

* Update it_IT.json

* Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* Apply suggestions from code review

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* Apply suggestions from code review

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* addressed review

* Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

* use avalonia's inbuilt renderer on linux

* removed whitespace

* workaround for queue render crash with vsync off

* drop custom backend

* format files

* fix not closing issue

* remove warnings

* rebase

* update avalonia library

* Reposition the Text and Button on About Page

* Assign build version

* Remove appveyor text

Co-authored-by: gdk <gab.dark.100@gmail.com>
Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com>
Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com>
Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com>
Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
2022-05-15 13:30:15 +02:00
riperiperi
9ba73ffbe5
Prefetch capabilities before spawning translation threads. (#3338)
* Prefetch capabilities before spawning translation threads.

The Backend Multithreading only expects one thread to submit commands at a time. When compiling shaders, the translator may request the host GPU capabilities from the backend. It's possible for a bunch of translators to do this at the same time.

There's a caching mechanism in place so that the capabilities are only fetched once. By triggering this before spawning the thread, the async translation threads no longer try to queue onto the backend queue all at the same time.

The Capabilities do need to be checked from the GPU thread, due to OpenGL needing a context to check them, so it's not possible to call the underlying backend directly.

* Initialize the capabilities when setting the GPU thread + missing call in headless

* Remove private variables
2022-05-14 11:58:33 -03:00
riperiperi
43b4b34376
Implement Viewport Transform Disable (#3328)
* Initial implementation (no specialization)

* Use specialization

* Fix render scale, increase code gen version

* Revert accidental change

* Address Feedback
2022-05-12 10:47:13 -03:00
Ac_K
92ca1cb0cb
hid: Various fixes and cleanup (#3326)
* hid: Various fix and cleanup

* Add IsValidNpadIdType

* remove ()
2022-05-08 00:28:54 +02:00
riperiperi
50d7ecf76d
Add alternative "GL" enum values for StencilOp (#3321)
This PR adds the alternative enum values for StencilOp. Similar to the other enums, I added these with the same names but with Gl added to the end. These are used by homebrew using Nouveau, though they might be used by games with the official Vulkan driver.

39d90be897/rnndb/graph/nv_3ddefs.xml (L77)

Fixes some broken graphics in Citra, such as missing shadows in Mario Kart 7. Likely fixes other homebrew.
2022-05-05 21:16:58 +02:00
gdkchan
42a2a80b87
Enable JIT service LLE (#2959)
* Enable JIT service LLE

* Force disable PPTC when using the JIT service

PPTC does not support multiple guest processes

* Fix build

* Make SM service registration per emulation context rather than global

* Address PR feedback
2022-05-05 15:23:30 -03:00
gdkchan
54deded929
Fix shared memory leak on Windows (#3319)
* Fix shared memory leak on Windows

* Fix memory leak caused by RO session disposal not decrementing the memory manager ref count

* Fix UnmapViewInternal deadlock

* Was not supposed to add those back
2022-05-05 14:58:59 -03:00
Mary
39bdf6d41e
infra: Warn about support drop of old Windows versions (#3299)
* infra: Warn about support drop of old Windows versions

See #3298.

* Address comment
2022-05-04 20:21:27 +02:00
gdkchan
074190e03c
Remove AddProtection count > 0 assert (#3315) 2022-05-04 14:07:10 -03:00
voldemort2826
256514c7c9
Update the artifact build's version number (#3297) 2022-05-03 23:35:12 +02:00
gdkchan
556be08c4e
Implement PM GetProcessInfo atmosphere extension (partially) (#2966) 2022-05-03 23:28:32 +02:00
gdkchan
1cbca5eecb
Implement code memory syscalls (#2958)
* Implement code memory syscalls

* Remove owner process validation

* Add 32-bit code memory syscalls

* Remove unused field
2022-05-03 13:16:31 +02:00
gdkchan
95017b8c66
Support memory aliasing (#2954)
* Back to the origins: Make memory manager take guest PA rather than host address once again

* Direct mapping with alias support on Windows

* Fixes and remove more of the emulated shared memory

* Linux support

* Make shared and transfer memory not depend on SharedMemoryStorage

* More efficient view mapping on Windows (no more restricted to 4KB pages at a time)

* Handle potential access violations caused by partial unmap

* Implement host mapping using shared memory on Linux

* Add new GetPhysicalAddressChecked method, used to ensure the virtual address is mapped before address translation

Also align GetRef behaviour with software memory manager

* We don't need a mirrorable memory block for software memory manager mode

* Disable memory aliasing tests while we don't have shared memory support on Mac

* Shared memory & SIGBUS handler for macOS

* Fix typo + nits + re-enable memory tests

* Set MAP_JIT_DARWIN on x86 Mac too

* Add back the address space mirror

* Only set MAP_JIT_DARWIN if we are mapping as executable

* Disable aliasing tests again (still fails on Mac)

* Fix UnmapView4KB (by not casting size to int)

* Use ref counting on memory blocks to delay closing the shared memory handle until all blocks using it are disposed

* Address PR feedback

* Make RO hold a reference to the guest process memory manager to avoid early disposal

Co-authored-by: nastys <nastys@users.noreply.github.com>
2022-05-02 20:30:02 -03:00
riperiperi
4a892fbdc9
Fix flush action from multiple threads regression (#3311)
If two or more threads encounter a region of memory where a read action has been registered, then they must _both_ wait on the data.

Clearing the action before it completed was causing the null check above to fail, so the action would only be run on the first thread, and the second would end up continuing without waiting. Depending on what the game does, this could be disasterous.

This fixes a regression introduced by #3302 with Pokemon Legends Arceus, and possibly Catherine. There are likely other affected games. What is fixed in that PR should still be fixed.
2022-05-02 12:31:53 +02:00
gdkchan
9eb5b7a10d
Restrict cases where vertex buffer size from index buffer type is used (#3304) 2022-05-01 11:12:34 -03:00
riperiperi
d64594ec74
Fix various issues with texture sync (#3302)
* Fix various issues with texture sync

A variable called _actionRegistered is used to keep track of whether a tracking action has been registered for a given texture group handle. This variable is set when the action is registered, and should be unset when it is consumed. This is used to skip registering the tracking action if it's already registered, saving some time for render targets that are modified very often.

There were two issues with this. The worst issue was that the tracking action handler exits early if the handle's modified flag is false... which means that it never reset _actionRegistered, as that was done within the Sync() method called later. The second issue was that this variable was set true after the sync action was registered, so it was technically possible for the action to run immediately, set the flag to false, then set it to true.

Both situations would lead to the action never being registered again, as the texture group handle would be sure the action is already registered. This breaks the texture for the remaining runtime, or until it is disposed.

It was also possible for a texture to register sync once, then on future frames the last modified sync number did not update. This may have caused some more minor issues.

Seems to fix the Xenoblade flashing bug. Obviously this needs a lot of testing, since it was random chance. I typically had the most luck getting it to happen by switching time of day on the event theatre screen for a while, then entering the equipment screen by pressing X on an event.

May also fix weird things like random chance air swimming in BOTW, maybe a few texture streaming bugs.

* Exchange rather than CompareExchange
2022-04-29 18:34:11 -03:00
merry
6a1a03566a
T32: Implement load/store single (immediate) (#3186)
* T32: Implement load/store single (immediate)

* tests

* tidy formatting

* address comments
2022-04-21 01:25:43 +02:00
Harone
13f5294aa3
Update NpadController.cs (#3284) 2022-04-20 13:22:45 +02:00