Commit graph

186 commits

Author SHA1 Message Date
gdkchan
9f12e50a54
Refactor attribute handling on the shader generator (#4565)
* Refactor attribute handling on the shader generator

* Implement gl_ViewportMask[]

* Add back the Intel FrontFacing bug workaround

* Fix GLSL transform feedback outputs mistmatch with fragment stage

* Shader cache version bump

* Fix geometry shader recognition

* PR feedback

* Delete GetOperandDef and GetOperandUse

* Remove replacements that are no longer needed on GLSL compilation on Vulkan

* Fix incorrect load for per-patch outputs

* Fix build
2023-04-25 19:51:07 -03:00
gdkchan
4dd77316f7
Use vector transform feedback outputs with fragment shaders (#4708)
* Use vector transform feedback outputs with fragment shaders

* Shader cache version bump

* Fix missing outputs when vector transform feedback outputs are used
2023-04-24 08:34:38 +02:00
riperiperi
8d9d508dc7
Shader: Bias textureGather instructions on AMD/Intel (#4703)
* Experimental (GLSL, forced)

* SPIR-V attempt

* Add capability

* Fix pCount == 1 on glsl

* Fix typo
2023-04-22 18:02:39 -03:00
gdkchan
c532118d94
Use index fragment shader output when dual source blend is enabled (#4404)
* Use index fragment shader output when dual source blend is enabled

* Shader cache version bump

* Actually set DualSourceBlendEnabled to true

* Fix XML doc

---------

Co-authored-by: Ac_K <Acoustik666@gmail.com>
2023-04-05 05:25:19 +02:00
jhorv
5131b71437
Reducing memory allocations (#4537)
* add RecyclableMemoryStream dependency and MemoryStreamManager

* organize BinaryReader/BinaryWriter extensions

* add StreamExtensions to reduce need for BinaryWriter

* simple replacments of MemoryStream with RecyclableMemoryStream

* add write ReadOnlySequence<byte> support to IVirtualMemoryManager

* avoid 0-length array creation

* rework IpcMessage and related types to greatly reduce memory allocation by using RecylableMemoryStream, keeping streams around longer, avoiding their creation when possible, and avoiding creation of BinaryReader and BinaryWriter when possible

* reduce LINQ-induced memory allocations with custom methods to query KPriorityQueue

* use RecyclableMemoryStream in StreamUtils, and use StreamUtils in EmbeddedResources

* add constants for nanosecond/millisecond conversions

* code formatting

* XML doc adjustments

* fix: StreamExtension.WriteByte not writing non-zero values for lengths <= 16

* XML Doc improvements. Implement StreamExtensions.WriteByte() block writes for large-enough count values.

* add copyless path for StreamExtension.Write(ReadOnlySpan<int>)

* add default implementation of IVirtualMemoryManager.Write(ulong, ReadOnlySequence<byte>); remove previous explicit implementations

* code style fixes

* remove LINQ completely from KScheduler/KPriorityQueue by implementing a custom struct-based enumerator
2023-03-17 13:14:50 +01:00
gdkchan
4f3af839be
Minor code formatting (#4498) 2023-03-04 14:43:08 +01:00
gdkchan
cedd200745
Move gl_Layer to vertex shader if geometry is not supported (#4368)
* Set gl_Layer on vertex shader if it's set on the geometry shader and it does nothing else

* Shader cache version bump

* PR feedback

* Fix typo
2023-02-25 10:39:51 +00:00
gdkchan
43081c16c4
Insert bitcast for assignment of fragment integer outputs on GLSL (#4369)
* Insert bitcast for assignment of fragment integer outputs on GLSL

* Shader cache version bump
2023-02-05 18:52:57 -03:00
gdkchan
2fd819613f
SPIR-V: Change BitfieldExtract and BitfieldInsert for SPIRV-Cross (#4336)
* SPIR-V: Change BitfieldExtract and BitfieldInsert types to make Metal MSL compiler happy

* Shader cache version bump
2023-01-23 19:20:40 -03:00
gdkchan
6adf15e479
Implement CSET and CSETP shader instructions (#4318)
* Implement CSET and CSETP shader instructions

* Shader cache version bump

* Fix CC.HI
2023-01-21 12:18:05 -03:00
riperiperi
8fa248ceb4
Vulkan: Add workarounds for MoltenVK (#4202)
* Add MVK basics.

* Use appropriate output attribute types

* 4kb vertex alignment, bunch of fixes

* Add reduced shader precision mode for mvk.

* Disable ASTC on MVK for now

* Only request robustnes2 when it is available.

* It's just the one feature actually

* Add triangle fan conversion

* Allow NullDescriptor on MVK for some reason.

* Force safe blit on MoltenVK

* Use ASTC only when formats are all available.

* Disable multilevel 3d texture views

* Filter duplicate render targets (on backend)

* Add Automatic MoltenVK Configuration

* Do not create color attachment views with formats that are not RT compatible

* Make sure that the host format matches the vertex shader input types for invalid/unknown guest formats

* FIx rebase for Vertex Attrib State

* Fix 4b alignment for vertex

* Use asynchronous queue submits for MVK

* Ensure color clear shader has correct output type

* Update MoltenVK config

* Always use MoltenVK workarounds on MacOS

* Make MVK supersede all vendors

* Fix rebase

* Various fixes on rebase

* Get portability flags from extension

* Fix some minor rebasing issues

* Style change

* Use LibraryImport for MVKConfiguration

* Rename MoltenVK vendor to Apple

Intel and AMD GPUs on moltenvk report with the those vendors - only apple silicon reports with vendor 0x106B.

* Fix features2 rebase conflict

* Rename fragment output type

* Add missing check for fragment output types

Might have caused the crash in MK8

* Only do fragment output specialization on MoltenVK

* Avoid copy when passing capabilities

* Self feedback

* Address feedback

Co-authored-by: gdk <gab.dark.100@gmail.com>
Co-authored-by: nastys <nastys@users.noreply.github.com>
2023-01-13 01:31:21 +01:00
gdkchan
9dfe81770a
Use vector outputs for texture operations (#3939)
* Change AggregateType to include vector type counts

* Replace VariableType uses with AggregateType and delete VariableType

* Support new local vector types on SPIR-V and GLSL

* Start using vector outputs for texture operations

* Use vectors on more texture operations

* Use vector output for ImageLoad operations

* Replace all uses of single destination texture constructors with multi destination ones

* Update textureGatherOffsets replacement to split vector operations

* Shader cache version bump

Co-authored-by: Ac_K <Acoustik666@gmail.com>
2022-12-29 16:09:34 +01:00
gdkchan
f4d731ae20
Fix NRE when loading Vulkan shader cache with Vertex A shaders (#4124) 2022-12-15 17:52:12 +01:00
Isaac Marovitz
8ac53c66b4
Remove Half Conversion (#4106)
* Remove HalfConversion

* Update `CodeGenVersion`
2022-12-14 21:13:23 -03:00
Isaac Marovitz
851d81d24a
Fix Redundant Qualifer Warnings (#4091)
* Fix Redundant Qualifer Warnings

* Remove unnecessary using
2022-12-10 21:21:13 +01:00
gdkchan
8428bb6541
Fix shader FSWZADD instruction (#4069)
* Fix shader FSWZADD instruction

* Shader cache version bump
2022-12-08 14:08:07 -03:00
gdkchan
9a0330f7f8
Shader: Implement PrimitiveID (#4067)
* Shader: Implement PrimitiveID

* Shader cache version bump
2022-12-08 10:55:03 +01:00
riperiperi
f23b2878cc
Shader: Add fallback for LDG from "ube" buffer ranges. (#4027)
We have a conversion from LDG on the compute shader to a special constant buffer binding that's used to exceed hardware limits on compute, but it was only running if the byte offset could be identified. The fallback that checks all of the bindings at runtime only checks the storage buffers.

This PR adds checking ube ranges to the LoadGlobal fallback. This extends the changes in #4011 to only check ube entries which are accessed by the shader.

Fixes particles affected by the wind in The Legend of Zelda: Breath of the Wild. May fix other weird issues with compute shaders in some games.

Try a bunch of games and drivers to make sure they don't blow up loading constants willynilly from searchable buffers.
2022-12-06 23:15:44 +00:00
gdkchan
dde9bb5c69
Fix storage buffer access when match fails (#4037)
* Fix storage buffer access when match fails

* Shader cache version bump
2022-12-06 03:36:54 +00:00
gdkchan
de06ffb0f7
Fix shaders with global memory access from unknown locations (#4029)
* Fix shaders with global memory access from unknown locations

* Shader cache version bump
2022-12-06 01:09:24 +00:00
gdkchan
bbb24d8c7e
Restrict shader storage buffer search when match fails (#4011)
* Restrict storage buffer search when match fails

* Shader cache version bump
2022-12-05 19:11:32 +00:00
Andrey Sukharev
4da44e09cb
Make structs readonly when applicable (#4002)
* Make all structs readonly when applicable. It should reduce amount of needless defensive copies

* Make structs with trivial boilerplate equality code record structs

* Remove unnecessary readonly modifiers from TextureCreateInfo

* Make BitMap structs readonly too
2022-12-05 14:47:39 +01:00
gdkchan
17a1cab5d2
Allow SNorm buffer texture formats on Vulkan (#3957)
* Allow SNorm buffer texture formats on Vulkan

* Shader cache version bump
2022-12-04 15:36:03 -03:00
riperiperi
9ac66336a2
GPU: Use lazy checks for specialization state (#4004)
* GPU: Use lazy checks for specialization state

This PR adds a new class, the SpecializationStateUpdater, that allows elements of specialization state to be updated individually, and signal the state is checked when it changes between draws, instead of building and checking it on every draw. This also avoids building spec state when

Most state updates have been moved behind the shader state update, so that their specialization state updates make it in before shaders are fetched.

Downside: Fields in GpuChannelGraphicsState are no longer readonly. To counteract copies that might be caused this I pass it as `ref` when possible, though maybe `in` would be better? Not really sure about the quirks of `in` and the difference probably won't show on a benchmark.

The result is around 2 extra FPS on SMO in the usual spot. Not much right now, but it will remove costs when we're doing more expensive specialization checks, such as fragment output type specialization for macos. It may also help more on other games with more draws.

* Address Feedback

* Oops
2022-12-04 18:41:17 +01:00
riperiperi
4965681e06
GPU: Swap bindings array instead of copying (#4003)
* GPU: Swap bindings array instead of copying

Reduces work on UpdateShaderState. Now the cost is a few reference moves for arrays, rather than copying data.

Downside: bindings arrays are no longer readonly.

* Micro optimisation

* Add missing docs

* Address Feedback
2022-12-04 18:18:40 +01:00
gdkchan
4905101df1
Remove shader dependency on SPV_KHR_shader_ballot and SPV_KHR_subgroup_vote extensions (#3943)
* Remove shader dependency on SPV_KHR_shader_ballot and SPV_KHR_subgroup_vote extensions

* Shader cache version bump
2022-11-30 18:24:15 -03:00
riperiperi
476b4683cf
Fix CB0 alignment with addresses used for 8/16-bit LDG/STG (#3897)
This replacement is meant to be done with the original identified byteOffset, not the one assigned later on by the below conditionals (that already has the constant offset added, for instance).

This fixes videos being pixelated in Xenoblade 3, and other regressions that might have happened since #3847.
2022-11-25 14:39:03 +00:00
gdkchan
69ced3a6e8
Fix shader cache on Vulkan when geometry shaders are inserted (#3868) 2022-11-19 10:24:23 +01:00
gdkchan
2e43d01d36
Move gl_Layer from vertex to geometry if GPU does not support it on vertex (#3866)
* Move gl_Layer from vertex to geometry if GPU does not support it on vertex

* Shader cache version bump

* PR feedback
2022-11-18 23:27:54 -03:00
riperiperi
7c53b69c30
SPIR-V: Fix unscaling helper not being able to find Array textures (#3863)
The type in the `texOp` in the textureSize instruction doesn't have the exact type on SPIR-V (for example, it is missing the Array flag). This PR gives it the proper type before giving it to the unscaling helper.

This fixes the ground textures being broken on Pokemon Scarlet/Violet when scaling. It wasn't finding the texture, so the descriptor index it provided was -1...
2022-11-18 02:37:37 +00:00
riperiperi
33a4d7d1ba
GPU: Eliminate CB0 accesses when storage buffer accesses are resolved (#3847)
* Eliminate CB0 accesses

Still some work to do, decouple from hle?

* Forgot the important part somehow

* Fix and improve alignment test

* Address Feedback

* Remove some complexity when checking storage buffer alignment

* Update Ryujinx.Graphics.Shader/Translation/Optimizations/GlobalToStorage.cs

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

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2022-11-17 18:47:41 +01:00
gdkchan
f1d1670b0b
Implement HLE macro for DrawElementsIndirect (#3748)
* Implement HLE macro for DrawElementsIndirect

* Shader cache version bump

* Use GL_ARB_shader_draw_parameters extension on OpenGL

* Fix DrawIndexedIndirectCount on Vulkan when extension is not supported

* Implement DrawIndex

* Alignment

* Fix some validation errors

* Rename BaseIds to DrawParameters

* Fix incorrect index buffer and vertex buffer size in some cases

* Add HLE macros for DrawArraysInstanced and DrawElementsInstanced

* Perform a regular draw when indirect data is not modified

* Use non-indirect draw methods if indirect buffer was not GPU modified

* Only check if draw parameters match if the shader actually uses them

* Expose Macro HLE setting on GUI

* Reset FirstVertex and FirstInstance after draw

* Update shader cache version again since some people already tested this

* PR feedback

Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-11-16 14:53:04 -03:00
gdkchan
9daf029f35
Use vector transform feedback outputs if possible (#3832) 2022-11-12 20:20:40 -03:00
gdkchan
51a27032f0
Fix VertexId and InstanceId on Vulkan (#3833)
* Fix VertexId and InstanceId on Vulkan

* Shader cache version bump
2022-11-11 13:22:49 -03:00
Mary-nyan
c6d05301aa
infra: Migrate to .NET 7 (#3795)
* Update readme to mention .NET 7

* infra: Migrate to .NET 7

.NET 7 is still in preview but this prepare for the release coming up
next month.

* Use Random.Shared in CreateRandom

* Move UInt128Utils.cs to Ryujinx.Common project

* Fix inverted parameters in System.UInt128 constructor

* Fix Visual Studio complains on  Ryujinx.Graphics.Vic

* time: Fix missing alignment enforcement in SystemClockContext

Fixes at least Smash

* time: Fix missing alignment enforcement in SteadyClockContext

Fix games (like recent version of Smash) using time shared memory

* Switch to .NET 7.0.100 release

* Enable Tiered PGO

* Ensure CreateId validity requirements are meet when doing random generation

Also enforce correct packing layout for other Mii structures.

This fix a Mario Kart 8 crashes related to the default Miis.
2022-11-09 20:22:43 +01:00
gdkchan
59cdf310bd
SPIR-V: Fix tessellation control shader output types (#3807)
* SPIR-V: Fix tessellation control shader output types

* Shader cache version bump
2022-10-29 13:45:30 -03:00
gdkchan
5fdc46ac7f
Vulkan: Fix vertex position Z conversion with geometry shader passthrough (#3781)
* Vulkan: Fix vertex position Z conversion with geometry shader passthrough

* Shader cache version bump
2022-10-21 04:48:21 +00:00
gdkchan
2df16ded9b
Improve shader BRX instruction code generation (#3759)
* Improve shader BRX instruction code generation

* Shader cache version bump, add some comments and asserts
2022-10-15 23:20:16 +00:00
gdkchan
2068445939
Fix shader SULD (bindless) instruction using wrong register as handle (#3732)
* GLSL: Do not generate scale helpers if we have no textures

* Fix shader SULD (bindless) instruction using wrong register as handle
2022-10-03 20:40:22 -03:00
gdkchan
9c2500de5f
Fix incorrect tessellation inputs/outputs (#3728)
* Fix incorrect tessellation inputs/outputs

* Shader cache version bump
2022-10-01 02:35:52 -03:00
gdkchan
66f16f4392
Fix bindless 1D textures having a buffer type on the shader (#3697)
* Fix bindless 1D textures having a buffer type on the shader

* Shader cache version bump
2022-09-13 08:53:55 +02:00
gdkchan
619ac86bd0
Do not output ViewportIndex on SPIR-V if GPU does not support it (#3644)
* Do not output ViewportIndex on SPIR-V if GPU does not support it

* Bump shader cache version
2022-09-10 13:20:23 +00:00
gdkchan
408bd63b08
Transform shader LDC into constant buffer access if offset is constant (#3672)
* Transform shader LDC into constant buffer access if offset is constant

* Shader cache version bump
2022-09-07 20:25:22 -03:00
gdkchan
88a0e720cb
Use RGBA16 vertex format if RGB16 is not supported on Vulkan (#3552)
* Use RGBA16 vertex format if RGB16 is not supported on Vulkan

* Catch all shader compilation exceptions
2022-08-20 16:20:27 -03:00
Nicholas Rodine
7defc59b9d
A few minor documentation fixes. (#3599)
* A few minor documentation fixes.

* Removed more invalid inheritdoc instances.
2022-08-19 18:21:06 -03:00
Nicholas Rodine
951700fdd8
Removed unused usings. (#3593)
* Removed unused usings.

* Added back using, now that it's used.

* Removed extra whitespace.
2022-08-18 18:04:54 +02:00
gdkchan
a5ff0024fb
Rename ToSpan to AsSpan (#3556) 2022-08-11 18:07:37 -03:00
riperiperi
c48a75979f
Fix Multithreaded Compilation of Shader Cache on OpenGL (#3540)
This was broken by the Vulkan changes - OpenGL was building host caches at boot on one thread, which is very notably slower than when it is multithreaded.

This was caused by trying to get the program binary immediately after compilation started, which blocks. Now it does it after compilation has completed.
2022-08-03 19:37:56 -03:00
gdkchan
ed0b10c81f
Fix geometry shader passthrough fallback being used when feature is supported (#3525)
* Fix geometry shader passthrough fallback being used when feature is supported

* Shader cache version bump
2022-08-02 08:44:30 +02:00
riperiperi
f92650fcff
SPIR-V: Initialize undefined variables with 0 (#3526)
* SPIR-V: Initialize undefined variables with a value

Changes undefined values on spir-v shaders (caused by phi nodes) to be initialized instead of truly undefined.

Fixes an issue with NVIDIA gpus seemingly not liking when a variable is _potentially_ undefined. Not sure about the details at the moment.

Fixes:
- Tilt shift blur effect in Link's Awakening (bottom of the screen)
- Potentially block flickering on newer NVIDIA gpus in Splatoon 2? Needs testing.

Testing is welcome.

* Update Ryujinx.Graphics.Shader/CodeGen/Spirv/CodeGenContext.cs

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

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2022-08-02 08:11:10 +02:00