Commit graph

127 commits

Author SHA1 Message Date
Jonas Henriksson
8a2b56cae6
Fix logic surrounding PushDescriptors in Vulkan (#257) 2024-11-28 17:00:12 -06:00
TheToid
baf179efdb
ignore macos attribute files (#302) 2024-11-28 16:55:51 -06:00
Keaton
2e6794e69b
Add custom refresh rate mode to VSync option (#238)
Rebased @jcm93's refreshinterval branch:
https://github.com/jcm93/Ryujinx/tree/refreshinterval

The option is placed under System/Hacks. Disabled, it's the default
Ryujinx behavior. Enabled, the behavior is shown in the attached
screenshots. If a framerate is too high or low, you can adjust the value
where you normally toggle VSync on and off. It will also cycle through
the default on/off toggles.

Also, in order to reduce clutter, I made an adjustment to remove the
target FPS and only show the percentage.

---------

Co-authored-by: jcm <6864788+jcm93@users.noreply.github.com>
2024-11-25 13:39:09 -06:00
extherian
5fccfb76b9
Fix divide by zero when recovering from missed draw (Vulkan), authored by EmulationEnjoyer (#235)
Adds the fix for the crash in the opening cutscene of Baldo: The Sacred
Owls when using Vulkan, from ryujinx-mirror. The original discussion
about the fix can be found
[here.](https://github.com/ryujinx-mirror/ryujinx/pull/52)

It's up to you if you want to merge this, it's one of the very few
improvements that ryujinx-mirror got that hasn't made it into your fork
yet. My opinion is that without a graphics expert on board, we can't
know the real cause of this divide-by-zero issue and will have to make
do with this patch to fix it. And I think we will have to do this many
times in the future for other games that suffer crashes at the moment as
well, at least going by current discussions in the #development section
of the discord.

I did not come up with this fix, all credit goes to
[EmulationEnjoyer](https://github.com/EmulationEnjoyer) for putting
Ryujinx through a debugger and discovering the cause of the crash.
2024-11-13 20:36:59 -06:00
Vudjun
6d8738c048
TESTERS WANTED: RyuLDN implementation (#65)
These changes allow players to matchmake for local wireless using a LDN
server. The network implementation originates from Berry's public TCP
RyuLDN fork. Logo and unrelated changes have been removed.

Additionally displays LDN game status in the game selection window when
RyuLDN is enabled.

Functionality is only enabled while network mode is set to "RyuLDN" in
the settings.
2024-11-11 16:06:50 -06:00
Evan Husted
6911e288bc misc: Code cleanups. 2024-11-01 12:00:07 -05:00
Evan Husted
dfb4854d19 misc: Replace references to IntPtr/UIntPtr with nint/nuint + code cleanups. 2024-10-26 08:46:50 -05:00
Evan Husted
a01a06cd3f 2 unmerged PRs from original Ryujinx:
Implement shader compile counter (currently not translated, will change, need to pull changes.)
Remove event logic in favor of a single init function.
Thanks @MutantAura
2024-10-24 14:14:17 -05:00
Evan Husted
0faf3f5709 CPU: Add low-power PPTC load mode.
Specifically, this setting causes the translation load core count to get reduced by two-thirds, for lower-power but still fast loading, and for unstable CPUs.
2024-10-14 21:48:21 -05:00
MaxLastBreath
d86249cb0a
Convert MaxTextureCacheCapacity to Dynamic MaxTextureCacheCapacity for High Resolution Mod support. (#7307)
* Add Texture Size Capacity and 8GB Dram Build

* Update AutoDeleteCache.cs

* Dynamic Texture Cache (WIP)

* Change to float Multiplier, in-case it needs fine-tuning.

* Delete src/src.sln

* Update AutoDeleteCache.cs

* Format

* Fix Formatting

* Add DefaultTextureSizeCapacity and MemoryScaleFactor

- Also remove redundant New Lines

* Fix 4GB dram crashing

* Format newline

* Refractor

- Added Initialize() function to TextureCache and AutoDeleteCache
- Removed GetMaxTextureCapacity() function and instead added _maxCacheMemoryUsage
- Added private const MaxTextureSizeCapacity to AutoDelete Cache
- Added TextureCache.Initialize() to MemoryManager in order to fetch MaxGpuMemory at the right time.
- Moved and Changed Logger.Info for Gpu Memory to Logger.Notice and Moved it to PrintGpuInformation function.
- Opted to use a ternary operator for the Initialize function, I think it looks cleaner than bunch of if statements.

* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs

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

* maxMemory to CacheMemory, use Clamp instead of Ternary. Changed MinTextureCapacity 1GiB to 512 MiB

* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs

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

* Format comment

* comment context

* Increase TextureSize capacity for OpenGL back to 1024

- Added a new const ulong for OpenGLTextureSizeCapacity

* Fix changes from last commit.

* Adjust last OpenGL changes.

* Remove garbage VSC file

* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs

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

* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs

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

* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs

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

---------

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2024-09-26 14:33:38 -03:00
gdkchan
319507f2a1
Fix quads draws after DrawTexture on Vulkan (#7336) 2024-09-22 19:36:53 -03:00
jhorv
73f985d27c
Replace passing by IMemoryOwner<byte> with passing by concrete MemoryOwner<byte> (#7171)
* refactor(perf): pass MemoryOwner<byte> around as itself rather than IMemoryOwner<byte>

* fix(perf): get span via MemoryOwner<byte>.Span property instead of through Memory property

* fix: incorrect comment change
2024-09-18 23:00:54 -03:00
gdkchan
eb8132b627
Change image format view handling to allow view incompatible formats (#7311)
* Allow creating texture aliases on texture pool

* Delete old image format override code

* New format incompatible alias

* Missing bounds check

* GetForBinding now takes FormatInfo

* Make FormatInfo struct more compact
2024-09-17 15:52:30 -03:00
ZenoArrows
f39e89ece7
Add area sampling scaler to allow for super-sampled anti-aliasing. (#7304)
* Add area sampling scaler to allow for super-sampled anti-aliasing.

* Area scaling filter doesn't have a scaling level.

* Add further clarification to the tooltip on how to achieve supersampling.

* ShaderHelper: Merge the two CompileProgram functions.

* Convert tabs to spaces in area scaling shaders

* Fixup Vulkan and OpenGL project files.

* AreaScaling: Replace texture() by texelFetch() and use integer vectors.

No functional difference, but it cleans up the code a bit.

* AreaScaling: Delete unused sharpening level member.

Also rename _scale to _sharpeningLevel for clarity and consistency.

* AreaScaling: Delete unused scaleX/scaleY uniforms.

* AreaScaling: Force the alpha to 1 when storing the pixel.

* AreaScaling: Remove left-over sharpening buffer.
2024-09-17 15:30:50 -03:00
riperiperi
ca59c3f499
Vulkan: Feedback loop detection and barriers (#7226)
* Vulkan: Feedback loop improvements

This PR allows the Vulkan backend to detect attachment feedback loops. These are currently used in the following ways:

- Partial use of VK_EXT_attachment_feedback_loop_layout
  - All renderable textures have AttachmentFeedbackLoopBitExt
  - Compile pipelines with Color/DepthStencil feedback loop flags when present
- Support using FragmentBarrier for feedback loops (fixes regressions from https://github.com/Ryujinx/Ryujinx/pull/7012 )

TODO:
- AMD GPUs may need layout transitions for it to properly allow textures to be used in feedback loops.
- Use dynamic state for feedback loops. The background pipeline will always miss since feedback loop state isn't known on the GPU project.
- How is the barrier dependency flag used? (DXVK just ignores it, there's no vulkan validation...)
- Improve subpass dependencies to fix validation errors

* Mark field readonly

* Add feedback loop dynamic state

* fix: add MoltenVK resolver workaround

fix: add MoltenVK resolver workaround

* Formatting

* Fix more complaints

* RADV dcc workaround

* Use dynamic state properly, cleanup.

* Use aspects flags in more places
2024-09-01 21:28:16 -03:00
riperiperi
398fa1c238
Vulkan: Update Silk.NET to 2.21 (#7266)
* Update Silk.NET version

* fix: add MoltenVK resolver workaround

fix: add MoltenVK resolver workaround

* Cleanup

* Readonly ref warnings

* Remove driver id todo
2024-09-01 17:33:11 -03:00
gdkchan
460f9faf4e
Fix NRE when using buffer image array (#7159) 2024-08-21 00:49:17 +01:00
jhorv
59ddb26628
replace ByteMemoryPool usage in Ryujinx.Graphics (#7129)
* chore: replace `ByteMemoryPool` usage with `MemoryOwner<byte>`

* refactor: `PixelConverter.ConvertR4G4ToR4G4B4A4()` - rename old `outputSpan` to `outputSpanUInt16`, reuse same output `Span<byte>` as newly-freed name `outputSpan`

* eliminate temporary buffer allocations

* chore, perf: use MemoryOwner<byte> instead of IMemoryOwner<byte>
2024-08-03 19:50:53 +01:00
riperiperi
698e36bbd2
Vulkan: Force topology to PatchList for Tessellation (#7102)
Vulkan spec states that input topology should always be PatchList when a tessellation pipeline is present. The AMD GPU on windows crashes so hard it BSODs the machine if this isn't the case, so it's forced here just in case.

I'm not sure what providing a different topology here would even do, as you'd think it would always be a patch list input.
2024-07-30 21:48:30 -03:00
riperiperi
ccd330ba0f
Vulkan: Add missing barriers for texture to buffer copy (#7092)
This barrier has always been missing, but it only became apparent when #7012 merged.

I also added some barriers in case the target buffer used here is used by other commands, though right now it isn't.

Fixes a regression where water would turn white on AMD GPUs with the proprietary driver. May fix other issues on this driver.
2024-07-25 16:34:30 -03:00
riperiperi
1a919e99b2
Vulkan: Defer guest barriers, and improve image barrier timings (#7012)
* More guarantees for buffer correct placement, defer guest requested buffers

* Split RP on indirect barrier rn

* Better handling for feedback loops.

* Qualcomm barriers suck too

* Fix condition

* Remove unused field

* Allow render pass barriers on turnip for now
2024-07-17 20:21:32 -03:00
Isaac Marovitz
344f4f52c1
Remove CommandBufferScoped Dependencies (#6958) 2024-07-16 17:01:06 -03:00
MutantAura
eb212aa91b
misc: Re-order and manually update DriverID to name. (#7027)
* Re-order and update DriverID -> Name.

* Fix whitespace
2024-07-15 19:27:59 -03:00
gdkchan
07435ad844
Use draw clear on Adreno, instead of vkCmdClearAttachments (#7013)
* Use draw clear on Adreno, instead of vkCmdClearAttachments

* Fix GTX TITAN detection
2024-07-10 17:52:45 -03:00
gdkchan
1668ba913f
Force dynamic state update after rasterizer discard disable (#7007) 2024-07-09 23:31:01 -03:00
gdkchan
a830eb666b
Disallow concurrent fence waits on Adreno (#7001)
* Disallow concurrent fence waits on Adreno

* Ensure locks are released if exceptions are thrown
2024-07-07 19:33:28 -03:00
gdkchan
cfc75d7e78
Disable descriptor set template updates for buffer textures on Adreno (#7002)
* Do not use template updates for buffer textures and buffer images

* No need to do it for images

* Simply buffer texture existence check

* Pipeline is now unused on DescriptorSetUpdater
2024-07-07 19:19:55 -03:00
gdkchan
c525d7d9a9
Force Vulkan swapchain re-creation when window size changes (#7003) 2024-07-07 19:02:11 -03:00
sunshineinabox
1a0a351a15
Resolve some Vulkan validation errors (#6915)
* Fix some validation errors

* Whitespace correction

* Resolve some runtime validation errors.

* Whitespace

* Properly fix usage realted validation error by setting Extended Usage image creation flag.

* Only if supported

* Remove checking extension for features that are core functionality of Vulkan 1.2
2024-06-26 09:21:44 -03:00
gdkchan
c0f2491eae
Vulkan separate descriptor set fixes (#6895)
* Ensure descriptor sets are only re-used when all command buffers using it have completed

* Fix some SPIR-V capabilities

* Set update after bind flag if we exceed limits

* Simpler fix for Intel

* Format whitespace

* Make struct readonly

* Add barriers for extra set arrays too
2024-06-02 22:40:28 -03:00
sunshineinabox
d7c6474729
GPU: Remove unused dynamic state and pipeline settings (#6796)
* Dynamic state for Depth Bounds should not be passed to PipelineDynamicStateCreateInfo as the command to set them is never called.

Do not pass pointer to viewport and scissor as those dynamic states should be supported on all devices.

Same as above for DepthBias values.

* Code Review Suggestion

* Pipeline derivation is not implemented and is not suggested.

* Depth Bounds are not used.
2024-06-02 22:32:10 -03:00
jhorv
1ecc8fbc3b
New pooled memory types (#6821)
* feat: add new types MemoryOwner and SpanOwner

* use SpanOwner instead of new array allocation

* change for loop condition to `fences.Length` instead of `count` to elide Span boundary checks on `fences`
2024-06-02 22:24:14 -03:00
gdkchan
53d096e392
Allow texture arrays to use separate descriptor sets on Vulkan (#6870)
* Report base and extra sets from the backend

* Pass texture set index everywhere

* Key textures using set and binding (rather than just binding)

* Start using extra sets for array textures

* Shader cache version bump

* Separate new commands, some PR feedback

* Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array

* Move bind extra sets logic to new method

* Should only use separate array is MaximumExtraSets is not zero

* Format whitespace
2024-05-26 13:30:19 -03:00
Piplup
c98b7fc702
Workaround bug on logic op with float framebuffer (#6858)
* intel workaround

built on top of the amd workaround

* forgot to update the note

* Logic Change

Enabled workaround for all vendors that aren't nvidia

* Applied Suggestions
2024-05-23 22:57:26 -03:00
gdkchan
e65effcb05
Workaround AMD bug on logic op with float framebuffer (#6852)
* Workaround AMD bug on logic op with float framebuffer

* Format whitespace

* Update comment
2024-05-23 01:05:32 -03:00
riperiperi
eb1ce41b00
GPU: Migrate buffers on GPU project, pre-emptively flush device local mappings (#6794)
* GPU: Migrate buffers on GPU project, pre-emptively flush device local mappings

Essentially retreading #4540, but it's on the GPU project now instead of the backend. This allows us to have a lot more control + knowledge of where the buffer backing has been changed and allows us to pre-emptively flush pages to host memory for quicker readback. It will allow us to do other stuff in the future, but we'll get there when we get there.

Performance greatly improved in Hyrule Warriors: Age of Calamity. Performance notably improved in TOTK (average). Performance for BOTW restored to how it was before #4911, perhaps a bit better.

- Rewrites a bunch of buffer migration stuff. Might want to tighten up how dispose stuff works.
- Fixed an issue where the copy for texture pre-flush would happen _after_ the syncpoint.

TODO: remove a page from pre-flush if it isn't flushed after a certain number of copies.

* Add copy deactivation

* Fix dependent virtual buffers

* Remove logging

* Fix format issues (maybe)

* Vulkan: Remove backing swap

* Add explicit memory access types for most buffers

* Fix typo

* Add device local force expiry, change buffer inheritance behaviour

* General cleanup, OGL fix

* BufferPreFlush comments

* BufferBackingState comments

* Add an extra precaution to BufferMigration

This is very unlikely, but it's important to cover loose ends like this.

* Address some feedback

* Docs
2024-05-19 16:53:37 -03:00
gdkchan
3a3b51893e
Add support for bindless textures from storage buffer on Vulkan (#6721)
* Halve primitive ID when converting quads to triangles

* Shader cache version bump

* Add support for bindless textures from storage buffer on Vulkan
2024-05-14 16:47:16 +02:00
gdkchan
c6f8bfed90
Add support for bindless textures from shader input (vertex buffer) on Vulkan (#6577)
* Add support for bindless textures from shader input (vertex buffer)

* Shader cache version bump

* Format whitespace

* Remove cache entries on pool removal, disable for OpenGL

* PR feedback
2024-04-22 15:05:55 -03:00
Marco Carvalho
99f46e22e2
Do not compare Span<T> to 'null' or 'default' (#6683) 2024-04-19 09:21:21 -03:00
jhorv
268c9aecf8
Texture loading: reduce memory allocations (#6623)
* rebase

* add methods Ryyjinx.Common EmbeddedResources and SteamUtils

* GAL changes - change SetData() methods and ThreadedTexture commands to use IMemoryOwner<byte> instead of SpanOrArray<byte>

* Ryujinx.Graphics.Texture: change texture conversion methods to return IMemoryOwner<byte> and allocate from ByteMemoryPool

* Ryujinx.Graphics.OpenGL: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>

* Ryujinx.Graphics.Vulkan: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>

* Ryujinx.Graphics.Gpu: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>

* Remove now-unused SpanOrArray<T>

* post-rebase cleanup

* PixelConverter: remove unsafe modifier on safe methods, and remove one unnecessary cast

* use ByteMemoryPool.Rent() in GetWritableRegion() impls

* fix formatting, rename `ReadRentedMemory()` to `ReadFileToRentedMemory()``

* Texture.ConvertToHostCompatibleFormat(): dispose of `result` in Astc decode branch
2024-04-14 17:06:14 -03:00
gdkchan
e916662b0f
Account for swapchain image count change after re-creation (#6652) 2024-04-11 17:24:19 -03:00
gdkchan
3e6e0e4afa
Add support for large sampler arrays on Vulkan (#6489)
* Add support for large sampler arrays on Vulkan

* Shader cache version bump

* Format whitespace

* Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout

* Handle array textures with different types on the same buffer

* Somewhat better caching system

* Avoid useless buffer data modification checks

* Move redundant bindings update checking to the backend

* Fix an issue where texture arrays would get the same bindings across stages on Vulkan

* Backport some fixes from part 2

* Fix typo

* PR feedback

* Format whitespace

* Add some missing XML docs
2024-04-07 18:25:55 -03:00
gdkchan
3be616207d
Vulkan: Fix swapchain image view leak (#6509) 2024-04-06 13:38:52 -03:00
gdkchan
791bf22109
Vulkan: Skip draws when patches topology is used without a tessellation shader (#6508) 2024-04-06 13:25:51 -03:00
MutantAura
7124d679fd
UI: Friendly driver name reporting. (#6530)
* Implement friendly VkDriverID names for UI.

* Capitalise NVIDIA

* Prefer vendor name on macOS

* Typo fix

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

---------

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2024-03-27 14:55:34 -03:00
gdkchan
72bdc24db8
Disable push descriptors for Intel ARC GPUs on Windows (#6551)
* Move some init logic out of PrintGpuInformation, then delete it

* Disable push descriptors for Intel ARC on Windows

* Re-add PrintGpuInformation just to show it in the log
2024-03-26 22:27:48 -03:00
Matt Heins
c94a73ec60
Updates the default value for BufferedQuery (#6351)
AMD GPUs (possibly just RDNA 3) could hang with the previous value
until the MaxQueryRetries was hit.

Fix #6056

Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2024-03-21 21:44:11 -03:00
standstaff
e19e7622a3
chore: remove repetitive words (#6500)
Signed-off-by: standstaff <zhengxingru@yeah.net>
2024-03-16 19:49:54 +01:00
gdkchan
732db7581f
Consider Polygon as unsupported is triangle fans are unsupported on Vulkan (#6490) 2024-03-14 19:46:57 -03:00
riperiperi
ba91f5d401
Vulkan: Properly reset barrier batch when splitting due to mismatching flags (#6345)
Forgot to set the end variable here. Should stop it from crashing when this path is taken.
2024-02-22 10:43:22 +01:00