* Prefetch capabilities before spawning translation threads.
The Backend Multithreading only expects one thread to submit commands at a time. When compiling shaders, the translator may request the host GPU capabilities from the backend. It's possible for a bunch of translators to do this at the same time.
There's a caching mechanism in place so that the capabilities are only fetched once. By triggering this before spawning the thread, the async translation threads no longer try to queue onto the backend queue all at the same time.
The Capabilities do need to be checked from the GPU thread, due to OpenGL needing a context to check them, so it's not possible to call the underlying backend directly.
* Initialize the capabilities when setting the GPU thread + missing call in headless
* Remove private variables
This PR adds the alternative enum values for StencilOp. Similar to the other enums, I added these with the same names but with Gl added to the end. These are used by homebrew using Nouveau, though they might be used by games with the official Vulkan driver.
39d90be897/rnndb/graph/nv_3ddefs.xml (L77)
Fixes some broken graphics in Citra, such as missing shadows in Mario Kart 7. Likely fixes other homebrew.
* Enable JIT service LLE
* Force disable PPTC when using the JIT service
PPTC does not support multiple guest processes
* Fix build
* Make SM service registration per emulation context rather than global
* Address PR feedback
* Fix shared memory leak on Windows
* Fix memory leak caused by RO session disposal not decrementing the memory manager ref count
* Fix UnmapViewInternal deadlock
* Was not supposed to add those back
* Back to the origins: Make memory manager take guest PA rather than host address once again
* Direct mapping with alias support on Windows
* Fixes and remove more of the emulated shared memory
* Linux support
* Make shared and transfer memory not depend on SharedMemoryStorage
* More efficient view mapping on Windows (no more restricted to 4KB pages at a time)
* Handle potential access violations caused by partial unmap
* Implement host mapping using shared memory on Linux
* Add new GetPhysicalAddressChecked method, used to ensure the virtual address is mapped before address translation
Also align GetRef behaviour with software memory manager
* We don't need a mirrorable memory block for software memory manager mode
* Disable memory aliasing tests while we don't have shared memory support on Mac
* Shared memory & SIGBUS handler for macOS
* Fix typo + nits + re-enable memory tests
* Set MAP_JIT_DARWIN on x86 Mac too
* Add back the address space mirror
* Only set MAP_JIT_DARWIN if we are mapping as executable
* Disable aliasing tests again (still fails on Mac)
* Fix UnmapView4KB (by not casting size to int)
* Use ref counting on memory blocks to delay closing the shared memory handle until all blocks using it are disposed
* Address PR feedback
* Make RO hold a reference to the guest process memory manager to avoid early disposal
Co-authored-by: nastys <nastys@users.noreply.github.com>
If two or more threads encounter a region of memory where a read action has been registered, then they must _both_ wait on the data.
Clearing the action before it completed was causing the null check above to fail, so the action would only be run on the first thread, and the second would end up continuing without waiting. Depending on what the game does, this could be disasterous.
This fixes a regression introduced by #3302 with Pokemon Legends Arceus, and possibly Catherine. There are likely other affected games. What is fixed in that PR should still be fixed.
* Fix various issues with texture sync
A variable called _actionRegistered is used to keep track of whether a tracking action has been registered for a given texture group handle. This variable is set when the action is registered, and should be unset when it is consumed. This is used to skip registering the tracking action if it's already registered, saving some time for render targets that are modified very often.
There were two issues with this. The worst issue was that the tracking action handler exits early if the handle's modified flag is false... which means that it never reset _actionRegistered, as that was done within the Sync() method called later. The second issue was that this variable was set true after the sync action was registered, so it was technically possible for the action to run immediately, set the flag to false, then set it to true.
Both situations would lead to the action never being registered again, as the texture group handle would be sure the action is already registered. This breaks the texture for the remaining runtime, or until it is disposed.
It was also possible for a texture to register sync once, then on future frames the last modified sync number did not update. This may have caused some more minor issues.
Seems to fix the Xenoblade flashing bug. Obviously this needs a lot of testing, since it was random chance. I typically had the most luck getting it to happen by switching time of day on the event theatre screen for a while, then entering the equipment screen by pressing X on an event.
May also fix weird things like random chance air swimming in BOTW, maybe a few texture streaming bugs.
* Exchange rather than CompareExchange
* 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>
* amadeus: Improve and fix delay effect processing
This rework the delay effect processing by representing calculation with the appropriate matrix and by unrolling some loop in the code.
This allows better optimization by the JIT while making it more readeable.
Also fix a bug in the Surround code path found while looking back at my notes.
* Remove useless GetHashCode
* Address gdkchan's comments
This should implement all ABI changes from REV11 on 14.0.0
As Nintendo changed the channel disposition for "legacy" effects (Delay, Reverb and Reverb 3D) to match the standard channel mapping, I took the liberty to just remap to the old disposition for now.
The proper changes will be handled at a later date with a complete rewriting of those 3 effects to be more readable (see https://github.com/Ryujinx/Ryujinx/pull/3205 for the first iteration of it).
* hle: Some cleanup
This PR cleaned up a bit the HLE folder and the VirtualFileSystem one, since we use LibHac, we can use some class of it directly instead of duplicate things. The "Content" of VFS folder is removed since it should be handled in the NCM service directly.
A larger cleanup should be done later since there is still be duplicated code here and there.
* Fix Headless.SDL2
* Addresses gdkchan feedback
* De-tile GOB when DMA copying from block linear to pitch kind memory regions
* XML docs + nits
* Remove using
* No flush for regular buffer copies
* Add back ulong casts, fix regression due to oversight
OpenGL game overlays and hooks tend to make a lot of assumptions about how games present frames to the screen, since presentation in OpenGL kind of sucks and they would like to have info such as the size of the screen, or if the contents are SRGB rather than linear.
There are two ways of getting this. OBS hooks swap buffers to get a frame for video capture, but it actually checks the bound framebuffer at the time. I made sure that this matches the output framebuffer (the window) so that the output matches the size. RTSS checks the viewport size by default, but this was actually set to the last used viewport by the game, causing the OSD to fly all across the screen depending on how it was used (or res scale). The viewport is now manually set to match the output framebuffer size.
In the case of RTSS, it also loads its resources by destructively setting a pixel pack parameter without regard to what it was set to by the guest application. OpenGL state can be set for a long period of time and is not expected to be set before each call to a method, so randomly changing it isn't great practice. To fix this, I've added a line to set the pixel unpack alignment back to 4 after presentation, which should cover RTSS loading its incredibly ugly font.
- RTSS and overlays that use it should no longer cause certain textures to load incorrectly. (mario kart 8, pokemon legends arceus)
- OBS Game Capture should no longer crop the game output incorrectly, flicker randomly, or capture with incorrect gamma.
This doesn't fix issues with how RTSS reports our frame timings.
* oslc: Fix condition in GetSaveDataBackupSetting
This PR fixes a condition previously implemented in #3190 where ACNH can't be booted without an existing savedata.
Closes#3206
* Addresses gdkchan feedback