Commit graph

1940 commits

Author SHA1 Message Date
riperiperi
788aec511f
Limit Custom Anisotropic Filtering to mipmapped textures with many levels (#2832)
* Limit Custom Anisotropic Filtering to only fully mipmapped textures

There's a major flaw with the anisotropic filtering setting that causes @GamerzHell9137 to report graphical bugs that otherwise wouldn't be there, because he just won't set it to Auto. This should fix those issues, hopefully.

These bugs are generally because anisotropic filtering is enabled on something that it shouldn't be, such as a post process filter or some data texture. This PR maintains two host samplers when custom AF is enabled, and only uses the forced AF one when the texture is 2d and fully mipmapped (goes down to 1x1). This is because game textures are the ideal target for this filtering, and they are typically fully mipmapped, unlike things like screen render targets which usually have 1 or just a few levels.

This also only enables AF on mipmapped samplers where the filtering is bilinear or trilinear. This should be self explanatory.

This PR also allows the changing of Anisotropic Filtering at runtime, and you can immediately see the changes. All samplers are flushed from the cache if the setting changes, causing them to be recreated with the new custom AF value. This brings it in line with our resolution scale. 😌

* Expected minimum mip count for large textures rather than all, address feedback

* Use Target rather than Info.Target

* Retrigger build?

* Fix rebase
2021-11-13 16:04:21 -03:00
gdkchan
611bec6e44
Implement DrawTexture functionality (#2747)
* Implement DrawTexture functionality

* Non-NVIDIA support

* Disable some features that should not affect draw texture (slow path)

* Remove space from shader source

* Match 2D engine names

* Fix resolution scale and add missing XML docs

* Disable transform feedback for draw texture fallback
2021-11-10 15:37:49 -03:00
Adryzz (OLED Edition)
bc00a251dd
Fix direct mouse access checkbox label (#2827)
* Fix direct mouse access checkbox label

* Change UI label so that the mouse is a pointing device
2021-11-10 15:21:51 -03:00
gdkchan
911ea38e93
Support shader gl_Color, gl_SecondaryColor and gl_TexCoord built-ins (#2817)
* Support shader gl_Color, gl_SecondaryColor and gl_TexCoord built-ins

* Shader cache version bump

* Fix back color value on fragment shader

* Disable IPA multiplication for fixed function attributes and back color selection
2021-11-08 13:18:46 -03:00
gdkchan
3dee712164
Fix bindless/global memory elimination with inverted predicates (#2826)
* Fix bindless/global memory elimination with inverted predicates

* Shader cache version bump
2021-11-08 12:57:28 -03:00
gdkchan
b7a1544e8b
Fix InvocationInfo on geometry shader and bindless default integer const (#2822)
* Fix InvocationInfo on geometry shader and bindless default integer const

* Shader cache version bump

* Consistency for the default value
2021-11-08 11:39:30 -03:00
gdkchan
81e9b86cdb
Ensure syncpoints are released and event handles closed on channel close (#2812) 2021-11-04 20:27:21 -03:00
gdkchan
f78bcb8048
Clamp number of mipmap levels to avoid API errors due to invalid textures (#2808) 2021-11-03 20:58:24 -03:00
Mary
f41687f4c1
hle: Make Ryujinx.HLE project entirely safe (#2789)
* Remove a bit of unsafety around

* Regenerate StructArrayHelpers with a max element value of 256

* hle: remove unsafe marker from all struct that had it

* hle: make SoftwareKeyboardRenderer.TryCopyTo safe

* hle: remove unsafety in NpadDevice and remove AllowUnsafeBlocks from csproj

* Revert "Regenerate StructArrayHelpers with a max element value of 256"

This reverts commit f32a6e5be0.

* Introduce ByteArray of various size and use that instead of ArrayXXX to avoid stackoverflow in .NET runtime type resolution

* Use ByteArray more

* Add some missing spaces on Pack = 1 for various structs

* Fix broken logic for TryCopyTo

* Address gdkchan's comment

* Address gdkchan's comment
2021-11-01 19:38:13 -03:00
gdkchan
e48530e9d9
When waiting on CPU, do not return a time out error from EventWait (#2780)
* When waiting on CPU, do not return a time out error from EventWait

* And while I'm at it...
2021-11-01 19:10:02 -03:00
Mary
c6015daf8d
ci: Disable macOS x64 build on AppVeyor (#2795)
This commit disable Appveyor build of macOS x64.

Reason behind is that it's currently entirely out of scope of supported
platform, increases build time by a fair amount and doesn't need a
release on website as it got disabled 6 months ago.
2021-10-29 15:07:31 +02:00
gdkchan
99445dd0a6
Add support for fragment shader interlock (#2768)
* Support coherent images

* Add support for fragment shader interlock

* Change to tree based match approach

* Refactor + check for branch targets and external registers

* Make detection more robust

* Use Intel fragment shader ordering if interlock is not available, use nothing if both are not available

* Remove unused field
2021-10-28 19:53:12 -03:00
gdkchan
a7a40a77f2
Add support for the brazilian portuguese language code (#2792)
* Add support for the brazilian portuguese language code

* Fix error applet message
2021-10-28 23:06:45 +02:00
Mary
5c66a36ed6
kernel: Fix inverted condition on permission check of SetMemoryPermission syscall (#2777)
* kernel: Fix inverted condition on permission check of SetMemoryPermission syscall

* Fix condition for real..
2021-10-24 20:00:31 -03:00
gdkchan
04dfb86fde
Preserve image types for shader bindless surface instructions (.D variants) (#2779)
* Preserve image types for SULD/SUST .D variants

* Make format unknown for surface atomic if bindless and not sized
2021-10-24 19:40:20 -03:00
Mary
51fa1b2cb0
hle: Improve safety (#2778)
* timezone: Make timezone implementation safe

* hle: Do not use TrimEnd to parse ASCII strings

This adds an util that handle reading an ASCII string in a safe way.
Previously it was possible to read malformed data that could cause
various undefined behaviours in multiple services.

* hid: Remove an useless unsafe modifier on keyboard update

* Address gdkchan's comment

* Address gdkchan's comment
2021-10-24 19:13:20 -03:00
Mary
b4dc33efc2
kernel: Clear pages allocated with SetHeapSize (#2776)
* kernel: Clear pages allocated with SetHeapSize

Before this commit, all new pages allocated by SetHeapSize were not
cleared by the kernel.

This would cause undefined data to be pass to the userland and possibly
resulting in weird memory corruption.

This commit also add support for custom fill heap and ipc value (that is also
supported by the official kernel)

* Remove dots at the end of KPageTableBase.MapPages new documentation

* Remove unused _stackFillValue
2021-10-24 18:52:59 -03:00
Billy Laws
8c4e4ab3b3
Fixup channel submit IOCTL syncpoint parameters (#2774)
* Fixup channel submit IOCTL syncpoint parameters

The current arguments worked by happenstance as games only ever submit
one syncpoint and request one fence back, if a game were to do something
other than this then the arguments would've been parsed entirely wrong.

* Address feedback
2021-10-24 18:34:44 -03:00
Mary
85d8d1d7ca
misc: Fix IVirtualMemoryManager.Fill ignoring value (#2775)
This fix IVirtualMemoryManager.Fill to actually use the provided fill
value instead of 0.

This have no implication at the moment as everything that use it pass 0
but it is needed for some upcoming kernel fixes.
2021-10-24 18:16:59 -03:00
Mary
dc837c0042
kernel: Add resource limit related syscalls (#2773)
* kernel: Add resource limit related syscalls

This commit implements all resource limit related syscalls.

* Fix register mapping being wrong for SetResourceLimitLimitValue

* Address gdkchan's comment
2021-10-24 01:40:13 +02:00
Mary
c94d47cc40
kernel: Implement SetMemoryPermission syscall (#2772)
* kernel: Implement SetMemoryPermission syscall

This commit implement the SetMemoryPermission syscall accurately.
This also fix KMemoryPermission not being an unsigned 32 bits type and
add the "DontCare" bit (used by shared memory, currently unused in
Ryujinx)

* Update MemoryPermission mask

* Address gdkchan's comments

* Fix a nit

* Address gdkchan's comment
2021-10-24 01:24:49 +02:00
Mary
e7e65ccbc9
kernel: Add missing address space check in SetMemoryAttribute syscall (#2771) 2021-10-24 01:07:41 +02:00
gdkchan
0d174cbd45
EventWait should not signal the event when it returns Success (#2739)
* Fix race when EventWait is called and a wait is done on the CPU

* This is useless now

* Fix EventSignal

* Ensure the signal belongs to the current fence, to avoid stale signals
2021-10-19 17:25:32 -03:00
gdkchan
63f1663fa9
Fix shader 8-bit and 16-bit STS/STG (#2741)
* Fix 8 and 16-bit STG

* Fix 8 and 16-bit STS

* Shader cache version bump
2021-10-18 20:24:15 -03:00
riperiperi
052deebf26
Another workaround for NVIDIA driver 496.13 shader bug (#2750)
* Another workaround for NVIDIA driver 496.13 shader bug

This might work better than the other one. Give this a test to see if it fixes/doesn't fix issues with the other one.

The problem seems to be when any variable assignment happens with a negation. `temp_1 = -temp_0;` seems to trigger weird behaviour, but `temp_1 = 0.0 - temp_0;` does not. This also might to extend towards integer types?

* Update cache version

* Add disclaimer comment

* Wording
2021-10-18 20:04:06 -03:00
FICTURE7
fbf40424f4
Add an early TailMerge pass (#2721)
* Add an early `TailMerge` pass

Some translations can have a lot of guest calls and since for each guest
call there is a call guard which may return. This can produce a lot of
epilogue code for returns. This pass merges the epilogue into a single
block.

```
Using filter 'hcq'.
Using metric 'code size'.

Total diff: -1648111 (-7.19 %) (bytes):
  Base: 22913847
  Diff: 21265736

Improved: 4567, regressed: 14, unchanged: 144
```

* Set PTC version

* Address feedback

* Handle `void` returning functions

* Actually handle `void` returning functions

* Fix `RegisterToLocal` logging
2021-10-18 19:51:22 -03:00
gdkchan
d512ce122c
Initial tessellation shader support (#2534)
* Initial tessellation shader support

* Nits

* Re-arrange built-in table

* This is not needed anymore

* PR feedback
2021-10-18 18:38:04 -03:00
gdkchan
7603dbe3c8
Add missing U8/S8 types from shader I2I instruction (#2740)
* Add missing U8/S8 types from shader I2I instruction

* Better names

* Fix dstIsSignedInt
2021-10-17 17:48:36 -03:00
gdkchan
25fd4ef10e
Extend bindless elimination to work with masked and shifted handles (#2727)
* Extent bindless elimination to work with masked handles

* Extend bindless elimination to catch shifted pattern, refactor handle packing/unpacking
2021-10-17 17:28:18 -03:00
gdkchan
d05573bfd1
Implement SHF (funnel shift) shader instruction (#2702)
* Implement SHF shader instruction

* Shader cache version bump

* Better name
2021-10-17 17:02:20 -03:00
Caian Benedicto
1b81653478
Fix regression with foreground software keyboard (#2732) 2021-10-13 12:20:48 -03:00
gdkchan
464a92d8a7
Force index buffer update for games using Vulkan (#2726) 2021-10-12 23:46:42 +02:00
riperiperi
a2c6cd5132
Enqueue frame before signalling the frame is ready. (#2722)
It seems that certain games (Link's Awakening, Xenoblade DE) had their fences reached already when posting framebuffers, so the signal that a frame was ready would go out _before_ the frame was enqueued, and the render loop would fail to dequeue anything and "skip" a frame.

This was resulting in their performance lowering dramatically after some loading transitions, as a frame signal would be consumed and presentation would be one frame behind.

It's possible this might have eventually caused deadlocks in these games or others, if it happened twice.
2021-10-12 23:29:50 +02:00
riperiperi
0bce4a074a
Don't force scaling on 2D copy sources (#2701)
Some games (GameMaker Studio) build texture atlases out of sprites during initialization, using the 2D copy method. These copies are done from textures loaded into memory, not rendered, so they are not scaled to begin with.

I had set srcTexture in these copies to force scaling, but really it only needs to scale if the texture already exists and was scaled by rendering or something else. I just set that to false, so it doesn't change if the texture is scaled or not. This will also avoid the destination being scaled if the source wasn't. The copy can handle mismatching scales just fine.

This prevents scaling artifacts in GMS games, and maybe others (not Super Mario Maker 2, that has another issue).
2021-10-12 23:12:17 +02:00
Ac_K
d1604aa762
nvdec: Adding Vp8 codec support (#2707)
* first try

* second try

* working update

* Final impl

* Fixes nits

* Fix everything

* remove leftover

* Update FFmpegContext.cs

* Update Surface.cs

* Addresses gdkchan feedback

* bool not byte

* Addresses gdkchan feedback
2021-10-12 22:55:57 +02:00
gdkchan
a7109c767b
Rewrite shader decoding stage (#2698)
* Rewrite shader decoding stage

* Fix P2R constant buffer encoding

* Fix PSET/PSETP

* PR feedback

* Log unimplemented shader instructions

* Implement NOP

* Remove using

* PR feedback
2021-10-12 22:35:31 +02:00
Ac_K
0510fde25a
spl: Implement IGeneralInterface GetConfig (#2705)
* spl: Implement IGeneralInterface GetConfig

This PR implement the GetConfig call of the spl service. This is currently needed for some homebrews which currently needs Ignore Missing Service to boot. Now it's fixed.
Implementation was done using Atmosphère code and REing too.

* Addresses gdkchan feedback
2021-10-12 22:15:55 +02:00
Caian Benedicto
380b95bc59
Inline software keyboard without input pop up dialog (#2180)
* Initial implementation

* Refactor dynamic text input keys out to facilitate configuration via UI

* Fix code styling

* Add per applet indirect layer handles

* Remove static functions from SoftwareKeyboardRenderer

* Remove inline keyboard reset delay

* Remove inline keyboard V2 responses

* Add inline keyboard soft-lock recovering

* Add comments

* Forward accept and cancel key names to the keyboard and add soft-lock prevention line

* Add dummy window to handle paste events

* Rework inline keyboard state machine and graphics

* Implement IHostUiHandler interfaces on headless WindowBase class

* Add inline keyboard assets

* Fix coding style

* Fix coding style

* Change mode cycling shortcut to F6

* Fix invalid calc size error in games using extended calc

* Remove unnecessary namespaces
2021-10-12 21:54:21 +02:00
FICTURE7
69093cf2d6
Optimize LSRA (#2563)
* Optimize `TryAllocateRegWithtoutSpill` a bit

* Add a fast path for when all registers are live.
* Do not query `GetOverlapPosition` if the register is already in use
  (i.e: free position is 0).

* Do not allocate child split list if not parent

* Turn `LiveRange` into a reference struct

`LiveRange` is now a reference wrapping struct like `Operand` and
`Operation`.

It has also been changed into a singly linked-list. In micro-benchmarks
traversing the linked-list was faster than binary search on `List<T>`.
Even for quite large input sizes (e.g: 1,000,000), surprisingly.

Could be because the code gen for traversing the linked-list is much
much cleaner and there is no virtual dispatch happening when checking if
intervals overlaps.

* Turn `LiveInterval` into an iterator

The LSRA allocates in forward order and never inspect previous
`LiveInterval` once they are expired. Something similar can be done for
the `LiveRange`s within the `LiveInterval`s themselves.

The `LiveInterval` is turned into a iterator which expires `LiveRange`
within it. The iterator is moved forward along with interval walking
code, i.e: AllocateInterval(context, interval, cIndex).

* Remove `LinearScanAllocator.Sources`

Local methods are less susceptible to do allocations than lambdas.

* Optimize `GetOverlapPosition(interval)` a bit

Time complexity should be in O(n+m) instead of O(nm) now.

* Optimize `NumberLocals` a bit

Use the same idea as in `HybridAllocator` to store the visited state
in the MSB of the Operand's value instead of using a `HashSet<T>`.

* Optimize `InsertSplitCopies` a bit

Avoid allocating a redundant `CopyResolver`.

* Optimize `InsertSplitCopiesAtEdges` a bit

Avoid redundant allocations of `CopyResolver`.

* Use stack allocation for `freePositions`

Avoid redundant computations.

* Add `UseList`

Replace `SortedIntegerList` with an even more specialized data
structure. It allocates memory on the arena allocators and does not
require copying use positions when splitting it.

* Turn `LiveInterval` into a reference struct

`LiveInterval` is now a reference wrapping struct like `Operand` and
`Operation`.

The rationale behind turning this in a reference wrapping struct is
because a `LiveInterval` is associated with each local variable, and
these intervals may themselves be split further. I've seen translations
having up to 8000 local variables.

To make the `LiveInterval` unmanaged, a new data structure called
`LiveIntervalList` was added to store child splits. This differs from
`SortedList<,>` because it can contain intervals with the same start
position.

Really wished we got some more of C++ template in C#. :^(

* Optimize `GetChildSplit` a bit

No need to inspect the remaining ranges if we've reached a range which
starts after position, since the split list is ordered.

* Optimize `CopyResolver` a bit

Lazily allocate the fill, spill and parallel copy structures since most
of the time only one of them is needed.

* Optimize `BitMap.Enumerator` a bit

Marking `MoveNext` as `AggressiveInlining` allows RyuJIT to promote the
`Enumerator` struct into registers completely, reducing load/store code
a lot since it does not have to store the struct on the stack for ABI
purposes.

* Use stack allocation for `use/blockedPositions`

* Optimize `AllocateWithSpill` a bit

* Address feedback

* Make `LiveInterval.AddRange(,)` more conservative

Produces no diff against master, but just for good measure.
2021-10-08 18:15:44 -03:00
C1fer
c54a14d0b8
Added support for Pixel Format X8B8G8R8 (#2716)
* Added support for Pixel Format X8B8G8R8        

Fixes cutscenes on Metroid Dread.

* Removed unnecessary case execution.

* Update Ryujinx.Graphics.Vic/Image/SurfaceWriter.cs

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

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-10-07 18:41:02 -03:00
riperiperi
468774578d
Merge pull request #2713 from riperiperi/fix/modified-inherit
Reregister flush actions when taking a buffer's modified range list.
2021-10-07 13:43:31 +01:00
riperiperi
a4956591ec Avoid potential race 2021-10-07 01:13:51 +01:00
riperiperi
c61c1ea898 Reregister flush actions when taking a buffer's modified range list.
Fixes a regression from #2663 where buffer flush would not happen after a resize. Specifically caused the world map in Yoshi's Crafted World to flash.

I have other planned changes to this class so this might change soon, but this regression could affect a lot so it couldn't wait.
2021-10-07 00:00:56 +01:00
FICTURE7
ecc64c934d
Add Operand.Label support to Assembler (#2680)
* Add `Operand.Label` support to `Assembler`

This adds label support to `Assembler` and enables branch tightening
when compiling with relocatables. Jump management and patching has been
moved to the `Assembler`.

* Move instruction table to `Assembler.Table`

* Set PTC internal version

* Rename `Assembler.Table` to `AssemblerTable`
2021-10-05 14:04:55 -03:00
gdkchan
11b437eafc
Fix DisplayInfo struct (#2708) 2021-10-05 12:38:44 -03:00
riperiperi
fff48bb45a
Smaller initial size for ModifiedRangeList & directly inherit range list (#2663)
This fixes a potential regression with the new range list changes, where the cost for creating new ones would be rather large due to creating a 1024 size array. Also reduces cost for range list inheritance by using the first existing range list as a base, rather than creating a new one then adding both lists to it.

The growth size for the RangeList is now identical to its initial size. Every 32 elements was probably a little too common - now it is 1024 for most things and 8 for the buffer modified range list.

The Unmapped and SyncMethod methods have been changed to ensure that they behave properly if the range list is set null. Cleaned up a few calls to use the null-conditional operator.
2021-10-04 15:38:59 -03:00
gdkchan
75f4b1ff2d
Relax sampler pool requirement (#2703) 2021-10-04 14:35:28 -03:00
gdkchan
f7aaea4300
Unref frames before decoding with FFMPEG (#2704) 2021-10-04 14:12:24 -03:00
riperiperi
d92fff541b
Replace CacheResourceWrite with more general "precise" write (#2684)
* Replace CacheResourceWrite with more general "precise" write

The goal of CacheResourceWrite was to notify GPU resources when they were modified directly, by looking up the modified address/size in a structure and calling a method on each resource. The downside of this is that each resource cache has to be queried individually, they all have to implement their own way to do this, and it can only signal to resources using the same PhysicalMemory instance.

This PR adds the ability to signal a write as "precise" on the tracking, which signals a special handler (if present) which can be used to avoid unnecessary flush actions, or maybe even more. For buffers, precise writes specifically do not flush, and instead punch a hole in the modified range list to indicate that the data on GPU has been replaced.

The downside is that precise actions must ignore the page protection bits and always signal - as they need to notify the target resource to ignore the sequence number optimization.

I had to reintroduce the sequence number increment after I2M, as removing it was causing issues in rabbids kingdom battle. However - all resources modified by I2M are notified directly to lower their sequence number, so the problem is likely that another unrelated resource is not being properly updated. Thankfully, doing this does not affect performance in the games I tested.

This should fix regressions from #2624. Test any games that were broken by that. (RF4, rabbids kingdom battle)

I've also added a sequence number increment to ThreedClass.IncrementSyncpoint, as it seems to fix buffer corruption in OpenGL homebrew. (this was a regression from removing sequence number increment from constant buffer update - another unrelated resource thing)

* Add tests.

* Add XML docs for GpuRegionHandle

* Skip UpdateProtection if only precise actions were called

This allows precise actions to skip reprotection costs.
2021-09-29 02:27:03 +02:00
riperiperi
b6e093b0fc
Force copy when auto-deleting a texture with dependencies (#2687)
When a texture is deleted by falling to the bottom of the AutoDeleteCache, its data is flushed to preserve any GPU writes that occurred. This ensures that the data appears in any textures recreated in the future, but didn't account for a texture that already existed with a copy dependency.

This change forces copy dependencies to complete if a texture falls out from from the AutoDeleteCache. (not removed via overlap, as that would be wasted effort)

Fixes broken lighting caused by pausing in SMO's Metro Kingdom. May fix some other issues.
2021-09-29 02:11:05 +02:00