* Limit Custom Anisotropic Filtering to only fully mipmapped textures
There's a major flaw with the anisotropic filtering setting that causes @GamerzHell9137 to report graphical bugs that otherwise wouldn't be there, because he just won't set it to Auto. This should fix those issues, hopefully.
These bugs are generally because anisotropic filtering is enabled on something that it shouldn't be, such as a post process filter or some data texture. This PR maintains two host samplers when custom AF is enabled, and only uses the forced AF one when the texture is 2d and fully mipmapped (goes down to 1x1). This is because game textures are the ideal target for this filtering, and they are typically fully mipmapped, unlike things like screen render targets which usually have 1 or just a few levels.
This also only enables AF on mipmapped samplers where the filtering is bilinear or trilinear. This should be self explanatory.
This PR also allows the changing of Anisotropic Filtering at runtime, and you can immediately see the changes. All samplers are flushed from the cache if the setting changes, causing them to be recreated with the new custom AF value. This brings it in line with our resolution scale. 😌
* Expected minimum mip count for large textures rather than all, address feedback
* Use Target rather than Info.Target
* Retrigger build?
* Fix rebase
* Implement DrawTexture functionality
* Non-NVIDIA support
* Disable some features that should not affect draw texture (slow path)
* Remove space from shader source
* Match 2D engine names
* Fix resolution scale and add missing XML docs
* Disable transform feedback for draw texture fallback
* Support shader gl_Color, gl_SecondaryColor and gl_TexCoord built-ins
* Shader cache version bump
* Fix back color value on fragment shader
* Disable IPA multiplication for fixed function attributes and back color selection
* Remove a bit of unsafety around
* Regenerate StructArrayHelpers with a max element value of 256
* hle: remove unsafe marker from all struct that had it
* hle: make SoftwareKeyboardRenderer.TryCopyTo safe
* hle: remove unsafety in NpadDevice and remove AllowUnsafeBlocks from csproj
* Revert "Regenerate StructArrayHelpers with a max element value of 256"
This reverts commit f32a6e5be0.
* Introduce ByteArray of various size and use that instead of ArrayXXX to avoid stackoverflow in .NET runtime type resolution
* Use ByteArray more
* Add some missing spaces on Pack = 1 for various structs
* Fix broken logic for TryCopyTo
* Address gdkchan's comment
* Address gdkchan's comment
This commit disable Appveyor build of macOS x64.
Reason behind is that it's currently entirely out of scope of supported
platform, increases build time by a fair amount and doesn't need a
release on website as it got disabled 6 months ago.
* Support coherent images
* Add support for fragment shader interlock
* Change to tree based match approach
* Refactor + check for branch targets and external registers
* Make detection more robust
* Use Intel fragment shader ordering if interlock is not available, use nothing if both are not available
* Remove unused field
* timezone: Make timezone implementation safe
* hle: Do not use TrimEnd to parse ASCII strings
This adds an util that handle reading an ASCII string in a safe way.
Previously it was possible to read malformed data that could cause
various undefined behaviours in multiple services.
* hid: Remove an useless unsafe modifier on keyboard update
* Address gdkchan's comment
* Address gdkchan's comment
* kernel: Clear pages allocated with SetHeapSize
Before this commit, all new pages allocated by SetHeapSize were not
cleared by the kernel.
This would cause undefined data to be pass to the userland and possibly
resulting in weird memory corruption.
This commit also add support for custom fill heap and ipc value (that is also
supported by the official kernel)
* Remove dots at the end of KPageTableBase.MapPages new documentation
* Remove unused _stackFillValue
* Fixup channel submit IOCTL syncpoint parameters
The current arguments worked by happenstance as games only ever submit
one syncpoint and request one fence back, if a game were to do something
other than this then the arguments would've been parsed entirely wrong.
* Address feedback
This fix IVirtualMemoryManager.Fill to actually use the provided fill
value instead of 0.
This have no implication at the moment as everything that use it pass 0
but it is needed for some upcoming kernel fixes.
* kernel: Add resource limit related syscalls
This commit implements all resource limit related syscalls.
* Fix register mapping being wrong for SetResourceLimitLimitValue
* Address gdkchan's comment
* kernel: Implement SetMemoryPermission syscall
This commit implement the SetMemoryPermission syscall accurately.
This also fix KMemoryPermission not being an unsigned 32 bits type and
add the "DontCare" bit (used by shared memory, currently unused in
Ryujinx)
* Update MemoryPermission mask
* Address gdkchan's comments
* Fix a nit
* Address gdkchan's comment
* Fix race when EventWait is called and a wait is done on the CPU
* This is useless now
* Fix EventSignal
* Ensure the signal belongs to the current fence, to avoid stale signals
* Another workaround for NVIDIA driver 496.13 shader bug
This might work better than the other one. Give this a test to see if it fixes/doesn't fix issues with the other one.
The problem seems to be when any variable assignment happens with a negation. `temp_1 = -temp_0;` seems to trigger weird behaviour, but `temp_1 = 0.0 - temp_0;` does not. This also might to extend towards integer types?
* Update cache version
* Add disclaimer comment
* Wording
* Add an early `TailMerge` pass
Some translations can have a lot of guest calls and since for each guest
call there is a call guard which may return. This can produce a lot of
epilogue code for returns. This pass merges the epilogue into a single
block.
```
Using filter 'hcq'.
Using metric 'code size'.
Total diff: -1648111 (-7.19 %) (bytes):
Base: 22913847
Diff: 21265736
Improved: 4567, regressed: 14, unchanged: 144
```
* Set PTC version
* Address feedback
* Handle `void` returning functions
* Actually handle `void` returning functions
* Fix `RegisterToLocal` logging
It seems that certain games (Link's Awakening, Xenoblade DE) had their fences reached already when posting framebuffers, so the signal that a frame was ready would go out _before_ the frame was enqueued, and the render loop would fail to dequeue anything and "skip" a frame.
This was resulting in their performance lowering dramatically after some loading transitions, as a frame signal would be consumed and presentation would be one frame behind.
It's possible this might have eventually caused deadlocks in these games or others, if it happened twice.
Some games (GameMaker Studio) build texture atlases out of sprites during initialization, using the 2D copy method. These copies are done from textures loaded into memory, not rendered, so they are not scaled to begin with.
I had set srcTexture in these copies to force scaling, but really it only needs to scale if the texture already exists and was scaled by rendering or something else. I just set that to false, so it doesn't change if the texture is scaled or not. This will also avoid the destination being scaled if the source wasn't. The copy can handle mismatching scales just fine.
This prevents scaling artifacts in GMS games, and maybe others (not Super Mario Maker 2, that has another issue).
* spl: Implement IGeneralInterface GetConfig
This PR implement the GetConfig call of the spl service. This is currently needed for some homebrews which currently needs Ignore Missing Service to boot. Now it's fixed.
Implementation was done using Atmosphère code and REing too.
* Addresses gdkchan feedback
* Optimize `TryAllocateRegWithtoutSpill` a bit
* Add a fast path for when all registers are live.
* Do not query `GetOverlapPosition` if the register is already in use
(i.e: free position is 0).
* Do not allocate child split list if not parent
* Turn `LiveRange` into a reference struct
`LiveRange` is now a reference wrapping struct like `Operand` and
`Operation`.
It has also been changed into a singly linked-list. In micro-benchmarks
traversing the linked-list was faster than binary search on `List<T>`.
Even for quite large input sizes (e.g: 1,000,000), surprisingly.
Could be because the code gen for traversing the linked-list is much
much cleaner and there is no virtual dispatch happening when checking if
intervals overlaps.
* Turn `LiveInterval` into an iterator
The LSRA allocates in forward order and never inspect previous
`LiveInterval` once they are expired. Something similar can be done for
the `LiveRange`s within the `LiveInterval`s themselves.
The `LiveInterval` is turned into a iterator which expires `LiveRange`
within it. The iterator is moved forward along with interval walking
code, i.e: AllocateInterval(context, interval, cIndex).
* Remove `LinearScanAllocator.Sources`
Local methods are less susceptible to do allocations than lambdas.
* Optimize `GetOverlapPosition(interval)` a bit
Time complexity should be in O(n+m) instead of O(nm) now.
* Optimize `NumberLocals` a bit
Use the same idea as in `HybridAllocator` to store the visited state
in the MSB of the Operand's value instead of using a `HashSet<T>`.
* Optimize `InsertSplitCopies` a bit
Avoid allocating a redundant `CopyResolver`.
* Optimize `InsertSplitCopiesAtEdges` a bit
Avoid redundant allocations of `CopyResolver`.
* Use stack allocation for `freePositions`
Avoid redundant computations.
* Add `UseList`
Replace `SortedIntegerList` with an even more specialized data
structure. It allocates memory on the arena allocators and does not
require copying use positions when splitting it.
* Turn `LiveInterval` into a reference struct
`LiveInterval` is now a reference wrapping struct like `Operand` and
`Operation`.
The rationale behind turning this in a reference wrapping struct is
because a `LiveInterval` is associated with each local variable, and
these intervals may themselves be split further. I've seen translations
having up to 8000 local variables.
To make the `LiveInterval` unmanaged, a new data structure called
`LiveIntervalList` was added to store child splits. This differs from
`SortedList<,>` because it can contain intervals with the same start
position.
Really wished we got some more of C++ template in C#. :^(
* Optimize `GetChildSplit` a bit
No need to inspect the remaining ranges if we've reached a range which
starts after position, since the split list is ordered.
* Optimize `CopyResolver` a bit
Lazily allocate the fill, spill and parallel copy structures since most
of the time only one of them is needed.
* Optimize `BitMap.Enumerator` a bit
Marking `MoveNext` as `AggressiveInlining` allows RyuJIT to promote the
`Enumerator` struct into registers completely, reducing load/store code
a lot since it does not have to store the struct on the stack for ABI
purposes.
* Use stack allocation for `use/blockedPositions`
* Optimize `AllocateWithSpill` a bit
* Address feedback
* Make `LiveInterval.AddRange(,)` more conservative
Produces no diff against master, but just for good measure.
Fixes a regression from #2663 where buffer flush would not happen after a resize. Specifically caused the world map in Yoshi's Crafted World to flash.
I have other planned changes to this class so this might change soon, but this regression could affect a lot so it couldn't wait.
* Add `Operand.Label` support to `Assembler`
This adds label support to `Assembler` and enables branch tightening
when compiling with relocatables. Jump management and patching has been
moved to the `Assembler`.
* Move instruction table to `Assembler.Table`
* Set PTC internal version
* Rename `Assembler.Table` to `AssemblerTable`
This fixes a potential regression with the new range list changes, where the cost for creating new ones would be rather large due to creating a 1024 size array. Also reduces cost for range list inheritance by using the first existing range list as a base, rather than creating a new one then adding both lists to it.
The growth size for the RangeList is now identical to its initial size. Every 32 elements was probably a little too common - now it is 1024 for most things and 8 for the buffer modified range list.
The Unmapped and SyncMethod methods have been changed to ensure that they behave properly if the range list is set null. Cleaned up a few calls to use the null-conditional operator.
* Replace CacheResourceWrite with more general "precise" write
The goal of CacheResourceWrite was to notify GPU resources when they were modified directly, by looking up the modified address/size in a structure and calling a method on each resource. The downside of this is that each resource cache has to be queried individually, they all have to implement their own way to do this, and it can only signal to resources using the same PhysicalMemory instance.
This PR adds the ability to signal a write as "precise" on the tracking, which signals a special handler (if present) which can be used to avoid unnecessary flush actions, or maybe even more. For buffers, precise writes specifically do not flush, and instead punch a hole in the modified range list to indicate that the data on GPU has been replaced.
The downside is that precise actions must ignore the page protection bits and always signal - as they need to notify the target resource to ignore the sequence number optimization.
I had to reintroduce the sequence number increment after I2M, as removing it was causing issues in rabbids kingdom battle. However - all resources modified by I2M are notified directly to lower their sequence number, so the problem is likely that another unrelated resource is not being properly updated. Thankfully, doing this does not affect performance in the games I tested.
This should fix regressions from #2624. Test any games that were broken by that. (RF4, rabbids kingdom battle)
I've also added a sequence number increment to ThreedClass.IncrementSyncpoint, as it seems to fix buffer corruption in OpenGL homebrew. (this was a regression from removing sequence number increment from constant buffer update - another unrelated resource thing)
* Add tests.
* Add XML docs for GpuRegionHandle
* Skip UpdateProtection if only precise actions were called
This allows precise actions to skip reprotection costs.
When a texture is deleted by falling to the bottom of the AutoDeleteCache, its data is flushed to preserve any GPU writes that occurred. This ensures that the data appears in any textures recreated in the future, but didn't account for a texture that already existed with a copy dependency.
This change forces copy dependencies to complete if a texture falls out from from the AutoDeleteCache. (not removed via overlap, as that would be wasted effort)
Fixes broken lighting caused by pausing in SMO's Metro Kingdom. May fix some other issues.