* New shader cache implementation
* Remove some debug code
* Take transform feedback varying count into account
* Create shader cache directory if it does not exist + fragment output map related fixes
* Remove debug code
* Only check texture descriptors if the constant buffer is bound
* Also check CPU VA on GetSpanMapped
* Remove more unused code and move cache related code
* XML docs + remove more unused methods
* Better codegen for TransformFeedbackDescriptor.AsSpan
* Support migration from old cache format, remove more unused code
Shader cache rebuild now also rewrites the shared toc and data files
* Fix migration error with BRX shaders
* Add a limit to the async translation queue
Avoid async translation threads not being able to keep up and the queue growing very large
* Re-create specialization state on recompile
This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access
* Make shader cache more error resilient
* Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc
* Address early PR feedback
* Fix rebase
* Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly
* Handle some missing exceptions
* Make shader cache purge delete both old and new shader caches
* Register textures on new specialization state
* Translate and compile shaders in forward order (eliminates diffs due to different binding numbers)
* Limit in-flight shader compilation to the maximum number of compilation threads
* Replace ParallelDiskCacheLoader state changed event with a callback function
* Better handling for invalid constant buffer 1 data length
* Do not create the old cache directory structure if the old cache does not exist
* Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented)
* Replace rectangle texture with just coordinate normalization
* Skip incompatible shaders that are missing texture information, instead of crashing
This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable
* Fix coordinates normalization on cubemap textures
* Check if title ID is null before combining shader cache path
* More robust constant buffer address validation on spec state
* More robust constant buffer address validation on spec state (2)
* Regenerate shader cache with one stream, rather than one per shader.
* Only create shader cache directory during initialization
* Logging improvements
* Proper shader program disposal
* PR feedback, and add a comment on serialized structs
* XML docs for RegisterTexture
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
* 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>
* shadertools: Prepare for new target Langugaes and APIs
This improves shader tools command line by adding support for target
language and api.
* Address gdkchan's comments
* infra: Migrate to .NET 5
This migrate projects and CI to .NET 5
* Remove language version restrictions (now on 9.0 by default)
* infra: pin .NET 5 to avoid later issues
* infra: Cleanup csproj files
* infra: update dependencies
* infra: Add temporary workaround for a bug in Vector128.Create
see https://github.com/dotnet/runtime/issues/44704 for more informations
Here come Salieri, my implementation of a disk shader cache!
"I'm sure you know why I named it that."
"It doesn't really mean anything."
This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
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.
Some parts of our code needs C# 8 who isn't set as default in Visual Studio. To fix this we have to set the C# version correctly in the csproj files and then we are be able to build the project using Visual Studio.
* Updated all NuGet packages to latest, and updated the framework from .NET Core 3.0 to 3.1.
* Updating appveyor settings for 3.1
Updating appveyor to use the netcoreapp3.1 path instead of 3.0.
* Removing unneeded NuGet package System.Runtime.CompilerServices.Unsafe.
* Removing unused NuGet package SharpFontCore.
* Removing unused NuGet package TimeZoneConverter.Posix
* Cleaning up by adding newline to a csproj.
* Simplfying a NuGet conditional include, and adding a warning disable for an annoying NuGet package.
* I'm not sure if .travis.yml is still used, but I'm updating its 'dotnet' version to the correct SDK.
* Making the runtime version into its own environment variable so it's a bit easier to change in the future.
* Removing OpenTK.NetStandard reference from Ryujinx.Common
* Fixing indentation in Common.csproj
* Updating the README to specify .NET Core 3.1.
* Reverting the update of the GTKSharp package so it doesn't block the PR.
* Start of the ARMeilleure project
* Refactoring around the old IRAdapter, now renamed to PreAllocator
* Optimize the LowestBitSet method
* Add CLZ support and fix CLS implementation
* Add missing Equals and GetHashCode overrides on some structs, misc small tweaks
* Implement the ByteSwap IR instruction, and some refactoring on the assembler
* Implement the DivideUI IR instruction and fix 64-bits IDIV
* Correct constant operand type on CSINC
* Move division instructions implementation to InstEmitDiv
* Fix destination type for the ConditionalSelect IR instruction
* Implement UMULH and SMULH, with new IR instructions
* Fix some issues with shift instructions
* Fix constant types for BFM instructions
* Fix up new tests using the new V128 struct
* Update tests
* Move DIV tests to a separate file
* Add support for calls, and some instructions that depends on them
* Start adding support for SIMD & FP types, along with some of the related ARM instructions
* Fix some typos and the divide instruction with FP operands
* Fix wrong method call on Clz_V
* Implement ARM FP & SIMD move instructions, Saddlv_V, and misc. fixes
* Implement SIMD logical instructions and more misc. fixes
* Fix PSRAD x86 instruction encoding, TRN, UABD and UABDL implementations
* Implement float conversion instruction, merge in LDj3SNuD fixes, and some other misc. fixes
* Implement SIMD shift instruction and fix Dup_V
* Add SCVTF and UCVTF (vector, fixed-point) variants to the opcode table
* Fix check with tolerance on tester
* Implement FP & SIMD comparison instructions, and some fixes
* Update FCVT (Scalar) encoding on the table to support the Half-float variants
* Support passing V128 structs, some cleanup on the register allocator, merge LDj3SNuD fixes
* Use old memory access methods, made a start on SIMD memory insts support, some fixes
* Fix float constant passed to functions, save and restore non-volatile XMM registers, other fixes
* Fix arguments count with struct return values, other fixes
* More instructions
* Misc. fixes and integrate LDj3SNuD fixes
* Update tests
* Add a faster linear scan allocator, unwinding support on windows, and other changes
* Update Ryujinx.HLE
* Update Ryujinx.Graphics
* Fix V128 return pointer passing, RCX is clobbered
* Update Ryujinx.Tests
* Update ITimeZoneService
* Stop using GetFunctionPointer as that can't be called from native code, misc. fixes and tweaks
* Use generic GetFunctionPointerForDelegate method and other tweaks
* Some refactoring on the code generator, assert on invalid operations and use a separate enum for intrinsics
* Remove some unused code on the assembler
* Fix REX.W prefix regression on float conversion instructions, add some sort of profiler
* Add hardware capability detection
* Fix regression on Sha1h and revert Fcm** changes
* Add SSE2-only paths on vector extract and insert, some refactoring on the pre-allocator
* Fix silly mistake introduced on last commit on CpuId
* Generate inline stack probes when the stack allocation is too large
* Initial support for the System-V ABI
* Support multiple destination operands
* Fix SSE2 VectorInsert8 path, and other fixes
* Change placement of XMM callee save and restore code to match other compilers
* Rename Dest to Destination and Inst to Instruction
* Fix a regression related to calls and the V128 type
* Add an extra space on comments to match code style
* Some refactoring
* Fix vector insert FP32 SSE2 path
* Port over the ARM32 instructions
* Avoid memory protection races on JIT Cache
* Another fix on VectorInsert FP32 (thanks to LDj3SNuD
* Float operands don't need to use the same register when VEX is supported
* Add a new register allocator, higher quality code for hot code (tier up), and other tweaks
* Some nits, small improvements on the pre allocator
* CpuThreadState is gone
* Allow changing CPU emulators with a config entry
* Add runtime identifiers on the ARMeilleure project
* Allow switching between CPUs through a config entry (pt. 2)
* Change win10-x64 to win-x64 on projects
* Update the Ryujinx project to use ARMeilleure
* Ensure that the selected register is valid on the hybrid allocator
* Allow exiting on returns to 0 (should fix test regression)
* Remove register assignments for most used variables on the hybrid allocator
* Do not use fixed registers as spill temp
* Add missing namespace and remove unneeded using
* Address PR feedback
* Fix types, etc
* Enable AssumeStrictAbiCompliance by default
* Ensure that Spill and Fill don't load or store any more than necessary
* Profiler initial setup
* Capture actual timing data
* Profiling data dumped to file on close
* Support for multiple sessions under the same name
* Service profiling
* Sort output for easier read
* csv output
* Split session into 2 seperate values
* Refactor name to category
* Basic profiling window dummy. Toggle with F1 or set key with config
No actual data displayed yet, just a pretty triangle
* Simple font rendering
* Display some actual timing data
* Fix font bearing being ignored
* x bearing and advance. Fixed y bearing calc
* Different coloured lines to make reading easier
* Scrolling
* Multiple columns for name
* Column titles
* display in ms rather than ticks
* Bars to display times
* Sortable columns
* Regex filtering
* Better instant timing calculation
Fixed minor regex bug
* Better filtering
Better max value calculation
Skip some rendering to reduce profiler weight
* Variable update rate
* Show/hide inactive button
Some other touchups
* Add missing project reference
* Hide inactive and pause
* Fix viewport errors
* Update initial window position
* Variable name cleanup
* Disable timing dump by default
* Internal Profile refactor and cleanup
* Timing info cleanup
* Profile config cleanup
* Settings cleanup
* Button refactor
* Profile refactor
* Profile window cleanup
* Window manager refactor
* Font service cleanup
* Fixed bug in profiling method where method was called twice without profiling enabled
* Allow update rates of less than 1hz
* Stop using window.run because it's apparently not great for performance.
Some other performance things, should only draw a new frame when something has changed
* Improved time tracking to keep history
* Profile window was getting too long so I added regions and split bar rendering out into partial class
* Dummy graph view with button to toggle
* Realtime graphing initial commit
* Display totals on new bar
* Simple zooming support with arrow keys
* Limit graph zoom and label start and stop
* Added support for timing flags
* Stop data running away when paused and frame updated
* Manual step button
* Update at when flag issued (ie every frame)
* Removed useless finish profiling call
* Enable and disable profiling at compile time.
* Better plage for frame swap flag, also kept enough flags to cover larger time spans
* No more stopwatches created, uses PerformanceCounter now
* public and internal fields to props
* Move visible update to update rather than draw as it causes a lockup if called from draw
Also added profile window disposal so closing main window closes profiler too
* Fixed optimization settings for profiled builds
* Appveyer script guess to add profiling builds
* Quotes
* 1 less quote
* Maybe escape space?
* Specify config
* Different approach
* Fix file paths
* Fix another path
* Better artifact naming
* Missing -
* test string
* Removed for, to test
* readd for
* moved dashes around so artifacts can begin with letters
* quote env vars
* martix
* Removed configs
* Much more efficient capture, ConcurrentDictionary was causing too much overhead
* Skip repeating pixels during draw
* Stop ram usage getting too high. Compensating for cleanup doing more now
* Profile CPU, execute skipped because it's just too much work
* Fixed bug with skipping draws. Furthest needed to be reset every loop
* Less distracting colour for timing flags
* Removed profile method function. It just doesn't play nice with conditional compilation so best to remove it now before it's used a lot
* Null check for category, group and item
* Forgot to reset instant count/time
* Increment line when blank
* Fix threading conflict
Fixed instant count and time. Now accuratly represents the total time and count in the buffer
* Fixed bug in time rendering where times were being trimmed to an int.
Also added microsecond/millisecond formatting to reduce the number of decimal places needed
* Support for multiple profiling levels
* Sometimes it would have to wait a long time for lock to clear so moved it to a tryenter and skip if already locked
* Dumb bug regarding clearing of timestamps. Start is already removed so no need to add it to the start
* Optimisations in drawing routine:
Only calculate bar top and bottom once per bar rather than once per timestamp
Pre-calculate the right side of the graph as it was being calculated multiple times per bar
Skip rendering timestamps that occupy the same pixel space now uses the raw timestamp to decide. While technically not as accurate it's much easier as the right side of the bar doesn't have to be calculated for a skipped timestamp
* Couple alignment changes
* Custom equals overload for profile config. The default implpmentation was just too slow
* Bump cleanup thread priority. It clears the timer queue so it need to be run frequently
* Fixed bug with scrolling caused by recent rendering optimisations. Simply forgot to increment the line index on a skipped line
* Stopped blocking memory disposal so much. Also parralised(?) cleanup call
* Uses Arial for font.
* Enable AA
* Inital seperated config support
* Fix profile input from keyboard
* Check toggle visible key from profiler
* Can't use conditional here as _profileWindow doesn't exist it non-profiling build
* Removed junk from merge in sln
* Fromatting cleanup for review
* Fiked small bug caused by race condition
* Added multiple flags with colours
Added way to set max flags
* Fixed flag times
Dispays time flags in window
* Colors for text frame times
* enable and disable flags button added
better fix for race crash
* Re factored npad out
* Explicitly specified type in foreach
* Removed extra line
* Added s to fix nit
* Comment to clarify default time
* Another s nit
* Ordering nit
* Uses Interlocked.Increment over lock
* Unindented #if's and #regions
* Comment to clarify these are indexes in the list
* Uses iequatable over override equals to avoid conversion and checks at runtime
* Removed no longer used variable
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
* Initial non 2D textures support
- Shaders still need to be changed
- Some types aren't yet implemented
* Start implementing texture instructions suffixes
Fix wrong texture type with cube and TEXS
Also support array textures in TEX and TEX.B
Clean up TEX and TEXS coords managment
Fix TEXS.LL with non-2d textures
Implement TEX.AOFFI
Get the right arguments for TEX, TEXS and TLDS
Also, store suffix operands in appropriate values to support multiple
suffix combinaisons
* Support depth in read/writeTexture
Also support WrapR and detect mipmap
* Proper cube map textures support + fix TEXS.LZ
* Implement depth compare
* some code clean up
* Implement CubeMap textures in OGLTexture.Create
* Implement TLD4 and TLD4S
* Add Texture 1D support
* updates comments
* fix some code style issues
* Fix some nits + rename some things to be less confusing
* Remove GetSuffix local functions
* AOFFI => AOffI
* TextureType => GalTextureTarget
* finish renaming TextureType to TextureTarget
* Disable LL, LZ and LB support in the decompiler
This needs more work at the GL level (GLSL implementation should be
right)
* Revert "Disable LL, LZ and LB support in the decompiler"
This reverts commit 64536c3d9f673645faff3152838d1413c3203395.
* Fix TEXS ARRAY_2D index
* ImageFormat depth should be 1 for all image format
* Fix shader build issues with sampler1DShadow and texture
* Fix DC & AOFFI combinaison with TEX/TEXS
* Support AOFFI with TLD4 and TLD4S
* Fix shader compilation error for TLD4.AOFFI with no DC
* Fix binding isuses on the 2d copy engine
TODO: support 2d array copy
* Support 2D array copy operation in the 2D engine
This make every copy right in the GPU side.
Thie CPU copy probably needs to be updated
* Implement GetGpuSize + fix somes issues with 2d engine copies
TODO: mipmap level in it
* Don't throw an exception in the layer handling
* Fix because of rebase
* Reject 2d layers of non textures in 2d copy engine
* Add 3D textures and mipmap support on BlockLinearSwizzle
* Fix naming on new BitUtils methods
* gpu cache: Make sure to invalidate textures that doesn't have the same target
* Add the concept of layer count for array instead of using depth
Also cleanup GetGpuSize as Swizzle can compute the size with mipmap
* Support multi layer with mip map in ReadTexture
* Add more check for cache invalidation & remove cubemap and cubemap array code for now
Also fix compressed 2d array
* Fix texelFetchOffset shader build error
* Start looking into cube map again
Also add some way to log write in register in engines
* fix write register log levles
* Remove debug logs in WriteRegister
* Disable AOFFI support on non NVIDIA drivers
* Fix code align
* Move MaxUboSize definition
This fix a crash on Ryujinx.ShaderTools caused by the absence of an
OpenGL context.
* Use a constant for the value in ShaderTools
* Address comments