* geometry_pipeline: Remove unneeded assert
* Has been hw-tested that gs works correctly even when not in exclusive mode
* pica_core: Propagate output_mask to gs
* Has been hw-tested to occur under the same conditions that other uniforms are shared
* regs_shader: Intialize GPUREG_SH_INPUTBUFFER_CONFIG to default value
* Default value verified on hw. Tales of Abyss does not update the number of vertex attributes for the geometry unit and expects it to be 2
* texture_codec: Align buffer sizes to bpp
* Prevents out of bounds texture reads when launching TOA from the HOME menu
* pica_core: Make default value more clear
* do not move constant variables
* applet_manager: avoid possible use after move
* use constant references where pointed out by msvc
* extra_hid: initialize response
* ValidateSaveState: passing slot separately is not necessary
* common: mark HashCombine as nodiscard
* cityhash: remove use of using namespace std
* Prefix all size_t with std::
done automatically by executing regex replace `([^:0-9a-zA-Z_])size_t([^0-9a-zA-Z_])` -> `$1std::size_t$2`
based on 7d8f115
* shared_memory.cpp: fix log error format
* fix compiling with pch off
* vk_platform: Add `SetObjectName`
Creates a name-info struct and automatically deduces the object handle type using vulkan-hpp's handle trait data.
Supports `string_view` and `fmt` arguments.
* vk_texture_runtime: Use `SetObjectName` for surface handles
Names both the image handle and the image-view.
* vk_stream_buffer: Add debug object names
Names the buffer and its device memory based on its size and type.
* vk_swapchain: Set swapchain handle debug names
Identifies the swapchain images themselves as well as the semaphores
* vk_present_window: Set handle debug names
* vk_resource_pool: Set debug handle names
* vk_blit_helper: Set debug handle names
* vk_platform: Use `VulkanHandleType` concept
Use a new `concept`-type rather than `enable_if`-patterns to restrict
this function to Vulkan handle-types only.
This fixes a compile-error with gcc I was getting from
`LOG_TRACE`(`error: ‘LOG_TRACE’ was not declared in this scope`) and
`u32`(`error: ‘u32’ was not declared in this scope`) being used without
their header-files being included.
Not sure how `romfs_reader.cpp` is even compiling when nothing in its
include-tree is refers to those macros.
For each draw, Citra will rebind all descriptor set slots and may redundantly re-bind descriptor-sets that were already bound. Instead it should only bind the descriptor-sets that have either changed or have had their buffer-offsets changed. This also allows entire calls to `vkCmdBindDescriptorSets` to be removed in the case that nothing has changed between draw calls.
* android: Android 14 support
* android: New home UI flow
Port of the yuzu-android home UI with a few Citra specific tweaks.
A few important things to note
- New and existing Citra users will be guided through the new setup flow
- Existing game directory location is discarded and will have to be reselected
- Protections around making sure the user has selected a user directory were reworked to fit this new UI. I removed async directory init and DirectoryStateReceivers and check during MainActivity's onResume callback.
- Removed Citra premium. The light/dark theme is now available for everyone.
* android: New blue app theme
* android: Extend UI into status/navigation bar area
* android: Remove yellow theme specific styles
* android: Disable status/navigation bar contrast enforcement
We handle it ourselves so there's no need to use a contrasty background on the system bars
* android: GPU Driver Manager
Includes a rewrite of FileUtil with some helper functions for the manager
* android: Rework NativeLibrary in Kotlin
Besides the rewrite this cleans up the alert dialogs that are used for system errors. Generally removes unused JNI code and makes things a little more consistent.
* android: Home menu support + downloader
* android: Enable minify and resource shrinking
* android: Remove premium page and expose texture filtering modes
* android: Update AGP to 8.1.2
* android: Don't display emulation in cutout area
We don't currently handle the notch properly in the emulation fragment so just don't render under it for now.
* android: native.cpp ClangFormat fixes
* core: SystemTitles: Include std::optional
Without it, the android build would fail
* vk: android: Properly override GetDriverLibrary
* vk_instance: Blacklist timeline semaphore ext on turnip
* vk_platform: Hardcode apiVersion to VK_API_VERSION_1_3
* android: native: Use const where applicable
* android: native: Array pointer access style fix
* android: Share relevant log
Shares the old log if it exists and you haven't booted a game yet and shares the current log if you have booted a game.
* android: Apply dark theme color for software keyboard text
---------
Co-authored-by: GPUCode <geoster3d@gmail.com>
* externals: Add oaksim submodule
Used for emitting ARM64 assembly
* common: Implement aarch64 ABI
Utilize oaknut to implement a stack frame.
* tests: Allow shader-jit tests for x64 and a64
Run the shader-jit tests for both x86_64 and arm64 targets
* video_core: Initialize arm64 shader-jit backend
Passes all current unit tests!
* shader_jit_a64: protect/unprotect memory when jit-ing
Required on MacOS. Memory needs to be fully unprotected and then
re-protected when writing or there will be memory access errors on
MacOS.
* shader_jit_a64: Fix ARM64-Imm overflow
These conditionals were throwing exceptions since the immediate values
were overflowing the available space in the `EOR` instructions. Instead
they are generated from `MOV` and then `EOR`-ed after.
* shader_jit_a64: Fix Geometry shader conditional
* shader_jit_a64: Replace `ADRL` with `MOVP2R`
Fixes some immediate-generation exceptions.
* common/aarch64: Fix CallFarFunction
* shader_jit_a64: Optimize `SantitizedMul`
Co-authored-by: merryhime <merryhime@users.noreply.github.com>
* shader_jit_a64: Fix address register offset behavior
Based on https://github.com/citra-emu/citra/pull/6942
Passes unit tests.
* shader_jit_a64: Fix `RET` address offset
A64 stack is 16-byte aligned rather than 8. So a direct port of the x64
code won't work. Fixes weird branches into invalid memory for any
shaders with subroutines.
* shader_jit_a64: Increase max program size
Tuned for A64 program size.
* shader_jit_a64: Use `UBFX` for extracting loop-state
Co-authored-by: JosJuice <JosJuice@users.noreply.github.com>
* shader_jit_a64: Optimize `SUB+CMP` to `SUBS`
Co-authored-by: JosJuice <JosJuice@users.noreply.github.com>
* shader_jit_a64: Optimize `CMP+B` to `CBNZ`
Co-authored-by: JosJuice <JosJuice@users.noreply.github.com>
* shader_jit_a64: Use `FMOV` for `ONE` vector
Co-authored-by: JosJuice <JosJuice@users.noreply.github.com>
* shader_jit_a64: Remove x86-specific documentation
* shader_jit_a64: Use `UBFX` to extract exponent
Co-authored-by: JosJuice <JosJuice@users.noreply.github.com>
* shader_jit_a64: Remove redundant MIN/MAX `SRC2`-NaN check
Special handling only needs to check SRC1 for NaN, not SRC2.
It would work as follows in the four possible cases:
No NaN: No special handling needed.
Only SRC1 is NaN: The special handling is triggered because SRC1 is NaN, and SRC2 is picked.
Only SRC2 is NaN: FMAX automatically picks SRC2 because it always picks the NaN if there is one.
Both SRC1 and SRC2 are NaN: The special handling is triggered because SRC1 is NaN, and SRC2 is picked.
Co-authored-by: JosJuice <JosJuice@users.noreply.github.com>
* shader_jit/tests:: Add catch-stringifier for vec2f/vec3f
* shader_jit/tests: Add Dest Mask unit test
* shader_jit_a64: Fix Dest-Mask `BSL` operand order
Passes the dest-mask unit tests now.
* shader_jit_a64: Use `MOVI` for DestEnable mask
Accelerate certain cases of masking with MOVI as well
Co-authored-by: JosJuice <JosJuice@users.noreply.github.com>
* shader_jit/tests: Add source-swizzle unit test
This is not expansive. Generating all `4^4` cases seems to make Catch2
crash. So I've added some component-masking(non-reordering) tests based
on the Dest-Mask unit-test and some additional ones to test
broadcasts/splats and component re-ordering.
* shader_jit_a64: Fix swizzle index generation
This was still generating `SHUFPS` indices and not the ones that we wanted for the `TBL` instruction. Passes all unit tests now.
* shader_jit/tests: Add `ShaderSetup` constructor to `ShaderTest`
Rather than using the direct output of `CompileShaderSetup` allow a
`ShaderSetup` object to be passed in directly. This enabled the ability
emit assembly that is not directly supported by nihstro.
* shader_jit/tests: Add `CALL` unit-test
Tests nested `CALL` instructions to eventually reach an `EX2`
instruction.
EX2 is picked in particular since it is implemented as an even deeper
dispatch and ensures subroutines are properly implemented between `CALL`
instructions and implementation-calls.
* shader_jit_a64: Fix nested `BL` subroutines
`lr` was getting writen over by nested calls to `BL`, causing undefined
behavior with mixtures of `CALL`, `EX2`, and `LG2` instructions.
Each usage of `BL` is now protected with a stach push/pop to preserve
and restore teh `lr` register to allow nested subroutines to work
properly.
* shader_jit/tests: Allocate generated tests on heap
Each of these generated shader-test objects were causing the stack to
overflow. Allocate each of the generated tests on the heap and use
unique_ptr so they only exist within the life-time of the `REQUIRE`
statement.
* shader_jit_a64: Preserve `lr` register from external function calls
`EMIT` makes an external function call, and should be preserving `lr`
* shader_jit/tests: Add `MAD` unit-test
The Inline Asm version requires an upstream fix:
https://github.com/neobrain/nihstro/issues/68
Instead, the program code is manually configured and added.
* shader_jit/tests: Fix uninitialized instructions
These `union`-type instruction-types were uninitialized, causing tests
to indeterminantly fail at times.
* shader_jit_a64: Remove unneeded `MOV`
Residue from the direct-port of x64 code.
* shader_jit_a64: Use `std::array` for `instr_table`
Add some type-safety and const-correctness around this type as well.
* shader_jit_a64: Avoid c-style offset casting
Add some more const-correctness to this function as well.
* video_core: Add arch preprocessor comments
* common/aarch64: Use X16 as the veneer register
https://developer.arm.com/documentation/102374/0101/Procedure-Call-Standard
* shader_jit/tests: Add uniform reading unit-test
Particularly to ensure that addresses are being properly truncated
* common/aarch64: Use `X0` as `ABI_RETURN`
`X8` is used as the indirect return result value in the case that the
result is bigger than 128-bits. Principally `X0` is the general-case
return register though.
* common/aarch64: Add veneer register note
`LR` is generally overwritten by `BLR` anyways, and would also be a safe
veneer to utilize for far-calls.
* shader_jit_a64: Remove unneeded scratch register from `SanitizedMul`
* shader_jit_a64: Fix CALLU condition
Should be `EQ` not `NE`. Fixes the regression on Kid Icarus.
No known regressions anymore!
---------
Co-authored-by: merryhime <merryhime@users.noreply.github.com>
Co-authored-by: JosJuice <JosJuice@users.noreply.github.com>
Adds the current viewport and scissor to the dynamic pipeline state to
reduce redundant viewport/scissor assignments in the command buffer.
This greatly reduces the amount of API calls to `vkCmdSetViewport` and
`vkCmdSetScissor` by only emitting the API call when the state actually
changes.
* vk_stream_buf: Avoid protected memory heaps
* Add an "Exclude" argument when finding a memory-type that avoids
`VK_MEMORY_PROPERTY_PROTECTED_BIT` by default
* vk_stream_buf: Utilize dedicated allocations when preferred by driver
`VK_KHR_dedicated_allocation` is part of the core Vulkan 1.1
specification and should be utilized when `prefersDedicatedAllocation`
is set.
`DebugScope` was capturing a `string_view` in a lambda which is only
valid during the scope of this ctor. When the lambda gets invoked at a
later time, it will read undefined garbage. The lambda needs to make a
deep copy of this `string_view` into a `string` so that it is valid by
the time the scheduler invokes this lambda.