* Add support for large sampler arrays on Vulkan
* Shader cache version bump
* Format whitespace
* Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout
* Handle array textures with different types on the same buffer
* Somewhat better caching system
* Avoid useless buffer data modification checks
* Move redundant bindings update checking to the backend
* Fix an issue where texture arrays would get the same bindings across stages on Vulkan
* Backport some fixes from part 2
* Fix typo
* PR feedback
* Format whitespace
* Add some missing XML docs
* - WritableRegion: enable wrapping IMemoryOwner<byte>
- IVirtualMemoryManager impls of GetWritableRegion() use pooled memory when region is non-contiguous.
- IVirtualMemoryManager: add GetReadOnlySequence() and impls
- ByteMemoryPool: add new method RentCopy()
- ByteMemoryPool: make class static, remove ctor and singleton field from earlier impl
* - BytesReadOnlySequenceSegment: move from Ryujinx.Common.Memory to Ryujinx.Memory
- BytesReadOnlySequenceSegment: add IsContiguousWith() and Replace() methods
- VirtualMemoryManagerBase:
- remove generic type parameters, instead use ulong for virtual addresses and nuint for host/physical addresses
- implement IWritableBlock
- add virtual GetReadOnlySequence() with coalescing of contiguous segments
- add virtual GetSpan()
- add virtual GetWritableRegion()
- add abstract IsMapped()
- add virtual MapForeign(ulong, nuint, ulong)
- add virtual Read<T>()
- add virtual Read(ulong, Span<byte>)
- add virtual ReadTracked<T>()
- add virtual SignalMemoryTracking()
- add virtual Write()
- add virtual Write<T>()
- add virtual WriteUntracked()
- add virtual WriteWithRedundancyCheck()
- VirtualMemoryManagerRefCountedBase: remove generic type parameters
- AddressSpaceManager: remove redundant methods, add required overrides
- HvMemoryManager: remove redundant methods, add required overrides, add overrides for _invalidAccessHandler handling
- MemoryManager: remove redundant methods, add required overrides, add overrides for _invalidAccessHandler handling
- MemoryManagerHostMapped: remove redundant methods, add required overrides, add overrides for _invalidAccessHandler handling
- NativeMemoryManager: add get properties for Pointer and Length
- throughout: removed invalid <inheritdoc/> comments
* - WritableRegion: enable wrapping IMemoryOwner<byte>
- IVirtualMemoryManager impls of GetWritableRegion() use pooled memory when region is non-contiguous.
- IVirtualMemoryManager: add GetReadOnlySequence() and impls
- ByteMemoryPool: add new method RentCopy()
- ByteMemoryPool: make class static, remove ctor and singleton field from earlier impl
* add PagedMemoryRange enumerator types, use them in IVirtualMemoryManager implementations to consolidate page-handling logic and add a new capability - the coalescing of pages for consolidating memory copies and segmentation.
* new: more tests for PagedMemoryRangeCoalescingEnumerator showing coalescing of contiguous segments
* make some struct properties readonly
* put braces around `foreach` bodies
* encourage inlining of some PagedMemoryRange*Enumerator members
* DynamicRingBuffer:
- use ByteMemoryPool
- make some methods return without locking when size/count argument = 0
- make generic Read<T>()/Write<T>() non-generic because its only usage is as T = byte
- change Read(byte[]...) to Read(Span<byte>...)
- change Write(byte[]...) to Write(Span<byte>...)
* change IAudioRenderer.RequestUpdate() to take a ReadOnlySequence<byte>, enabling zero-copy audio rendering
* HipcGenerator: support ReadOnlySequence<byte> as IPC method parameter
* change IAudioRenderer/AudioRenderer RequestUpdate* methods to take input as ReadOnlySequence<byte>
* MemoryManagerHostTracked: use rented memory when contiguous in `GetWritableRegion()`
* rebase cleanup
* dotnet format fixes
* format and comment fixes
* format long parameter list - take 2
* - add support to HipcGenerator for buffers of type `Memory<byte>`
- change `AudioRenderer` `RequestUpdate()` and `RequestUpdateAuto()` to use Memory<byte> for output buffers, removing another memory block allocation/copy
* SplitterContext `UpdateState()` and `UpdateData()` smooth out advance/rewind logic, only rewind if magic is invalid
* DynamicRingBuffer.Write(): change Span<byte> to ReadOnlySpan<byte>
* Delete old 16KB page workarounds
* Rename Supports4KBPage to UsesPrivateAllocations
* Format whitespace
* This one should be false too
* Update XML doc
* ts: Migrate service to Horizon project
This PR migrate the `ts` service (stored in `ptm`) to the Horizon project:
- It stubs all known IPCs.
- IpcServer consts are checked by RE.
Closes#6480
* Fix args
* Add host tracked memory manager mode
* Skipping flush is no longer needed
* Formatting + revert unrelated change
* LightningJit: Ensure that dest register is saved for load ops that do partial updates
* avoid allocations when doing address space lookup
Add missing improvement
* IsRmwMemory -> IsPartialRegisterUpdateMemory
* Ensure we iterate all private allocations in range
* PR feedback and potential fixes
* Simplified bridges a lot
* Skip calling SignalMappingChanged if Guest is true
* Late map bridge too
* Force address masking for prefetch instructions
* Reprotection for bridges
* Move partition list validation to separate debug method
* Move host tracked related classes to HostTracked folder
* New HostTracked namespace
* Move host tracked modes to the end of enum to avoid PPTC invalidation
---------
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
* Move some init logic out of PrintGpuInformation, then delete it
* Disable push descriptors for Intel ARC on Windows
* Re-add PrintGpuInformation just to show it in the log
AMD GPUs (possibly just RDNA 3) could hang with the previous value
until the MaxQueryRetries was hit.
Fix#6056
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
* New translations en_us.json (French)
* New translations en_us.json (Spanish)
* New translations en_us.json (Arabic)
* New translations en_us.json (German)
* New translations en_us.json (Greek)
* New translations en_us.json (Hebrew)
* New translations en_us.json (Italian)
* New translations en_us.json (Japanese)
* New translations en_us.json (Korean)
* New translations en_us.json (Polish)
* New translations en_us.json (Russian)
* New translations en_us.json (Turkish)
* New translations en_us.json (Ukrainian)
* New translations en_us.json (Chinese Simplified)
* New translations en_us.json (Chinese Traditional)
* New translations en_us.json (Portuguese, Brazilian)
* New translations en_us.json (Thai)
* Add missing Thai language name
* Add new languages
* Enable RTL for Arabic
---------
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
This fixes a longstanding issue with resolution scale that could result in flickering graphics, typically the first frame something is drawn, or on camera cuts in cutscenes.
The root cause of the issue is that texture scale can be changed when binding textures or images. This typically happens because a texture becomes a view of a larger texture, such as a 400x225 texture becoming a view of a 800x450 texture with two levels. If the 400x225 texture is bound as a render target and has state [1x Undesired], but the storage texture is [2x Scaled], the render target texture's scale is changed to [2x Scaled] to match its new storage. This means the scale changed after the render target state was processed...
This can cause a number of issues. When render target state is processed, texture scales are examined and potentially changed so that they are all the same value. If one texture is scaled, all textures must be. If one texture is blacklisted from scaling, all of them must be. This results in a single resolution scale value being assigned to the TextureManager, which also scales the scissor and viewport values.
If the scale is chosen as 1x, and a later texture binding changes one of the textures to be 2x, the scale in TextureManager no longer matches all of the bound textures. What's worse, the scales in these textures could mismatch entirely. This typically results in the support buffer scale, viewport and scissor being wrong for at least one of the bound render targets.
This PR fixes the issue by re-evaluating render target state if any scale mismatches the expected scale after texture bindings happen. This can actually cause scale to change again, so it must loop back to perform texture bindings again. This can happen as many times as it needs to, but I don't expect it to happen more than once. Problematic bindings will just result in a blacklist, which will propagate to other bound targets.