Commit graph

107 commits

Author SHA1 Message Date
riperiperi
d2f3adbf69
Texture: Fix layout conversion when gobs in z is used with depth = 1 (#5220)
* Texture: Fix layout conversion when gobs in z is used with depth = 1

The size calculator methods deliberately reduce the gob size of textures if they are deemed too small for it. This is required to get correct sizes when iterating mip levels of a texture.

Rendering to a slice of a 3D texture can produce a 3D texture with depth 1, but a gob size matching a much larger texture. We _can't_ "correct" this gob size, as it is intended as a slice of a larger 3D texture. Ignoring it causes layout conversion to break on read and flush.

This caused an issue in Tears of the Kingdom where the compressed 3D texture used for the gloom would always break on OpenGL, and seemingly randomly break on Vulkan. In the first case, the data is forcibly flushed to decompress the BC4 texture on the CPU to upload it as 3D, which was broken due to the incorrect layout. In the second, the data may be randomly flushed if it falls out of the cache, but it will appear correct if it's able to form copy dependencies.

This change only allows gob sizes to be reduced once per mip level. For the purpose of aligned size, it can still be reduced infinitely as our texture cache isn't properly able to handle a view being _misaligned_.

The SizeCalculator has also been changed to reduce the size of rendered depth slices to only include the exact range a single depth slice will cover. (before, the size was way too small with gobs in z reduced to 1, and too large when using the correct value)

Gobs in Y logic remains untouched, we don't support Y slices of textures so it's fine as is.

This is probably worth testing in a few games as it also affects texture size and view logic.

* Improve wording

* Maybe a bit better
2023-06-04 20:25:57 +00:00
WilliamWsyHK
d511c845b7
Check KeyboardMode in GUI (#4343)
* Update SoftwareKeyboard to send KeyboardMode to UI

* Update GTK UI to check text against KeyboardMode

* Update Ava UI to check text against KeyboardMode

* Restructure input validation

* true when text is not empty

* Add English validation text for SoftwareKeyboardMode

* Add Chinese validation text for SoftwareKeyboardMode

* Update base on feedback

---------

Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
2023-06-04 05:30:24 +02:00
gdkchan
21c9ac6240
Implement shader storage buffer operations using new Load/Store instructions (#4993)
* Implement storage buffer operations using new Load/Store instruction

* Extend GenerateMultiTargetStorageOp to also match access with constant offset, and log and comments

* Remove now unused code

* Catch more complex cases of global memory usage

* Shader cache version bump

* Extend global access elimination to work with more shared memory cases

* Change alignment requirement from 16 bytes to 8 bytes, handle cases where we need more than 16 storage buffers

* Tweak preferencing to catch more cases

* Enable CB0 elimination even when host storage buffer alignment is > 16 (for Intel)

* Fix storage buffer bindings

* Simplify some code

* Shader cache version bump

* Fix typo

* Extend global memory elimination to handle shared memory with multiple possible offsets and local memory
2023-06-03 20:12:18 -03:00
Ac_K
81c9052847
ava: Fix Input Touch (#5204) 2023-06-03 16:03:42 +01:00
Ac_K
9367e3c35d
ava: Fix Open Applet menu enabled (#5206)
Currently, the `Open Applet` menu is still enabled when a guest is running, which is wrong. This is not fixed by refreshing the property binding on `IsEnabled`.
2023-06-03 11:03:34 +02:00
Mary
52cf141874
Armeilleure: Fix support for Windows on ARM64 (#5202)
* Armeilleure: Fix support for Windows on ARM64

Tested on Windows DevKit 2023.

* Address gdkchan's comments
2023-06-03 10:23:51 +02:00
gdkchan
8a352df3c6
Allow BGRA images on Vulkan (#5203) 2023-06-03 03:43:00 +00:00
Ac_K
c545c59851
ava: Fix exit dialog while guest is running. (#5207)
* ava: Fix exit dialog while guest is running.

There is currently an issue while a game runs, the content dialog creation method check if `IsGameRunning` is true to show the popup.
But the condition here is wrong (`window` is null) so it throw a NullException silently in `Dispatcher.UIThread`.
This is now fixed by using the right casting.

* improve condition

* Fix spacing
2023-06-03 03:37:00 +00:00
Ac_K
b8f48bcf64
UI: Fix empty homebrew icon (#5189)
* UI: Fix empty homebrew icon

We currently don't check the icon size when we read it from the homebrew data. That could cause issues at UI side since the buffer isn't null but empty. Extra check have been added UI side too.
(I cleaned up some files during my research too)

Fixes #5188

* Remove additional check

* Remove unused using
2023-06-01 18:24:00 +02:00
Théo Arrouye
6966211e07
Give Library header DockPanel explicit height (#5160) 2023-06-01 17:40:44 +02:00
TSRBerry
f4539c49d8
[Logger] Add print with stacktrace method (#5129)
* Add print with stacktrace method

* Adjust logging namespaces

* Add static keyword to DynamicObjectFormatter
2023-06-01 13:47:53 +00:00
riperiperi
4741a05df9
Vulkan: Include DepthMode in ProgramPipelineState (#5185) 2023-06-01 09:05:39 +02:00
riperiperi
c6676007bf
GPU: Dispose Renderer after running deferred actions (#5144)
* GAL: Dispose Renderer after running deferred actions

Deferred actions from disposing physical memory instances always dispose the resources in their caches. The renderer can't be disposed before these resources get disposed, otherwise the dispose actions will not actually run, and the ThreadedRenderer may get stuck trying to enqueue too many commands when there is nothing consuming them.

This should fix most instances of the emulator freezing on close.

* Wait for main render commands to finish, but keep RenderThread alive til dispose

* Address some feedback.

* No parameterize needed

* Set thread name as part of constructor

* Port to Ava and SDL2
2023-05-31 21:43:20 +00:00
yell0wsuit
92b0b7d753
Avalonia UI: Fix letter "x" in Ryujinx logo being cut off (#5176)
Also make the pronunciation center-aligned
2023-05-31 21:03:11 +00:00
gdkchan
232237bf28
Skip draws with zero vertex count (#5149) 2023-05-31 17:51:11 -03:00
gdkchan
c27e453fd3
Share ResourceManager vertex vertex A and B shaders (#5181) 2023-05-31 17:17:50 -03:00
Isaac Marovitz
0e037d0213
macOS Headless Fixes (#5167)
* Default hypervisor to disabled

* Include MVK on macOS

* Properly sign headless builds on macOS

* Force Vulkan on macOS

* Suggestions
2023-05-31 09:08:50 +02:00
Patrick Hovsepian
0dca1fbe12
Add Context Menu Option to Run Application (#5154) 2023-05-30 19:51:03 +01:00
TSRBerry
35d91a0e58
Linux: Automatically increase vm.max_map_count if it's too low (#4702)
* memory: Check results of pinvoke calls

* Increase vm.max_map_count when running Ryujinx

* Add SupportedOSPlatform attribute for WindowsApiException

* Revert increasing vm.max_map_count via script

* Add LinuxHelper to detect and increase vm.max_map_count

With GUI dialogs, this should be a bit more user-friendly.

* Supply arguments as a list to RunPkExec

* Add error logging in case RunPkExec() fails

* Prevent Gtk from crashing
2023-05-30 01:48:37 +02:00
gdkchan
832a5e8852
Make sure blend is disabled if render target has integer format (#5122)
* Make sure blend is disabled if render target has integer format

* Change approach to avoid permanently mutating state
2023-05-29 00:38:04 +02:00
gdkchan
96d1f0da2d
Workaround for MoltenVK barrier issues (#5118) 2023-05-29 00:24:35 +02:00
gdkchan
597388ecda
Fix incorrect vertex attribute format change (#5112)
* Fix incorrect vertex attribute format change

* Only change vertex format if the host supports the new format
2023-05-29 00:17:07 +02:00
Simon Wegendt
1cf6d7b7bb
Fix #5108: Allow surround sound for SDL2 in more scenarios (#5131) 2023-05-29 00:07:27 +02:00
cstamford
dc0dbc50ab
Add support for VK_EXT_depth_clip_control. (#5027)
* Add support for VK_EXT_depth_clip_control.

* Code review feedback

Minor formatting

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

* Check .DepthClipControl to make sure the host actually supports the feature.

* Review feedback: remove Vulkan platform switch, relying on QueryHostSupportsDepthClipControl to drive the behaviour - OpenGL returns true, and any future platforms that don't support the [-1, 1] depth mode can return false for the transformation.

---------

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2023-05-28 23:31:56 +02:00
yell0wsuit
c9e297b74c
About window: Add changelog link under ver. number (#5095) 2023-05-28 23:13:40 +02:00
Théo Arrouye
dd514a115c
Update LastPlayed date on emulation end. (#5056) 2023-05-28 23:03:27 +02:00
Daniel Shala
378080eb87
Added Custom Path case when saving screenshots (#5086) 2023-05-28 22:44:46 +02:00
jhorv
42b9c1e8fe
Ryujinx.Ava: fixes for random hangs on exit (#4827)
* Attempt at fixing hang on exit by ending the WindowNotificationManager notification loop, so that the Thread running it can exit.

* explicitly apply the NotificationManager template to allow the notification loop to begin

* NotificationHelper - remove explicity call to ApplyTemplate(). Change to ManualResetEventSlim so we can cancel the Wait on it.

* add a timeout to AudioRenderSystem.Stop()'s waiting for the termination signal, log a warning if this timeout occurs, and continue execution

* NotifiationHelper - cancel first, the CompleteAdding()

* Remove AudioRenderSystem._terminationEvent, redundant

* NotificationHelper - use host.Closing event to trigger cancellation instead of _notifationManager.DetachedFromLogicalTree

* Change NotificationHelper to use an explicit Thread for background work.  Wait on the cancellationToken's WaitHandle so the Thread doesn't have to deal with async. Wrap foreach in try/catch (OperationCanceledException) to swallow the escaping exception from the GetConsumingEnumerable().

* adjust formatting of AsyncWorkQueue constructor to use object initializers consistently

* use AsyncWorkQueue to do everything I added in SetNotificationManager()

* Revert "use AsyncWorkQueue to do everything I added in SetNotificationManager()"

This reverts commit f0e78366b8776ec8e2fef8ab023c0db1833155d3.

* use AsyncWorkQueue to handle the Thread-related changes previously made to NotificationHelper.SetNotificationHelper(). Wrap it in Lazy<T> and force instantiation in the TemplateApplied event handler to accomodate for the fact that AsyncWorkQueue starts immediately, and the notification dispatch loop was being delayed by _templateAppliedEvent.

* impl changes suggested by AcK77

* impl changes suggested by AcK77 (more)
2023-05-26 23:57:43 +02:00
gdkchan
3b375525fb
Force reciprocal operation with value biased by constant to be precise on macOS (#5110)
* Force operations to be precise in some cases on SPIR-V

* Make it a bit more strict, add comments

* Shader cache version bump
2023-05-26 15:19:37 -03:00
gdkchan
e6658c133c
Fix resolution scaling of image operation coordinates (#5102)
* Fix resolution scaling of image operation coordinates

* Shader cache version bump
2023-05-25 23:42:49 -03:00
TSRBerry
5b42a4d2c4
Fix mod names (#5088) 2023-05-25 23:41:03 +02:00
gdkchan
8f0c89ffd6
Generate scaling helper functions on IR (#4714)
* Generate scaling helper functions on IR

* Delete unused code

* Split RewriteTextureSample and move gather bias add to an earlier pass

* Remove using

* Shader cache version bump
2023-05-25 17:46:58 -03:00
gdkchan
2c9715acf6
Truncate vertex attribute format if it exceeds stride on MoltenVK (#5094)
* Truncate vertex attribute format if it exceeds stride on MoltenVK

* Fix BGR format

* Move vertex attribute check to pipeline creation to avoid costs

* No need for this to be public
2023-05-25 17:03:51 -03:00
gdkchan
4ca78eded5
Vulkan: Do not set storage flag for multisample textures if not supported (#5060) 2023-05-23 10:41:37 +02:00
makigumo
6cb6b15612
Implement p2rc, p2ri, p2rr and r2p.cc shaders (#5031)
* implement P2rC, P2rI, P2rR shaders

* implement R2p.CC shader

* bump CodeGenVersion

* address feedback
2023-05-22 17:32:15 -03:00
Isaac Marovitz
b53e7ffd46
Ava UI: Input Menu Redesign (#4990)
* Cleanup

* Remove redundant locales

* Start SVG Fixes…

Better +/- buttons

Fix the grips

Bumpers

Better directional pad

More SVG stuff

Grip adjustments

Final stuff

* Make image bigger

* Border radius

* More cleanup

* Restructure

* Restructure Rumble View

* Use compiled bindings where possible

* Round those pesky corners

* Ack Suggestions

* More suggestions

* Update src/Ryujinx.Ava/UI/Views/Input/RumbleInputView.axaml.cs

Co-authored-by: Ac_K <Acoustik666@gmail.com>

---------

Co-authored-by: Ac_K <Acoustik666@gmail.com>
2023-05-22 01:16:20 +02:00
jhorv
ac66643346
Fix crash in SettingsViewModel when Vulkan isn't available (#4985)
* fix crash when Vulkan isn't available

* add VulkanRenderer.GetPhysicalDevices() overload that provides its own Vk API object and logs on failure

* adjustments per AcK77
2023-05-21 21:39:06 +02:00
jhorv
21e88f17f6
ServerBase thread safety (#4577)
* Add guard against ServerBase.Dispose() being called multiple times. Add reset event to avoid Dispose() being called while the ServerLoop is still running.

* remove unused usings

* rework ServerBase to use one collection each for sessions and ports, and make all accesses thread-safe.

* fix Logger call

* use GetSessionObj(int) instead of using _sessions directly

* move _threadStopped check inside "dispose once" test

* - Replace _threadStopped event with attempt to Join() the ending thread (if that isn't the current thread) instead.

- Use the instance-local _selfProcess and (new) _selfThread variables to avoid suggesting that the current KProcess and KThread could change. Per gdkchan, they can't currently, and this old IPC system will be removed before that changes.

- Re-order Dispose() so that the Interlocked _isDisposed check is the last check before disposing, to increase the likelihood that multiple callers will result in one of them succeeding.

* code style suggestions per AcK77

* add infinite wait for thread termination
2023-05-21 21:28:51 +02:00
gdkchan
5626f2ca1c
Replace ShaderBindings with new ResourceLayout structure for Vulkan (#5025)
* Introduce ResourceLayout

* Part 1: Use new ResourceSegments array on UpdateAndBind

* Part 2: Use ResourceLayout to build PipelineLayout

* Delete old code

* XML docs

* Fix shader cache load NRE

* Fix typo
2023-05-21 14:04:21 -03:00
gdkchan
402f05b8ef
Replace constant buffer access on shader with new Load instruction (#4646) 2023-05-20 16:19:26 -03:00
gdkchan
fb27042e01
Limit compute storage buffer size (#5028) 2023-05-20 16:15:07 +00:00
riperiperi
69a9de33d3
SPIR-V: Only allow implicit LOD sampling on fragment (#5026) 2023-05-20 15:52:26 +02:00
gdkchan
fc26189fe1
Eliminate redundant multiplications by gl_FragCoord.w on the shader (#4578)
* Eliminate redundant multiplications by gl_FragCoord.w on the shader

* Shader cache version bump
2023-05-19 11:52:31 -03:00
gdkchan
f864a49014
Fix Vulkan blit-like operations swizzle (#5003) 2023-05-18 18:16:03 -03:00
riperiperi
ecbf303266
GPU: Avoid using garbage size for non-cb0 storage buffers (#4999)
* GPU: Avoid using garbage size for non-cb0 storage buffers

In the depths area, Tears of the Kingdom uses a global memory access with address on constant buffer slot 6. This isn't standard and thus doesn't actually have a size 8 bytes after it, so we were reading back a garbage size that ended up very large (at least in version 1.1.0), and would synchronize a lot of data per frame.

This PR makes storage buffers created from addresses outside constant buffer slot 0 get their size as the number of bytes remaining in the GPU mapping starting at the given virtual address. This should bound the buffer to a reasonable size, and ideally stop it crossing into other memory.

* Limit max size

* Add TODO

* Feedback
2023-05-18 08:56:34 +02:00
Mary
b3bf05356b
ava: Fix crash when extracting sections from NCA with no data section (#5002)
Tested against Omega Strickers.
2023-05-17 19:27:49 +00:00
OpaqueReptile
cb4b58052f
Start GPU performance counter at 0 instead of host GPU value (#4992)
* Start performance counter at 0 instead of host perf counter value

* whitespace

* init _firstTimestamp in constructer per feedback

* change comment

* punctuation

* address feedback

* revise comment
2023-05-17 15:38:59 -03:00
TSRBerry
22202be394
[GUI] Fix always hide cursor mode not hiding the cursor until it was moved (#4927)
* gtk: Add missing isMouseInClient check for hide-cursor

* ava: Add missing events and default isCursorInRenderer to true

This is necessary because we don't receive a initial PointerEnter event for some reason.
2023-05-14 16:34:31 +02:00
riperiperi
17ba217940
Vulkan: Device map buffers written more than flushed (#4911) 2023-05-13 15:15:05 +02:00
Mary
880fd3cfcb
audio: sdl2: Do not report 5.1 if the device doesn't support it (#4908)
* amadeus: adjust VirtualDevice channel configuration reporting with HardwareDevice

* audio: sdl2: Do not report 5.1 if device doesn't support it

SDL2 5.1 to Stereo conversion is terrible and make everything sound
quiet.

Let's not expose 5.1 if not truly supported by the device.
2023-05-13 07:15:16 +00:00