Commit graph

68 commits

Author SHA1 Message Date
gdkchan
fc4b7cba2c
Make PPTC state non-static (#4157)
* Make PPTC state non-static

* DiskCacheLoadState can be null
2023-01-05 00:01:44 +01:00
Isaac Marovitz
0fbcd630bc
Replace DllImport usage with LibraryImport (#4084)
* Replace usage of `DllImport` with `LibraryImport`

* Mark methods as `partial`

* Marshalling

* More `partial` & marshalling

* More `partial` and marshalling

* More partial and marshalling

* Update GdiPlusHelper to LibraryImport

* Unicorn

* More Partial

* Marshal

* Specify EntryPoint

* Specify EntryPoint

* Change GlobalMemoryStatusEx to LibraryImport

* Change RegisterClassEx to LibraryImport

* Define EntryPoints

* Update Ryujinx.Ava/Ui/Controls/Win32NativeInterop.cs

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>

* Update Ryujinx.Graphics.Nvdec.FFmpeg/Native/FFmpegApi.cs

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>

* Move return mashal

* Remove calling convention specification

* Remove calling conventions

* Update Ryujinx.Common/SystemInfo/WindowsSystemInfo.cs

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>

* Update Ryujinx/Modules/Updater/Updater.cs

Co-authored-by: Mary-nyan <thog@protonmail.com>

* Update Ryujinx.Ava/Modules/Updater/Updater.cs

Co-authored-by: Mary-nyan <thog@protonmail.com>

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
Co-authored-by: Mary-nyan <thog@protonmail.com>
2022-12-15 18:07:31 +01:00
Isaac Marovitz
851d81d24a
Fix Redundant Qualifer Warnings (#4091)
* Fix Redundant Qualifer Warnings

* Remove unnecessary using
2022-12-10 21:21:13 +01:00
riperiperi
e211c3f00a
UI: Add Metal surface creation for MoltenVK (#3980)
* Initial implementation of metal surface across UIs

* Fix SDL2 on windows

* Update Ryujinx/Ryujinx.csproj

Co-authored-by: Mary-nyan <thog@protonmail.com>

* Address Feedback

Co-authored-by: Mary-nyan <thog@protonmail.com>
2022-12-06 19:00:25 -03:00
merry
204c031fef
SDL2Driver: Invoke dispatcher on main thread (#3818) 2022-12-02 14:37:22 +01:00
Mary-nyan
5d73a9f5fc
Fix Fedora support (#3815)
For some reasons, my fresh installation of Fedora 36 (KDE) doesn't have a
symlink for libX11.so.

This commit fixes this by trying to import the library with its major
version or fallback to the normal way.
2022-11-17 00:18:29 +01:00
TSRBerry
eebc39228d
UI: Allow overriding graphics backend + Move command line parser into a new class (#3707)
* Ava: Keep command line args when restarting

* UI: Move common UI functions to ProgramHelper

Add command line option to override the configured graphics backend

* Ava: Add CleanupUpdate task back

* Remove unused usings

* Revert combining common UI functions

Rename ProgramHelper to CommandLineState
Move command line parsing to CommandLineState

* Rename CommandLineProfile to Profile

* Fix assigning the wrong array to Arguments
2022-11-12 20:36:36 -03:00
gdkchan
2232e4ae87
Vulkan backend (#2518)
* WIP Vulkan implementation

* No need to initialize attributes on the SPIR-V backend anymore

* Allow multithreading shaderc and vkCreateShaderModule

You'll only really see the benefit here with threaded-gal or parallel shader cache compile.

Fix shaderc multithreaded changes

Thread safety for shaderc Options constructor

Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes.

* Support multiple levels/layers for blit.

Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now.

* TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use

* New depth-stencil blit method for AMD

* Workaround for AMD driver bug

* Fix some tessellation related issues (still doesn't work?)

* Submit command buffer before Texture GetData. (UE4 fix)

* DrawTexture support

* Fix BGRA on OpenGL backend

* Fix rebase build break

* Support format aliasing on SetImage

* Fix uniform buffers being lost when bindings are out of order

* Fix storage buffers being lost when bindings are out of order

(also avoid allocations when changing bindings)

* Use current command buffer for unscaled copy (perf)

Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies.

* Update to .net6

* Update Silk.NET to version 2.10.1

Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before.

* Fix PrimitivesGenerated query, disable Transform Feedback queries for now

Lets Splatoon 2 work on nvidia. (mostly)

* Update counter queue to be similar to the OGL one

Fixes softlocks when games had to flush counters.

* Don't throw when ending conditional rendering for now

This should be re-enabled when conditional rendering is enabled on nvidia etc.

* Update findMSB/findLSB to match master's instruction enum

* Fix triangle overlay on SMO, Captain Toad, maybe others?

* Don't make Intel Mesa pay for Intel Windows bugs

* Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders)

* Update Spv.Generator

* Add alpha test emulation on shader (but no shader specialisation yet...)

* Fix R4G4B4A4Unorm texture format permutation

* Validation layers should be enabled for any log level other than None

* Add barriers around vkCmdCopyImage

Write->Read barrier for src image (we want to wait for a write to read it)
Write->Read barrier for dst image (we want to wait for the copy to complete before use)

* Be a bit more careful with texture access flags, since it can be used for anything

* Device local mapping for all buffers

May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?)
Also some performance things and fixes issues with opengl games loading textures weird.

* Cleanup, disable device local buffers for now.

* Add single queue support

Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment.

* Fix some validation errors around extended dynamic state

* Remove Intel bug workaround, it was fixed on the latest driver

* Use circular queue for checking consumption on command buffers

Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once.

* Use SupportBufferUpdater, add single layer flush

* Fix counter queue leak when game decides to use host conditional rendering

* Force device local storage for textures (fixes linux performance)

* Port #3019

* Insert barriers around vkCmdBlitImage (may fix some amd flicker)

* Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers

* Don't pause transform feedback for multi draw

* Fix draw outside of render pass and missing capability

* Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more)

* Better workaround for AMD vertex buffer size alignment issue

* More instructions + fixes on SPIR-V backend

* Allow custom aspect ratio on Vulkan

* Correct GTK UI status bar positions

* SPIR-V: Functions must always end with a return

* SPIR-V: Fix ImageQuerySizeLod

* SPIR-V: Set DepthReplacing execution mode when FragDepth is modified

* SPIR-V: Implement LoopContinue IR instruction

* SPIR-V: Geometry shader support

* SPIR-V: Use correct binding number on storage buffers array

* Reduce allocations for Spir-v serialization

Passes BinaryWriter instead of the stream to Write and WriteOperand

- Removes creation of BinaryWriter for each instruction
- Removes allocations for literal string

* Some optimizations to Spv.Generator

- Dictionary for lookups of type declarations, constants, extinst
- LiteralInteger internal data format -> ushort
- Deterministic HashCode implementation to avoid spirv result not being the same between runs
- Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost)

TODO: improve instruction allocation, structured program creator, ssa?

* Pool Spv.Generator resources, cache delegates, spv opts

- Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module.
  - NewInstruction is called instead of new Instruction()
  - Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually.
- Estimate code size when creating the output MemoryStream
- LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast.

Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call.

TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads.

* LocalDefMap for Ssa Rewriter

Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator.

* SPIR-V: Transform feedback support

* SPIR-V: Fragment shader interlock support (and image coherency)

* SPIR-V: Add early fragment tests support

* SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta

* Don't pass depth clip state right now (fix decals)

Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted.

* Multisampling support

* Multisampling: Use resolve if src samples count > dst samples count

* Multisampling: We can only resolve for unscaled copies

* SPIR-V: Only add FSI exec mode if used.

* SPIR-V: Use ConstantComposite for Texture Offset Vector

Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are.

* SPIR-V: Don't OpReturn if we already OpExit'ed

Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist)

* SPIR-V: Only use input attribute type for input attributes

Output vertex attributes should always be of type float.

* Multithreaded Pipeline Compilation

* Address some feedback

* Make this 32

* Update topology with GpuAccessorState

* Cleanup for merge (note: disables spir-v)

* Make more robust to shader compilation failure

- Don't freeze when GLSL compilation fails
- Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure.

* Fix Multisampling

* Only update fragment scale count if a vertex texture needs a scale.

Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage.

This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now.

* Use a bitmap to do granular tracking for buffer uploads.

This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful.

Avoids ending render passes to update buffer data (not all the time)
- 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI)
- Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI)

As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory)

Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here.

* Copy query results after RP ends, rather than ending to copy

We need to end the render pass to get the data (submit command buffer) anyways...

Reduces render passes created in games that use queries.

* Rework Query stuff a bit to avoid render pass end

Tries to reset returned queries in background when possible, rather than ending the render pass.

Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?)

* Remove unnecessary lines

Was for testing

* Fix validation error for query reset

Need to think of a better way to do this.

* SPIR-V: Fix SwizzleAdd and some validation errors

* SPIR-V: Implement attribute indexing and StoreAttribute

* SPIR-V: Fix TextureSize for MS and Buffer sampler types

* Fix relaunch issues

* SPIR-V: Implement LogicalExclusiveOr

* SPIR-V: Constant buffer indexing support

* Ignore unsupported attributes rather than throwing (matches current GLSL behaviour)

* SPIR-V: Implement tessellation support

* SPIR-V: Geometry shader passthrough support

* SPIR-V: Implement StoreShader8/16 and StoreStorage8/16

* SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug

* SPIR-V: Fix field index for scale count

* SPIR-V: Fix another case of wrong field index

* SPIRV/GLSL: More scaling related fixes

* SPIR-V: Fix ImageLoad CompositeExtract component type

* SPIR-V: Workaround for Intel FrontFacing bug

* Enable SPIR-V backend by default

* Allow null samplers (samplers are not required when only using texelFetch to access the texture)

* Fix some validation errors related to texel block view usage flag and invalid image barrier base level

* Use explicit subgroup size if we can (might fix some block flickering on AMD)

* Take componentMask and scissor into account when clearing framebuffer attachments

* Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA)

* Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight)

Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different

* Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc)

* Check if the subgroup size is supported before passing a explicit size

* Only enable ShaderFloat64 if the GPU supports it

* We don't need to recompile shaders if alpha test state changed but alpha test is disabled

* Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before)

* Fix pipeline state saving before it is updated.

This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache.

* Allow null samplers on OpenGL backend

* _unit0Sampler should be set only for binding 0

* Remove unused PipelineConverter format variable (was causing IOR)

* Raise textures limit to 64 on Vulkan

* No need to pack the shader binaries if shader cache is disabled

* Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL

* Do not clear unbound framebuffer color attachments

* Geometry shader passthrough emulation

* Consolidate UpdateDepthMode and GetDepthMode implementation

* Fix A1B5G5R5 texture format and support R4G4 on Vulkan

* Add barrier before use of some modified images

* Report 32 bit query result on AMD windows (smo issue)

* Add texture recompression support (disabled for now)

It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures

* Do not report R4G4 format as supported on Vulkan

It was causing mario head to become white on Super Mario 64 (???)

* Improvements to -1 to 1 depth mode.

- Transformation is only applied on the last stage in the vertex pipeline.
- Should fix some issues with geometry and tessellation (hopefully)
- Reading back FragCoord Z on fragment will transform back to -1 to 1.

* Geometry Shader index count from ThreadsPerInputPrimitive

Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL

* Remove gl_FragDepth scaling

This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade.

* Add Gl StencilOp enum values to Vulkan

* Update guest cache to v1.1 (due to specialization state changes)

This will explode your shader cache from earlier vulkan build, but it must be done. 😔

* Vulkan/SPIR-V support for viewport inverse

* Fix typo

* Don't create query pools for unsupported query types

* Return of the Vector Indexing Bug

One day, everyone will get this right.

* Check for transform feedback query support

Sometimes transform feedback is supported without the query type.

* Fix gl_FragCoord.z transformation

FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs.

Fixes Pokemon Sword/Shield, possibly others.

* Fix Avalonia Rebase

Vulkan is currently not available on Avalonia, but the build does work and you can use opengl.

* Fix headless build

* Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host

* Fix BCn 4/5 conversion, GetTextureTarget

BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect.

GetTextureTarget was not creating a view with the replacement format.

* Fix dependency

* Fix inverse viewport transform vector type on SPIR-V

* Do not require null descriptors support

* If MultiViewport is not supported, do not try to set more than one viewport/scissor

* Bounds check on bitmap add.

* Flush queries on attachment change rather than program change

Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending.

Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets.

* Add support for avalonia (#6)

* add avalonia support

* only lock around skia flush

* addressed review

* cleanup

* add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check

* fix getting window handle on linux. skip render is size is 0

* Combine non-buffer with buffer image descriptor sets

* Support multisample texture copy with automatic resolve on Vulkan

* Remove old CompileShader methods from the Vulkan backend

* Add minimal pipeline layouts that only contains used bindings

They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders

* Pre-compile helper shader as SPIR-V, and some fixes

* Remove pre-compiled shaderc binary for Windows as its no longer needed by default

* Workaround RADV crash

Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist".

* Use RobustBufferAccess on NVIDIA gpus

Avoids the SMO waterfall triangle on older NVIDIA gpus.

* Implement GPU selector and expose texture recompression on the UI and config

* Fix and enable background compute shader compilation

Also disables warnings from shader cache pipeline misses.

* Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added

* If S8D24 is not supported, use D32FS8

* Ensure all fences are destroyed on dispose

* Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks

* Add missing clear layer parameter after rebase

* Use selected gpu from config for avalonia (#7)

* use configured device

* address review

* Fix D32S8 copy workaround (AMD)

Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things.

* Use push descriptors for uniform buffer updates (disabled for now)

* Push descriptor support check, buffer redundancy checks

Should make push descriptors faster, needs more testing though.

* Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs

* Adjust bindings array sizes

* Force submit command buffers if memory in use by its resources is high

* Add workaround for AMD GCN cubemap view sins

`ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue.

This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry)

Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there.

* Add mobile, non-RX variants to the GCN regex.

Also make sure that the 3 digit ones only include numbers starting with 7 or 8.

* Increase image limit per stage from 8 to 16

Xenoblade Chronicles 2 was hiting the limit of 8

* Minor code cleanup

* Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer

* Add gpu selector to Avalonia (#8)

* Add gpu selector to avalonia settings

* show backend label on window

* some fixes

* address review

* Minor changes to the Avalonia UI

* Update graphics window UI and locales. (#9)

* Update xaml and update locales

* locale updates

Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish?

* Fix locales with more (?) correct translations.

* add separator to render widget

* fix spanish and portuguese

* Add new IdList, replaces buffer list that could not remove elements and had unbounded growth

* Don't crash the settings window if Vulkan is not supported

* Fix Actions menu not being clickable on GTK UI after relaunch

* Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer

* Fix IdList and make it not thread safe

* Revert useless OpenGL format table changes

* Fix headless project build

* List throws ArgumentOutOfRangeException

* SPIR-V: Fix tessellation

* Increase shader cache version due to tessellation fix

* Reduce number of Sync objects created (improves perf in some specific titles)

* Fix vulkan validation errors for NPOT compressed upload and GCN workaround.

* Add timestamp to the shader cache and force rebuild if host cache is outdated

* Prefer Mail box present mode for popups (#11)

* Prefer Mail box present mode

* fix debug

* switch present mode when vsync is toggled

* only disable vsync on the main window

* SPIR-V: Fix geometry shader input load with transform feedback

* BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0

* Fix Avalonia build

* Address initial PR feedback

* Only set transform feedback outputs on last vertex stage

* Address riperiperi PR feedback

* Remove outdated comment

* Remove unused constructor

* Only throw for negative results

* Throw for QueueSubmit and other errors

No point in delaying the inevitable

* Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler

* Fix some resolution scale issues

* No need for two UpdateScale calls

* Fix comments on SPIR-V generator project

* Try to fix shader local memory size

On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region?

* Remove RectangleF that is now unused

* Fix ImageGather with multiple offsets

Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct`

* Address PR feedback from jD in all projects except Avalonia

* Address most of jD PR feedback on Avalonia

* Remove unsafe

* Fix VulkanSkiaGpu

* move present mode request out of Create Swapchain method

* split more parts of create swapchain

* addressed reviews

* addressed review

* Address second batch of jD PR feedback

* Fix buffer <-> image copy row length and height alignment

AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes

* Better fix for NPOT alignment issue

* Use switch expressions on Vulkan EnumConversion

Thanks jD

* Fix Avalonia build

* Add Vulkan selection prompt on startup

* Grammar fixes on Vulkan prompt message

* Add missing Vulkan migration flag

Co-authored-by: riperiperi <rhy3756547@hotmail.com>
Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com>
Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 18:26:06 -03:00
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
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
JavidPack
a3dd04deef
Implement -p or --profile command line argument (#2947)
* Implement -p or --profile command line argument

* Put command line logic all in Program and reference it elsewhere

* Address feedback
2022-03-02 09:51:37 +01:00
Mary
23000eeb9a Add new release system
As AppVeyor took our project down and deleted it without any comments, we are switching to GitHub Releases earlier than anticipated.

This isn't the most elegant design (and I would have prefered having a release manifest in place) but this will do for now.

The concept of release channel was also defined with this change.

The new base version is now 1.1.x to avoid confusion with older system.

Standard test CI was disabled temporarly and may be chained later as a CI job after the release job.

Users are expected to redownload the emulator to be sure to be up to date.

PS: If someone from AppVeyor read this, thanks again for ruining my week-end, I will be sure to NEVER recommend you to anyone.

Best Regards, Mary.
2022-01-22 17:56:09 +01:00
Mary
00c69f2098
Remove usage of Mono.Posix.NETStandard accross all projects (#2906)
* Remove usage of Mono.Posix.NETStandard in Ryujinx project

* Remove usage of Mono.Posix.NETStandard in ARMeilleure project

* Remove usage of Mono.Posix.NETStandard in Ryujinx.Memory project

* Address gdkchan's comments
2021-12-08 18:24:26 -03:00
Mary
f39fce8f54
misc: Migrate usage of RuntimeInformation to OperatingSystem (#2901)
Very basic migration across the codebase.
2021-12-04 20:02:30 -03:00
Mary
57d3296ba4
infra: Migrate to .NET 6 (#2829)
* infra: Migrate to .NET 6

* Rollback version naming change

* Workaround .NET 6 ZipArchive API issues

* ci: Switch to VS 2022 for AppVeyor

CI is now ready for .NET 6

* Suppress WebClient warning in DoUpdateWithMultipleThreads

* Attempt to workaround System.Drawing.Common changes on 6.0.0

* Change keyboard rendering from System.Drawing to ImageSharp

* Make the software keyboard renderer multithreaded

* Bump ImageSharp version to 1.0.4 to fix a bug in Image.Load

* Add fallback fonts to the keyboard renderer

* Fix warnings

* Address caian's comment

* Clean up linux workaround as it's uneeded now

* Update readme

Co-authored-by: Caian Benedicto <caianbene@gmail.com>
2021-11-28 21:24:17 +01:00
riperiperi
ec3e848d79
Add a Multithreading layer for the GAL, multi-thread shader compilation at 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. 😌

* 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>
2021-08-27 00:31:29 +02:00
mpnico
091edcebb4
Command line argument -f doesn't toggle 'Start games in fullscreen mode' (#2424)
Closes Ryujinx#2308
2021-07-06 20:04:21 +02:00
Ac_K
7b8ad1c36c
ffmpeg: Attempt to fix RootPath on some linux distributions (#2292)
* fix ffmpeg lib path

* Check if ffmpeg isn't found

* Move code to FFmpegContext

* Call it in static constructor

* revert static instance

* rollback

* lazy initialization

* Revert "lazy initialization"

This reverts commit f675d26a5d.
2021-05-20 18:28:18 +02:00
EmulationFanatic
b5c72b44de
Merge pull request #2177 from riperiperi/feature/parallel-shader-cache
Allow parallel shader compilation when loading a shader cache
2021-05-19 11:39:19 -07:00
riperiperi
778011c12a Remove ForceDedicatedGpu, as the driver utilities will now do that. 2021-05-19 19:26:23 +01:00
Mary
1769510a28 Set FFmpeg.AutoGen library search path on Linux
This fix FFmpeg.AutoGen being unable to find system ffmpeg libraries on
Linux.
2021-05-03 10:09:49 +02:00
Ac_K
c46f6879ff
account: add Custom User Profiles support (#2227)
* Initial Impl

* Fix names

* remove useless ContentManager

* Support backgrounds and improve avatar loading

* Fix firmware checks

* Addresses gdkchan feedback
2021-04-23 22:26:31 +02:00
riperiperi
1239c82d2f Forcibly enable threaded optimization on boot. 2021-04-18 17:34:00 +01:00
Mary
6cb22c9d38
Miria: The Death of OpenTK 3 (#2194)
* 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
2021-04-14 12:28:43 +02:00
mageven
e44850fed4
Implement friendlier portable mode (#1885)
* Implement friendlier portable mode

* Remove first run dialog

* Disable updates in portable mode for now

* Convert relative custom paths to absolute ones

Also, fix a regression when custom path doesn't exist
2021-03-15 22:10:36 +01:00
mageven
06a2b03cc9
Revise SystemInfo (#2047)
* Revise SystemInfo

Cleans up and adds a bit more info (logical core count and available mem at launch) to logs.

- Extract CPU name from CPUID when supported.
- Linux: Robust parsing of procfs files
- Windows: Prefer native calls to WMI
- Remove unnecessary virtual specifiers

* Address gdkchan's comments

* Address AcK's comments

* Address formatting nits
2021-03-01 15:22:00 +11:00
mageven
fa55d7133a
Pacify updater (#1899)
* Updater: Remove dirs selectively

* Log exceptions from updater async tasks

* Address riperiperi's comments
2021-02-23 16:19:02 +01:00
sharmander
d5081e3f93
Make windows DPI aware to display properly on high-resolution screens. (#1983)
* Make Windows DPI aware to display properly on high-resolution screens.

* remove empty line

* Don't use app manifest, set process dpi aware programatically.

Store variables in Program.cs for use instead of re-creating them per class/ method.

* Fix for linux/osx

* Add braces

* Re-use manifest. It appears to be required on linux.

* Undo previous commit -- it appears linux was simply never affected.

* Addressed AcK's comments

* Remove unused usings

* Address comments by AcK #2

* Re-order

* Move FromHwnd call to ForceDpiAware class. Wrap in Try-Catch to prevent crashes on systems that don't support it.

* Additional code cleanup

* Remove "global::" reference.
2021-02-20 01:34:41 +01:00
Xpl0itR
94f93727cf
Load default config when an invalid config is found (#1008)
- Bind toggle events after setting up their current values. This fixes the issue where the config is saved 10 times when the main window is opened 😬

- Write to disk immediately to decrease the chances of corruption
2021-02-09 10:24:37 +01:00
Ac_K
a9cb31e75f
gui: Refactoring Part 1 (#1859)
* gui: Refactoring Part 1

* Fix ProfileDialog.glade path

* Fix Application.Quit assert

* Fix TitleUpdateWindow parent

* Fix TitleUpdate selected item

* Remove extra line in TitleUpdateWindow

* Fix empty assign of Enum.TryParse

* Add Patrons list in the About Window

* update about error messages
2021-01-08 09:14:13 +01:00
Xpl0itR
bd8d28c59d
Add option to start games in fullscreen mode (#1580)
* Add option to start games in fullscreen mode

* Add command line option

* Use pascal case on menu item
2020-12-01 23:02:27 +01:00
Ac_K
b1877632cf
Remove some warnings and cleaning code (#1736) 2020-11-27 18:57:20 +01:00
MelonSpeedruns
a15459366e
Appveyor Ryujinx Updater (#1403)
Co-authored-by: Xpl0itR <xpl0itr@outlook.com>
2020-09-29 22:05:25 +02:00
Mary
3ec911a630
ui: Initial better user error reporting (#1503)
This update the "No keys" dialog and block starting NSP/XCI/NCA without firmware.

Also propose to the user if they want to install firmware if they start an untrimmed XCI and remove KEYS.md as it was completely outdated.

PS: Also fix a bug with "&" in URL with OpenUrl on Windows.
2020-09-01 11:09:42 +02:00
Mary
4f3ae6f62c
Remove the Ryujinx.Debugger project (#1506)
This project wasn't really used by anyone and isn't worth mantaining.

This commit remove the profiler entirely from Ryujinx and remove the associated CI tasks.
2020-08-30 19:06:05 +02:00
mageven
b9398f1f3a
Allow launching with custom data directories (#1505)
* Allow launching with custom data directories

Don't load alternate keys when using custom directory

* Address gdkchan's comments

* Misc fixes to log levels

Added more enabled log levels by default

Moved successful config updation to Notice as
1. It's not a warning
2. Warnings could've been disabled by the config load and hence message
   would be lost
2020-08-30 18:51:53 +02:00
mageven
a33dc2f491
Improved Logger (#1292)
* Logger class changes only

Now compile-time checking is possible with the help of Nullable Value
types.

* Misc formatting

* Manual optimizations

PrintGuestLog
PrintGuestStackTrace
Surfaceflinger DequeueBuffer

* Reduce SendVibrationXX log level to Debug

* Add Notice log level

This level is always enabled and used to print system info, etc...
Also, rewrite LogColor to switch expression as colors are static

* Unify unhandled exception event handlers

* Print enabled LogLevels during init

* Re-add App Exit disposes in proper order

nit: switch case spacing

* Revert PrintGuestStackTrace to Info logs due to #1407

PrintGuestStackTrace is now called in some critical error handlers
so revert to old behavior as KThread isn't part of Guest.

* Batch replace Logger statements
2020-08-04 01:32:53 +02:00
LDj3SNuD
5e724cf24e
Add Profiled Persistent Translation Cache. (#769)
* Delete DelegateTypes.cs

* Delete DelegateCache.cs

* Add files via upload

* Update Horizon.cs

* Update Program.cs

* Update MainWindow.cs

* Update Aot.cs

* Update RelocEntry.cs

* Update Translator.cs

* Update MemoryManager.cs

* Update InstEmitMemoryHelper.cs

* Update Delegates.cs

* Nit.

* Nit.

* Nit.

* 10 fewer MSIL bytes for us

* Add comment. Nits.

* Update Translator.cs

* Update Aot.cs

* Nits.

* Opt..

* Opt..

* Opt..

* Opt..

* Allow to change compression level.

* Update MemoryManager.cs

* Update Translator.cs

* Manage corner cases during the save phase. Nits.

* Update Aot.cs

* Translator response tweak for Aot disabled. Nit.

* Nit.

* Nits.

* Create DelegateHelpers.cs

* Update Delegates.cs

* Nit.

* Nit.

* Nits.

* Fix due to #784.

* Fixes due to #757 & #841.

* Fix due to #846.

* Fix due to #847.

* Use MethodInfo for managed method calls.

Use IR methods instead of managed methods about Max/Min (S/U).
Follow-ups & Nits.

* Add missing exception messages.

Reintroduce slow path for Fmov_Vi.
Implement slow path for Fmov_Si.

* Switch to the new folder structure.

Nits.

* Impl. index-based relocation information. Impl. cache file version field.

* Nit.

* Address gdkchan comments.

Mainly:
- fixed cache file corruption issue on exit; - exposed a way to disable AOT on the GUI.

* Address AcK77 comment.

* Address Thealexbarney, jduncanator & emmauss comments.

Header magic, CpuId (FI) & Aot -> Ptc.

* Adaptation to the new application reloading system.

Improvements to the call system of managed methods.
Follow-ups.
Nits.

* Get the same boot times as on master when PTC is disabled.

* Profiled Aot.

* A32 support (#897).

* #975 support (1 of 2).

* #975 support (2 of 2).

* Rebase fix & nits.

* Some fixes and nits (still one bug left).

* One fix & nits.

* Tests fix (by gdk) & nits.

* Support translations not only in high quality and rejit.

Nits.

* Added possibility to skip translations and continue execution, using `ESC` key.

* Update SettingsWindow.cs

* Update GLRenderer.cs

* Update Ptc.cs

* Disabled Profiled PTC by default as requested in the past by gdk.

* Fix rejit bug. Increased number of parallel translations. Add stack unwinding stuffs support (1 of 2).

Nits.

* Add stack unwinding stuffs support (2 of 2). Tuned number of parallel translations.

* Restored the ability to assemble jumps with 8-bit offset when Profiled PTC is disabled or during profiling.

Modifications due to rebase.
Nits.

* Limited profiling of the functions to be translated to the addresses belonging to the range of static objects only.

* Nits.

* Nits.

* Update Delegates.cs

* Nit.

* Update InstEmitSimdArithmetic.cs

* Address riperiperi comments.

* Fixed the issue of unjustifiably longer boot times at the second boot than at the first boot, measured at the same time or reference point and with the same number of translated functions.

* Implemented a simple redundant load/save mechanism.

Halved the value of Decoder.MaxInstsPerFunction more appropriate for the current performance of the Translator.
Replaced by Logger.PrintError to Logger.PrintDebug in TexturePool.cs about the supposed invalid texture format to avoid the spawn of the log.
Nits.

* Nit.

Improved Logger.PrintError in TexturePool.cs to avoid log spawn.
Added missing code for FZ handling (in output) for fp max/min instructions (slow paths).

* Add configuration migration for PTC

Co-authored-by: Thog <me@thog.eu>
2020-06-16 20:28:02 +02:00
Ac_K
0711ffd52b
Fix SystemInfo logging to file (#1217)
We currently logs system informations before we load the configuration file.
Since the logger use the configuration file (to sets if it should store the logs in a file, etc...), if we print something before the configuration init, the log file doesn't contains any system informations.
Now it's fixed.
2020-05-07 23:24:33 +10:00
Mary
651a07c6c2
Refactor SystemInfo and implement macOS system info backend (#1177) 2020-05-04 12:15:27 +10:00
Xpl0itR
a065dc1626
Log Ryujinx Version, OS Name, CPU Name and RAM size (#1102)
* Log Ryujinx version and OS

* Log total RAM size and CPU name

* Requested changes

* requested change

* jd's requested changes

* jd's requested changes
2020-04-25 23:01:32 +10:00
Ac_K
32d3f3f690
Implement GetRegionCode and add the RegionCode to settings (#999)
This implement `GetRegionCode` accordingly to RE. I've added a setting in the GUI and a field in the Configuration file with a way to update the Configuration file if needed.
2020-03-20 09:37:55 +11:00
Thog
4789f79254
Fix crash when first starting the emulator (#945)
* Fix crash when first starting the emulator

* Fix a nit
2020-02-14 23:07:22 +01:00
Xpl0itR
a73fd9e9bd
Changes to configuration (#811)
* config loading changes

- load config from either ryufs or ryujinx.exe parent folder with parent folder taking priority
- config file in repo is only copied to parent directory if built in debug mode

* AcK's requested changes

* add "Profile Debug" as a condition to copy the default config to output
2020-02-14 20:19:13 +01:00
Ac_K
949bb81a9e
Add version in all window titles (#935)
This add the AppVeyor build version (added in #927) in the console window title and in the GUI title (when you are on the games list or when an emulated game is closed).
2020-02-14 11:33:22 +01:00
Thog
8d83878f67
Improve build identification (#927)
* Improve build identification

Add versioning on CI build

Fix #887

* Fix appveyor

* Fix appveyor for real now
2020-02-12 14:35:39 +01:00
emmauss
3aa3c4261a
Add inbuilt Opengl renderer to window (#922)
* add gl rendering widget

* embed renderer into main window

* add input

* fix mouse input

* fix mouse coords

* refresh game list after closing game, remove profiler method

* rebase, hide game list progress bar while game is running

* Some bug fixes

Changelog:

- Reapply some changes that got lost while rebasing from #904
- Make sure to guarantee exclusivity on the GL context (fixing multiple
possible race conditions on Windows)
- Avoid making GLRenderer disposed multiple time

* add fullscreen,  enable input on focus, disable aplha

* addressed comments

* Disable transparency in the window

* fix fullscreen state, fix focus, addressed comments

* nit

* addressed nit

Co-authored-by: Thog <thog@protonmail.com>
2020-02-12 01:56:19 +01:00
Thog
a906f2071c
Fix a crash when closing the main UI (#904)
* Fix a crash when closing the main Ui

Also make sure to dispose the OpenAL context to not leak memory when
unloading the emulation context.

* Improve keys and 'game already running' dialogs

* Make sure to dispose the page table and ThreadContext

Less memory leaks!

* Fix tests

* Address gdk's comments
2020-02-06 12:38:24 +01:00
emmauss
f2b9a9c2b0
Render Profiler in GUI (#854)
* move profiler output to gui

* addressed commits, rebased

* removed whitespaces
2020-02-06 11:25:47 +00:00
Thog
d6b9babe1d Keep the GUI alive when closing a game (#888)
* Keep the GUI alive when closing a game

Make HLE.Switch init when starting a game and dispose it when closing
the GlScreen.

This also make HLE in charge of disposing the audio and gpu backend.

* Address Ac_k's comments

* Make sure to dispose the Discord module and use GTK quit method

Also update Discord Precense when closing a game.

* Make sure to dispose MainWindow

* Address gdk's comments
2020-01-21 23:23:11 +01:00