* Initial conditional rendering support
* Properly reset state
* Support conditional modes and skeleton a counter cache for future host conditional rendering
* Address PR feedback
* 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.
* Rewrite SurfaceFlinger
Reimplement accurately SurfaceFlinger (based on my 8.1.0 reversing of it)
TODO: support swap interval properly and reintroduce disabled "game vsync" support.
* Some fixes for SetBufferCount
* uncomment a test from last commit
* SurfaceFlinger: don't free the graphic buffer in SetBufferCount
* SurfaceFlinger: Implement swap interval correctly
* SurfaceFlinger: Reintegrate Game VSync toggle
* SurfaceFlinger: do not push a fence on buffer release on the consumer side
* Revert "SurfaceFlinger: do not push a fence on buffer release on the consumer side"
This reverts commit 586b52b0bfab2d11f361f4b59ab7b7141020bbad.
* Make the game vsync toggle work dynamically again
* Unregister producer's Binder object when closing layer
* Address ripinperi's comments
* Add a timeout on syncpoint wait operation
Syncpoint aren't supposed to be waited on for more than a second.
This effectively workaround issues caused by not having a channel
scheduling in place yet.
PS: Also introduce Android WaitForever warning about fence being not
signaled for 3s
* Fix a print of previous commit
* Address Ac_K's comments
* Address gdkchan's comments
* Address final comments
* Implement GPU syncpoints
This adds support for GPU syncpoints on the GPU backend & nvservices.
Everything that was implemented here is based on my researches,
hardware testing of the GM20B and reversing of nvservices (8.1.0).
Thanks to @fincs for the informations about some behaviours of the pusher
and for the initial informations about syncpoints.
* syncpoint: address gdkchan's comments
* Add some missing logic to handle SubmitGpfifo correctly
* Handle the NV event API correctly
* evnt => hostEvent
* Finish addressing gdkchan's comments
* nvservices: write the output buffer even when an error is returned
* dma pusher: Implemnet prefetch barrier
lso fix when the commands should be prefetch.
* Partially fix prefetch barrier
* Add a missing syncpoint check in QueryEvent of NvHostSyncPt
* Address Ac_K's comments and fix GetSyncpoint for ChannelResourcePolicy == Channel
* fix SyncptWait & SyncptWaitEx cmds logic
* Address ripinperi's comments
* Address gdkchan's comments
* Move user event management to the control channel
* Fix mm implementation, nvdec works again
* Address ripinperi's comments
* Address gdkchan's comments
* Implement nvhost-ctrl close accurately + make nvservices dispose channels when stopping the emulator
* Fix typo in MultiMediaOperationType
* Implement RasterizeEnable
* Match viewport count to hardware
* Simplify ScissorTest tracking around Blits
* Disable RasterizerDiscard around Blits and track its state
* Read RasterizeEnable reg as bool and add doc
* Only enumarate cached textures that are modified when flushing, rather than all of them.
* Remove locking.
* Add missing clear.
* Remove texture from modified list when data is disposed.
In case the game does not call either flush method at any point.
* Add ReferenceEqualityComparer from jD for the HashSet
* Use correct shader local size instead of a hardcoded size
* Remove unused uniform block
* Update XML doc
* Local memory size has 23 bits on maxwell
* Generate compute QMD struct from nv open doc header
* Remove dummy arrays when shared or local memory is not used, other improvements
* 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
Support shared color masks (used by Nouveau and maybe the NVIDIA
driver).
Support draw buffers (also required by OpenGL).
Support viewport transform disable (disabled for now as it breaks some
games).
Fix instanced rendering draw being ignored for multi draw.
Fix IADD and IADD3 immediate shader encodings, that was not matching
some ops.
Implement FFMA32I shader instruction.
Implement IMAD shader instruction.