Commit graph

1833 commits

Author SHA1 Message Date
gdkchan 83bdafccda
Share scales array for graphics and compute (#2653) 2021-09-28 23:52:27 +02:00
VocalFan 405840a24b
Quick README update for game compatibility. (#2694) 2021-09-28 23:26:45 +02:00
riperiperi 7c5ead1c19
Fast path for Inline2Memory buffer write that skips write tracking (#2624)
* Fast path for Inline2Memory buffer write

This PR adds a method to PhysicalMemory that attempts to write all cached resources directly, so that memory tracking can be avoided. The goal of this is both to avoid flushing buffer data, and to avoid raising the sequence number when data is written, which causes buffer and texture handles to be re-checked.

This currently only targets buffers, with a side check on textures that falls back to a tracked write if any exist within the target range. It's not expected to write textures from here - this is just a mechanism to protect us if someone does decide to do that. It's possible to add a fast path for this in future (and for ShaderCache, once that starts using tracking)

The forced read before inline2memory begins has been skipped, as the data is fully written when the transfer is completed anyways. This allows us to flush on read in emergency situations, but still write the new data over the flushed data.

Improves performance on Xenoblade 2 and DE, which was flushing buffer data on the GPU thread when trying to write compute data. May improve performance in other games that write SSBOs from compute, and update data in the same/nearby pages often.

Super Smash Bros Ultimate should probably be tested to make sure the vertex explosions haven't returned, as I think that's what this AdvanceSequence was for.

* ForceDirty before write, to make sure data does not flush over the new write
2021-09-19 15:09:53 +02:00
riperiperi db97b1d7d2
Implement and use an Interval Tree for the MultiRangeList (#2641)
* Implement and use an Interval Tree for the MultiRangeList

* Feedback

* Address Feedback

* Missed this somehow
2021-09-19 14:55:07 +02:00
gdkchan f08a280ade
Use shader subgroup extensions if shader ballot is not supported (#2627)
* Use shader subgroup extensions if shader ballot is not supported

* Shader cache version bump + cleanup

* The type is still required on the table
2021-09-19 14:38:39 +02:00
riperiperi 7379bc2f39
Array based RangeList that caches Address/EndAddress (#2642)
* Array based RangeList that caches Address/EndAddress

In isolation, this was more than 2x faster than the RangeList that checks using the interface. In practice I'm seeing much better results than I expected. The array is used because checking it is slightly faster than using a list, which loses time to struct copies, but I still want that data locality.

A method has been added to the list to update the cached end address, as some users of the RangeList currently modify it dynamically.

Greatly improves performance in Super Mario Odyssey, Xenoblade and any other GPU limited games.

* Address Feedback
2021-09-19 14:22:26 +02:00
riperiperi b0af010247
Set texture/image bindings in place rather than allocating and passing an array (#2647)
* Remove allocations for texture bindings and state

* Rent rather than stackalloc + copy

A bit faster.
2021-09-19 14:03:05 +02:00
Mary 32c09af71a amadeus: Fix regression from #2654 on ListAudioDeviceName 2021-09-19 13:42:16 +02:00
Ac_K 40d1acd198
vi: Unify resolutions values and accurate implementation of them. (#2640)
* vi: Unify resolutions values and accurate implementation of them.

To continue what was made in #2618, I've REd `vi` service a bit. Now values and checks related to displays are more accurate.

- `am`  GetDefaultDisplayResolution / GetDefaultDisplayResolutionChangeEvent have more informations on what the service does.
- `vi:u/vi:m/vi:s` GetDisplayService are now accurate.
- `IApplicationDisplay` GetRelayService, GetSystemDisplayService, GetManagerDisplayService, GetIndirectDisplayTransactionService, ListDisplays, OpenDisplay, OpenDefaultDisplay, CloseDisplay, GetDisplayResolution are now properly implemented.
- Some other calls are cleaned or have extra checks accordingly to RE.

Additionnaly, `IFriendService` have some wrong aligned things, and `pm:info` service placeholder was missing.

* just use _openedDisplayInfo.Remove()

* use context.Memory.Fill()

* fix some casting

* remove unneeded comment

* cleanup

* uses TryAdd

* displayId > ulong

* GetDisplayResolution > ulong

* UL
2021-09-19 12:57:39 +02:00
Mary e17eb7bfaf
amadeus: Update to REV10 (#2654)
* amadeus: Update to REV10

This implements all the changes made with REV10 on 13.0.0.

* Address Ack's comment

* Address gdkchan's comment
2021-09-19 12:29:19 +02:00
mpnico fe9d5a1981
Fix problems added by Pause (#2645)
* Disable Pause/Resume menu instead of trying to hide them

* Fix Resume menu being active before renderer starts

* Fix emulator not being able to close properly
2021-09-18 14:31:44 +02:00
Ac_K d327e809c9
gui: Hotfix for FileChooserNative during section extraction (#2644)
Fix a regression introduced in #2633, FileChooserNative parent can't be set to null because it's running in modal.
2021-09-16 00:09:48 +02:00
MutantAura 843401635a
Adjustments to framerate metric and addition of frametime (#2638)
* Adjust framerate data and add frametime

* Update PerformanceStatistics.cs

* Revert deletions of average framerate

* Update Ryujinx.csproj

* Remove separate GTK column

* Increase FPS precision

* general cleanup

* even generaler cleanup

* fix dumb

* Remove legacy code

* Update PerformanceStatistics.cs

* Update PerformanceStatistics.cs
2021-09-15 02:26:10 +02:00
Michael Gielda fb2e61a435
Add Linux Unicorn patch + desc. (#2609) 2021-09-15 01:47:10 +02:00
Ac_K 5d08e9b495
hos: Cleanup the project (#2634)
* hos: Cleanup the project

Since a lot of changes has been done on the HOS project, there are some leftover here and there, or class just used in one service, things at wrong places, and more.
This PR fixes that, additionnally to that, I've realigned some vars because I though it make the code more readable.

* Address gdkchan feedback

* addresses Thog feedback

* Revert ElfSymbol
2021-09-15 01:24:49 +02:00
Ac_K 3f2486342b
gui: Replace FileChooserDialog by FileChooserNative (#2633)
We currently use the FileChooser from GTK, which is a bit mess. Instead of it we could use the native FileChooser from all specifics OS. This is what this PR attempt to fix.

It could be nice to get a test under linux since I've only tested it under Windows without any issues.

Fixes #2584
2021-09-14 23:52:08 +02:00
FICTURE7 a9343c9364
Refactor PtcInfo (#2625)
* Refactor `PtcInfo`

This change reduces the coupling of `PtcInfo` by moving relocation
tracking to the backend. `RelocEntry`s remains as `RelocEntry`s through
out the pipeline until it actually needs to be written to the PTC
streams. Keeping this representation makes inspecting and manipulating
relocations after compilations less painful. This is something I needed
to do to patch relocations to 0 to diff dumps.

Contributes to #1125.

* Turn `Symbol` & `RelocInfo` into readonly structs

* Add documentation to `CompiledFunction`

* Remove `Compiler.Compile<T>`

Remove `Compiler.Compile<T>` and replace it by `Map<T>` of the
`CompiledFunction` returned.
2021-09-14 01:23:37 +02:00
gdkchan ac4ec1a015
Account for negative strides on DMA copy (#2623)
* Account for negative strides on DMA copy

* Should account for non-zero Y
2021-09-11 22:54:18 +02:00
gdkchan 016fc64b3d
Implement GetVaRegions on nvservices (#2621)
* Implement GetVaRegions on nvservices

* This would just result in 0
2021-09-11 22:39:02 +02:00
gdkchan a4089fc878
Report 1080p resolution when in docked mode (#2618) 2021-09-11 22:24:10 +02:00
mpnico 117e32a6ff
Implement a "Pause Emulation" option & hotkey (#2428)
* Add a "Pause Emulation" option and hotkey

Closes Ryujinx#1604

* Refactoring how pause is handled

* Applied suggested changes from review

* Applied suggested fixes

* Pass correct suspend type to threads for suspend/resume

* Fix NRE after stoping emulation

* Removing SimulateWakeUpMessage call after resuming emulation

* Skip suspending non game process

* Pause the tickCounter in the ExecutionContext

* Refactoring tickCounter pause/resume as suggested

* Fix Config migration to add pause hotkey

* Fixed pausing only application threads

* Fix exiting emulator while paused

* Avoid pause/resume while already paused/resumed

* Cleanup unused code

* Avoid restarting audio if stopping emulation while in pause.

* Added suggested changes

* Fix ConfigurationState
2021-09-11 22:08:25 +02:00
riperiperi b0e410a828
Lift textures in the AutoDeleteCache for all modifications. (#2615)
* Lift textures in the AutoDeleteCache for all modifications.

Before, this would only apply to render targets and texture blit. Now it applies to image stores, the fast dma copy path and any other type of modification.

Image store always at least has one reference in the texture pool, so the function of the AutoDeleteCache keeping textures _alive_ is not useful, but a very important function for a while has been its use to flush textures in order of modification when they are dereferenced, so that their data is not lost.

Before, textures populated using image stores were being dereferenced and reloaded as garbage. Now, when these textures are dereferenced, their data will be put back into memory, and everything stays intact.

Fixes lighting breaking when switching levels in THPS1+2, and potentially some more UE4 games. I've tested a bunch more games for regressions and performance impact, but they all seem fine.

* Lift copy srcTexture so that it doesn't remain referenceless

* Perform lift before reference count change on unbind.

It's important to lift on unbind as that is the moment the texture was truly last modified, but definitely not after releasing every single reference.
2021-09-11 21:52:54 +02:00
Agustin Insua 197f587802
Fix GTK3 mapping for single quote key (#2612) 2021-09-11 21:32:36 +02:00
Agustin Insua bcbe6ef6cd
Update game metadata when stopping emulation (#2610)
* Update game metadata when stopping emulation

* Fix formatting
2021-09-11 21:16:48 +02:00
bobhope 830d1f097d
Remove file error popup (#2547)
* Added check to detect if application file is more than zero bytes long

* Removed file error popup

* Removed unnecessary usings

* Added empty lines
2021-09-11 20:59:11 +02:00
riperiperi f0b00c1ae9
Fix TXQ for 3D textures. (#2613)
* Fix TXQ for 3D textures.

Assumes the texture is 3D if the component mask contains Z.

This fixes a bug in UE4 games where parts of the map had garbage pointers to lighting voxels, as the lookup 3D texture was not being initialized. Most notable game is THPS1+2.

May need another PR to keep image store data alive and properly flush it in order using the AutoDeleteCache.

* Get sampler type for TextureSize from bound textures.
2021-09-02 00:17:43 -03:00
riperiperi 142cededd4
Implement Shader Instructions SUATOM and SURED (#2090)
* Initial Implementation

* Further improvements (no support for float/64-bit types)

* Merge atomic and reduce instructions, add missing format switch

* Fix rebase issues.

* Not used.

* Whoops. Fixed.

* Partial implementation of inc/dec, cleanup and TODOs

* Remove testing path

* Address Feedback
2021-08-31 02:51:57 -03:00
gdkchan 416dc8fde4
Fix out-of-bounds shader thread shuffle (#2605)
* Fix out-of-bounds shader thread shuffle

* Shader cache version bump
2021-08-30 14:02:40 -03:00
gdkchan 82cefc8dd3
Handle indirect draw counts with non-zero draw starts properly (#2593) 2021-08-29 16:52:38 -03:00
riperiperi 15e7fe3ac9
Avoid deleting textures when their data does not overlap. (#2601)
* Avoid deleting textures when their data does not overlap.

It's possible that while two textures start and end addresses indicate an overlap, that the actual data contained within them is sparse due to a layer stride. One such possibility is array slices of a cubemap at different mip levels - they overlap on a whole, but the actual texture data fills the gaps between each other's layers rather than actually overlapping.

This fixes issues with UE4 games having incorrect lighting (solid white screen or really dark shadows). There are still remaining issues with games that use the 3D texture prebaked lighting, such as THPS1+2.

This PR also fixes a bug with TexturePool's resized texture handling where the base level in the descriptor was not considered.

* AllRegions granularity for 3d textures is now by level rather than by slice.

* Address feedback
2021-08-29 16:22:13 -03:00
riperiperi 54adc5f9fb
Ensure that all threads wait for a read tracking action to complete. (#2597)
* Lock around tracking action consume + execute. Not particularly fast.

* Lock around preaction registration and use

* Create a lock object

* Nit
2021-08-29 16:03:41 -03:00
riperiperi 76e8f9ac87
Only reupload the texture scale array if it changes. (#2595)
* Only reupload the texture scale array if it changes.

Before, this would be called all the time if any shader needed a scale value. The cost of doing this has increased with threaded-gal, as the scale array is copied to a span pool, and it's was called on pretty much every draw sometimes.

This improves GPU performance in games, scaled or not. Most affected game seems to be Xenoblade Chronicles: Definitive Edition.

* Just use = instead of |=
2021-08-27 17:08:30 -03:00
gdkchan ee1038e542
Initial support for shader attribute indexing (#2546)
* Initial support for shader attribute indexing

* Support output indexing too, other improvements

* Fix order

* Address feedback
2021-08-27 01:44:47 +02:00
riperiperi ec3e848d79
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation

About as fast as nvidia GL multithreading, can be improved with faster command queuing.

* Struct based command list

Speeds up a bit. Still a lot of time lost to resource copy.

* Do shader init while the render thread is active.

* Introduce circular span pool V1

Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.

* Refactor SpanRef some more

Use a struct to represent SpanRef, rather than a reference.

* Flush buffers on background thread

* Use a span for UpdateRenderScale.

Much faster than copying the array.

* Calculate command size using reflection

* WIP parallel shaders

* Some minor optimisation

* Only 2 max refs per command now.

The command with 3 refs is gone. 😌

* Don't cast on the GPU side

* Remove redundant casts, force sync on window present

* Fix Shader Cache

* Fix host shader save.

* Fixup to work with new renderer stuff

* Make command Run static, use array of delegates as lookup

Profile says this takes less time than the previous way.

* Bring up to date

* Add settings toggle. Fix Muiltithreading Off mode.

* Fix warning.

* Release tracking lock for flushes

* Fix Conditional Render fast path with threaded gal

* Make handle iteration safe when releasing the lock

This is mostly temporary.

* Attempt to set backend threading on driver

Only really works on nvidia before launching a game.

* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions

* Update buffer set commands

* Some cleanup

* Only use stutter workaround when using opengl renderer non-threaded

* Add host-conditional reservation of counter events

There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.

* Address Feedback

* Make counter flush tracked again.

Hopefully does not cause any issues this time.

* Wait for FlushTo on the main queue thread.

Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)

* Add SDL2 headless integration

* Add HLE macro commands.

Co-authored-by: Mary <mary@mary.zone>
2021-08-27 00:31:29 +02:00
Mary 501c3d5cea
Implement MSR instruction for A32 (#2585)
* Implement MSR instruction

Fix #1342.

Now Pocket Rumble is playable.

* Address gdkchan's comments

* Address gdkchan's comments

* Address gdkchan's comment
2021-08-27 00:07:44 +02:00
mpnico 8e1adb95cf
Add support for HLE macros and accelerate MultiDrawElementsIndirectCount #2 (#2557)
* Add support for HLE macros and accelerate MultiDrawElementsIndirectCount

* Add missing barrier

* Fix index buffer count

* Add support check for each macro hle before use

* Add missing xml doc

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-08-26 23:50:28 +02:00
VocalFan 5cab8ea4ad
Fix Unicorn Warnings (#2575) 2021-08-26 23:34:24 +02:00
Alex Barney 32cad88cc6
Bugfix LibHac update to 0.13.3 and remove SD card workaround (#2579) 2021-08-26 23:18:49 +02:00
VocalFan 686b63e479
Added fallbacks for all Audio Backends (#2582)
* Added fallbacks for all Audio Backends

* Commit Suggestion

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

* Resolve elses.

* Revert "Resolve elses."

This reverts commit 9aec3e9e77.

* Suggestions completed

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-08-26 23:03:19 +02:00
gdkchan 5b8ceb9173
Swap BGR565 components by changing the format (#2577) 2021-08-26 22:47:21 +02:00
Mary 6d9bc7cf90
sdl2: Update to Ryujinx.SDL2-CS 2.0.17 (#2553)
* sdl2: Update to Ryujinx.SDL2-CS 2.0.17

Update to latest SDL2 commit

* Update to Ryujinx.SDL2-CS 2.0.17-build18
2021-08-26 22:26:28 +02:00
Alex Barney 5e99bff7de
Ignore exceptions when cleaning the SD card saves (#2576) 2021-08-21 01:03:17 +02:00
VocalFan d753de6d5d
Seeing if there are any other spelling errors to correct. (#2572)
* "Informations" -> "Information"

* Your -> You

* will use -> using (Plus more detailed Appveyor error msg.)

* Did a dumb thing, fixed it.
2021-08-20 18:48:00 -03:00
gdkchan c702943af3
Swap BGR components for 16-bit BGR texture formats (#2567) 2021-08-20 18:26:25 -03:00
riperiperi 6c76bc3bc0
Change disabled vertex attribute value to (0, 0, 0, 1) (#2573)
This seems to be the default value when the vertex attribute is disabled, or components aren't defined.

This fixes a regression from #2307 in SMO where a plant in the Wooded Kingdom would draw slightly differently in the depth prepass, leading to depth test failing later on.

GDK has stated that the specific case in Gundam only expects x and y to be 0, and Vulkan's undefined value for z does appear to be 0 when a vertex attribute type does not have that component, hence the value (0, 0, 0, 1).

This worked in Vulkan despite also providing an all 0s attribute due to the vertex attribute binding being R32Float, so the other values were undefined. It should be changed there separately.
2021-08-20 18:09:30 -03:00
riperiperi bdc1f91a5b
Remove pool cache entries for incompatible overlapping textures (#2568)
This greatly reduces memory usage in games that aggressively reuse memory without removing dead textures from the pool, such as the Xenoblade games, UE3 games, and to a lesser extent, UE4/unity games.

This change stops memory usage from ballooning in xenoblade and some other games. It will also reduce texture view/dependency complexity in some games - for example in MK8D it will reduce the number of surface copies between lighting cubemaps generated for actors.

There shouldn't be any performance impact from doing this, though the deletion and creation of textures could be improved by improving the OpenGL texture storage cache, which is very simple and limited right now. This will be improved in future.

Another potential error has been fixed with the texture cache, which could prevent data loss when data is interchangably written to textures from both the GPU and CPU. It was possible that the dirty flag for a texture would be consumed without the data being synchronized on next use, due to the old overlap check. This check no longer consumes the dirty flag.

Please test a bunch of games to make sure they still work, and there are no performance regressions.
2021-08-20 17:52:09 -03:00
Alex Barney e0af248e6f
Clean the SD card save directory when opening the emulator (#2564)
Cleans "sdcard:/Nintendo/save" and deletes "sdcard:/save" when opening the emulator.

Works around invalid encryption when keys or the SD card encryption seed are changed.
2021-08-20 13:36:14 -07:00
riperiperi 97aedc030d
Fix GetHandleInformation for mipmapped 3d textures (#2569)
Got this the wrong way round - was causing games to try synchronize mipmap levels of like 52 on a 3d texture with 6 levels. Also, corrected the variable name in the method that _was_ working.
2021-08-20 14:59:39 -03:00
FICTURE7 f2a7b300c4
Fix type mismatch in BitwiseAnd simplification (#2571)
* Fix type mismatch in `BitwiseAnd` simplification

`TryEliminateBitwiseAnd` would turn the `BitwiseAnd` operation into a
copy of the wrong type. E.g:

Before `Simplification`:
```llvm
i64 %0 = BitwiseAnd i64 0x0, %1
```

After `Simplication`:
```llvm
i64 %0 = Copy i32 0x0
```

Since the with the changes in #2515, we iterate in reverse order and
`Simplication`, `ConstantFolding` does not indicate if it modified
the CFG, the second pass to "retype" the copy into the proper
destination type does not happen.

This also blocked copy propagation since its destination type did not
match with its source type. But in the cases I've seen, the
`PreAllocator` would insert a copy for the propagated constant, which
results in no diffs.

Since the copy remained as is, asserts are fired when generating it.

* Set PPTC version
2021-08-20 14:42:00 -03:00
FICTURE7 22b2cb39af
Reduce JIT GC allocations (#2515)
* Turn `MemoryOperand` into a struct

* Remove `IntrinsicOperation`

* Remove `PhiNode`

* Remove `Node`

* Turn `Operand` into a struct

* Turn `Operation` into a struct

* Clean up pool management methods

* Add `Arena` allocator

* Move `OperationHelper` to `Operation.Factory`

* Move `OperandHelper` to `Operand.Factory`

* Optimize `Operation` a bit

* Fix `Arena` initialization

* Rename `NativeList<T>` to `ArenaList<T>`

* Reduce `Operand` size from 88 to 56 bytes

* Reduce `Operation` size from 56 to 40 bytes

* Add optimistic interning of Register & Constant operands

* Optimize `RegisterUsage` pass a bit

* Optimize `RemoveUnusedNodes` pass a bit

Iterating in reverse-order allows killing dependency chains in a single
pass.

* Fix PPTC symbols

* Optimize `BasicBlock` a bit

Reduce allocations from `_successor` & `DominanceFrontiers`

* Fix `Operation` resize

* Make `Arena` expandable

Change the arena allocator to be expandable by allocating in pages, with
some of them being pooled. Currently 32 pages are pooled. An LRU removal
mechanism should probably be added to it.

Apparently MHR can allocate bitmaps large enough to exceed the 16MB
limit for the type.

* Move `Arena` & `ArenaList` to `Common`

* Remove `ThreadStaticPool` & co

* Add `PhiOperation`

* Reduce `Operand` size from 56 from 48 bytes

* Add linear-probing to `Operand` intern table

* Optimize `HybridAllocator` a bit

* Add `Allocators` class

* Tune `ArenaAllocator` sizes

* Add page removal mechanism to `ArenaAllocator`

Remove pages which have not been used for more than 5s after each reset.

I am on fence if this would be better using a Gen2 callback object like
the one in System.Buffers.ArrayPool<T>, to trim the pool. Because right
now if a large translation happens, the pages will be freed only after a
reset. This reset may not happen for a while because no new translation
is hit, but the arena base sizes are rather small.

* Fix `OOM` when allocating larger than page size in `ArenaAllocator`

Tweak resizing mechanism for Operand.Uses and Assignemnts.

* Optimize `Optimizer` a bit

* Optimize `Operand.Add<T>/Remove<T>` a bit

* Clean up `PreAllocator`

* Fix phi insertion order

Reduce codegen diffs.

* Fix code alignment

* Use new heuristics for degree of parallelism

* Suppress warnings

* Address gdkchan's feedback

Renamed `GetValue()` to `GetValueUnsafe()` to make it more clear that
`Operand.Value` should usually not be modified directly.

* Add fast path to `ArenaAllocator`

* Assembly for `ArenaAllocator.Allocate(ulong)`:

  .L0:
    mov rax, [rcx+0x18]
    lea r8, [rax+rdx]
    cmp r8, [rcx+0x10]
    ja short .L2
  .L1:
    mov rdx, [rcx+8]
    add rax, [rdx+8]
    mov [rcx+0x18], r8
    ret
  .L2:
    jmp ArenaAllocator.AllocateSlow(UInt64)

  A few variable/field had to be changed to ulong so that RyuJIT avoids
  emitting zero-extends.

* Implement a new heuristic to free pooled pages.

  If an arena is used often, it is more likely that its pages will be
  needed, so the pages are kept for longer (e.g: during PPTC rebuild or
  burst sof compilations). If is not used often, then it is more likely
  that its pages will not be needed (e.g: after PPTC rebuild or bursts
  of compilations).

* Address riperiperi's feedback

* Use `EqualityComparer<T>` in `IntrusiveList<T>`

Avoids a potential GC hole in `Equals(T, T)`.
2021-08-17 15:08:34 -03:00