* Logger class changes only
Now compile-time checking is possible with the help of Nullable Value
types.
* Misc formatting
* Manual optimizations
PrintGuestLog
PrintGuestStackTrace
Surfaceflinger DequeueBuffer
* Reduce SendVibrationXX log level to Debug
* Add Notice log level
This level is always enabled and used to print system info, etc...
Also, rewrite LogColor to switch expression as colors are static
* Unify unhandled exception event handlers
* Print enabled LogLevels during init
* Re-add App Exit disposes in proper order
nit: switch case spacing
* Revert PrintGuestStackTrace to Info logs due to #1407
PrintGuestStackTrace is now called in some critical error handlers
so revert to old behavior as KThread isn't part of Guest.
* Batch replace Logger statements
* Add new structures from official docs, start migrating GPFifo
* Finish migration to new GPFifo processor
* Implement fast constant buffer data upload
* Migrate to new GPFifo class
* XML docs
* Initial transform feedback support
* Some nits and fixes
* Update ReportCounterType and Write method
* Can't change shader or TFB bindings while TFB is active
* Fix geometry shader input names with new naming
* Initial NVDEC and VIC implementation
* Update FFmpeg.AutoGen to 4.3.0
* Add nvdec dependencies for Windows
* Unify some VP9 structures
* Rename VP9 structure fields
* Improvements to Video API
* XML docs for Common.Memory
* Remove now unused or redundant overloads from MemoryAccessor
* NVDEC UV surface read/write scalar paths
* Add FIXME comments about hacky things/stuff that will need to be fixed in the future
* Cleaned up VP9 memory allocation
* Remove some debug logs
* Rename some VP9 structs
* Remove unused struct
* No need to compile Ryujinx.Graphics.Host1x with unsafe anymore
* Name AsyncWorkQueue threads to make debugging easier
* Make Vp9PictureInfo a ref struct
* LayoutConverter no longer needs the depth argument (broken by rebase)
* Pooling of VP9 buffers, plus fix a memory leak on VP9
* Really wish VS could rename projects properly...
* Address feedback
* Remove using
* Catch OperationCanceledException
* Add licensing informations
* Add THIRDPARTY.md to release too
Co-authored-by: Thog <me@thog.eu>
* Initial implementation of Render Target Scaling
Works with most games I have. No GUI option right now, it is hardcoded.
Missing handling for texelFetch operation.
* Realtime Configuration, refactoring.
* texelFetch scaling on fragment shader (WIP)
* Improve Shader-Side changes.
* Fix potential crash when no color/depth bound
* Workaround random uses of textures in compute.
This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything.
* Fix scales oscillating when changing between non-native scales.
* Scaled textures on compute, cleanup, lazier uniform update.
* Cleanup.
* Fix stupidity
* Address Thog Feedback.
* Cover most of GDK's feedback (two comments remain)
* Fix bad rename
* Move IsDepthStencil to FormatExtensions, add docs.
* Fix default config, square texture detection.
* Three final fixes:
- Nearest copy when texture is integer format.
- Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error)
- Discount small textures.
* Remove scale threshold.
Not needed right now - we'll see if we run into problems.
* All CPU modification blacklists scale.
* Fix comment.
* Viewport swizzle support on NV and clip origin
* Initialize default viewport swizzle state, emulate viewport swizzle on shaders when not supported
* Address PR feedback
* Support separate textures and samplers
* Add missing bindless flag, fix SNORM format on buffer textures
* Add missing separation
* Add comments about the new handles
* Implement Constant Color blends and init blend states
* Address gdkchan's comments
Also adds Set methods to GpuState
* Fix descriptions of QueryModified
* Initial conditional rendering support
* Properly reset state
* Support conditional modes and skeleton a counter cache for future host conditional rendering
* Address PR feedback
* Implement GPU syncpoints
This adds support for GPU syncpoints on the GPU backend & nvservices.
Everything that was implemented here is based on my researches,
hardware testing of the GM20B and reversing of nvservices (8.1.0).
Thanks to @fincs for the informations about some behaviours of the pusher
and for the initial informations about syncpoints.
* syncpoint: address gdkchan's comments
* Add some missing logic to handle SubmitGpfifo correctly
* Handle the NV event API correctly
* evnt => hostEvent
* Finish addressing gdkchan's comments
* nvservices: write the output buffer even when an error is returned
* dma pusher: Implemnet prefetch barrier
lso fix when the commands should be prefetch.
* Partially fix prefetch barrier
* Add a missing syncpoint check in QueryEvent of NvHostSyncPt
* Address Ac_K's comments and fix GetSyncpoint for ChannelResourcePolicy == Channel
* fix SyncptWait & SyncptWaitEx cmds logic
* Address ripinperi's comments
* Address gdkchan's comments
* Move user event management to the control channel
* Fix mm implementation, nvdec works again
* Address ripinperi's comments
* Address gdkchan's comments
* Implement nvhost-ctrl close accurately + make nvservices dispose channels when stopping the emulator
* Fix typo in MultiMediaOperationType
* Implement RasterizeEnable
* Match viewport count to hardware
* Simplify ScissorTest tracking around Blits
* Disable RasterizerDiscard around Blits and track its state
* Read RasterizeEnable reg as bool and add doc
* Only enumarate cached textures that are modified when flushing, rather than all of them.
* Remove locking.
* Add missing clear.
* Remove texture from modified list when data is disposed.
In case the game does not call either flush method at any point.
* Add ReferenceEqualityComparer from jD for the HashSet
Support shared color masks (used by Nouveau and maybe the NVIDIA
driver).
Support draw buffers (also required by OpenGL).
Support viewport transform disable (disabled for now as it breaks some
games).
Fix instanced rendering draw being ignored for multi draw.
Fix IADD and IADD3 immediate shader encodings, that was not matching
some ops.
Implement FFMA32I shader instruction.
Implement IMAD shader instruction.