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Merge branch 'per-profile-favorites-playtime' of https://github.com/tarrouye/Ryujinx into per-profile-favorites-playtime
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commit
a0128ce8af
5 changed files with 42 additions and 8 deletions
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@ -740,6 +740,18 @@ namespace Ryujinx.Modules
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{
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var files = Directory.EnumerateFiles(HomeDir); // All files directly in base dir.
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// Determine and exclude user files only when the updater is running, not when cleaning old files
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if (_running)
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{
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// Compare the loose files in base directory against the loose files from the incoming update, and store foreign ones in a user list.
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var oldFiles = Directory.EnumerateFiles(HomeDir, "*", SearchOption.TopDirectoryOnly).Select(Path.GetFileName);
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var newFiles = Directory.EnumerateFiles(UpdatePublishDir, "*", SearchOption.TopDirectoryOnly).Select(Path.GetFileName);
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var userFiles = oldFiles.Except(newFiles).Select(filename => Path.Combine(HomeDir, filename));
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// Remove user files from the paths in files.
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files = files.Except(userFiles);
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}
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if (OperatingSystem.IsWindows())
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{
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foreach (string dir in WindowsDependencyDirs)
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@ -32,10 +32,10 @@
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<ListBox.ItemsPanel>
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<ItemsPanelTemplate>
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<flex:FlexPanel
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HorizontalAlignment="Stretch"
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HorizontalAlignment="Center"
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VerticalAlignment="Stretch"
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AlignContent="FlexStart"
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JustifyContent="Center" />
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JustifyContent="FlexStart" />
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</ItemsPanelTemplate>
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</ListBox.ItemsPanel>
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<ListBox.Styles>
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@ -151,8 +151,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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ShaderProgramInfo info = cs.Shaders[0].Info;
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bool hasUnaligned = _channel.BufferManager.HasUnalignedStorageBuffers;
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for (int index = 0; index < info.SBuffers.Count; index++)
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{
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BufferDescriptor sb = info.SBuffers[index];
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@ -177,9 +175,17 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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_channel.BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), size, sb.Flags);
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}
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if ((_channel.BufferManager.HasUnalignedStorageBuffers) != hasUnaligned)
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if (_channel.BufferManager.HasUnalignedStorageBuffers != computeState.HasUnalignedStorageBuffer)
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{
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// Refetch the shader, as assumptions about storage buffer alignment have changed.
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computeState = new GpuChannelComputeState(
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qmd.CtaThreadDimension0,
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qmd.CtaThreadDimension1,
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qmd.CtaThreadDimension2,
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localMemorySize,
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sharedMemorySize,
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_channel.BufferManager.HasUnalignedStorageBuffers);
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cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, poolState, computeState, shaderGpuVa);
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_context.Renderer.Pipeline.SetProgram(cs.HostProgram);
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@ -90,6 +90,7 @@ namespace Ryujinx.Graphics.Texture
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mipOffsets[level] = layerSize;
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sliceSizes[level] = totalBlocksOfGobsInY * robSize;
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levelSizes[level] = totalBlocksOfGobsInZ * sliceSizes[level];
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if (is3D)
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{
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@ -116,12 +117,15 @@ namespace Ryujinx.Graphics.Texture
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// The slice only covers up to the end of this slice's depth, rather than the full aligned size.
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// Avoids size being too large on partial views of 3d textures.
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sliceSizes[level] -= gobSize * (mipGobBlocksInZ - gobRemainderZ);
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levelSizes[level] -= gobSize * (mipGobBlocksInZ - gobRemainderZ);
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if (sliceSizes[level] > levelSizes[level])
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{
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sliceSizes[level] = levelSizes[level];
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}
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}
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}
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levelSizes[level] = totalBlocksOfGobsInZ * sliceSizes[level];
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layerSize += levelSizes[level];
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depthLevelOffset += d;
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@ -565,6 +565,18 @@ namespace Ryujinx.Modules
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{
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var files = Directory.EnumerateFiles(HomeDir); // All files directly in base dir.
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// Determine and exclude user files only when the updater is running, not when cleaning old files
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if (Running)
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{
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// Compare the loose files in base directory against the loose files from the incoming update, and store foreign ones in a user list.
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var oldFiles = Directory.EnumerateFiles(HomeDir, "*", SearchOption.TopDirectoryOnly).Select(Path.GetFileName);
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var newFiles = Directory.EnumerateFiles(UpdatePublishDir, "*", SearchOption.TopDirectoryOnly).Select(Path.GetFileName);
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var userFiles = oldFiles.Except(newFiles).Select(filename => Path.Combine(HomeDir, filename));
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// Remove user files from the paths in files.
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files = files.Except(userFiles);
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}
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if (OperatingSystem.IsWindows())
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{
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foreach (string dir in WindowsDependencyDirs)
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