Commit graph

27 commits

Author SHA1 Message Date
riperiperi
da587c8e49 Implement Viewport Transform Disable (#3328)
* Initial implementation (no specialization)

* Use specialization

* Fix render scale, increase code gen version

* Revert accidental change

* Address Feedback
2022-05-12 10:47:13 -03:00
gdkchan
7ffaeab4da New shader cache implementation (#3194)
* New shader cache implementation

* Remove some debug code

* Take transform feedback varying count into account

* Create shader cache directory if it does not exist + fragment output map related fixes

* Remove debug code

* Only check texture descriptors if the constant buffer is bound

* Also check CPU VA on GetSpanMapped

* Remove more unused code and move cache related code

* XML docs + remove more unused methods

* Better codegen for TransformFeedbackDescriptor.AsSpan

* Support migration from old cache format, remove more unused code

Shader cache rebuild now also rewrites the shared toc and data files

* Fix migration error with BRX shaders

* Add a limit to the async translation queue

 Avoid async translation threads not being able to keep up and the queue growing very large

* Re-create specialization state on recompile

This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access

* Make shader cache more error resilient

* Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc

* Address early PR feedback

* Fix rebase

* Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly

* Handle some missing exceptions

* Make shader cache purge delete both old and new shader caches

* Register textures on new specialization state

* Translate and compile shaders in forward order (eliminates diffs due to different binding numbers)

* Limit in-flight shader compilation to the maximum number of compilation threads

* Replace ParallelDiskCacheLoader state changed event with a callback function

* Better handling for invalid constant buffer 1 data length

* Do not create the old cache directory structure if the old cache does not exist

* Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented)

* Replace rectangle texture with just coordinate normalization

* Skip incompatible shaders that are missing texture information, instead of crashing

This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable

* Fix coordinates normalization on cubemap textures

* Check if title ID is null before combining shader cache path

* More robust constant buffer address validation on spec state

* More robust constant buffer address validation on spec state (2)

* Regenerate shader cache with one stream, rather than one per shader.

* Only create shader cache directory during initialization

* Logging improvements

* Proper shader program disposal

* PR feedback, and add a comment on serialized structs

* XML docs for RegisterTexture

Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-04-10 10:49:44 -03:00
gdkchan
73d10233ef Stop using glTransformFeedbackVaryings and use explicit layout on the shader (#3012)
* Stop using glTransformFeedbackVarying and use explicit layout on the shader

* This is no longer needed

* Shader cache version bump

* Fix gl_PerVertex output for tessellation control shaders
2022-01-21 12:35:21 -03:00
gdkchan
6435cd798f Initial tessellation shader support (#2534)
* Initial tessellation shader support

* Nits

* Re-arrange built-in table

* This is not needed anymore

* PR feedback
2021-10-18 18:38:04 -03:00
gdkchan
a1b0fd1ba9 Rewrite shader decoding stage (#2698)
* Rewrite shader decoding stage

* Fix P2R constant buffer encoding

* Fix PSET/PSETP

* PR feedback

* Log unimplemented shader instructions

* Implement NOP

* Remove using

* PR feedback
2021-10-12 22:35:31 +02:00
gdkchan
a290f8be2c Unify GpuAccessorBase and TextureDescriptorCapableGpuAccessor (#2542)
* Unify GpuAccessorBase and TextureDescriptorCapableGpuAccessor

* Shader cache version bump
2021-08-11 18:56:59 -03:00
gdkchan
0485141e8a Workaround for Intel FrontFacing built-in variable bug (#2540) 2021-08-11 23:01:06 +02:00
gdkchan
d7fc382e9e Use a new approach for shader BRX targets (#2532)
* Use a new approach for shader BRX targets

* Make shader cache actually work

* Improve the shader pattern matching a bit

* Extend LDC search to predecessor blocks, catches more cases

* Nit

* Only save the amount of constant buffer data actually used. Avoids crashes on partially mapped buffers

* Ignore Rd on predicate instructions, as they do not have a Rd register (catches more cases)
2021-08-11 20:59:42 +02:00
gdkchan
a65326d019 Separate GPU engines (part 2/2) (#2440)
* 3D engine now uses DeviceState too, plus new state modification tracking

* Remove old methods code

* Remove GpuState and friends

* Optimize DeviceState, force inline some functions

* This change was not supposed to go in

* Proper channel initialization

* Optimize state read/write methods even more

* Fix debug build

* Do not dirty state if the write is redundant

* The YControl register should dirty either the viewport or front face state too, to update the host origin

* Avoid redundant vertex buffer updates

* Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace

* Comments and nits

* Fix rebase

* PR feedback

* Move changed = false to improve codegen

* PR feedback

* Carry RyuJIT a bit more
2021-07-11 17:20:40 -03:00
gdkchan
38406af2fe Separate GPU engines and make state follow official docs (part 1/2) (#2422)
* Use DeviceState for compute and i2m

* Migrate 2D class, more comments

* Migrate DMA copy engine

* Remove now unused code

* Replace GpuState by GpuAccessorState on GpuAcessor, since compute no longer has a GpuState

* More comments

* Add logging (disabled)

* Add back i2m on 3D engine
2021-07-07 20:56:06 -03:00
gdkchan
e20ca8b309 Initial support for separate GPU address spaces (#2394)
* Make GPU memory manager a member of GPU channel

* Move physical memory instance to the memory manager, and the caches to the physical memory

* PR feedback
2021-06-29 19:32:02 +02:00
gdkchan
5d0b20a56e Fix texture sampling with depth compare and LOD level or bias (#2404)
* Fix texture sampling with depth compare and LOD level or bias

* Shader cache version bump

* nit: Sorting
2021-06-25 00:54:50 +02:00
gdkchan
340176e752 Initial support for GPU channels (#2372)
* Ground work for separate GPU channels

* Rename TextureManager to TextureCache

* Decouple texture bindings management from the texture cache

* Rename BufferManager to BufferCache

* Decouple buffer bindings management from the buffer cache

* More comments and proper disposal

* PR feedback

* Force host state update on channel switch

* Typo

* PR feedback

* Missing using
2021-06-24 01:51:41 +02:00
riperiperi
3cce4eb984 Pass CbufSlot when getting info from the texture descriptor (#2291)
* Pass CbufSlot when getting info from the texture descriptor

Fixes some issues with bindless textures, when CbufSlot is not equal to the current TextureBufferIndex.

Specifically fixes a random chance of full screen colour flickering in Super Mario Party.

* Apply suggestions from code review

Oops

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

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-05-19 20:05:43 +02:00
riperiperi
0d6699f375 Implement Force Early Z Register (#1755) 2020-12-02 00:13:27 +01:00
Mary
ef77ba3995 shader cache: Fix invalid virtual address clean up (#1717)
* shader cache: Fix invalid virtual address clean up

This fix an issue causing the virtual address of texture descriptors to
not be cleaned up when caching and instead cleaning texture format and swizzle.

This should fix duplicate high duplication in the cache for certain
games and possible texture corruption issues.

**THIS WILL INVALIDATE ALL SHADER CACHE LEVELS CONSIDERING THE NATURE OF THE ISSUE**

* shader cache: Address gdk's comment
2020-11-17 22:20:17 +01:00
Mary
a424c4621c Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-13 00:15:34 +01:00
gdkchan
89bc0cc217 Fix image binding format (#1625)
* Fix image binding format

* XML doc
2020-10-20 19:03:20 -03:00
gdkchan
c653c5d058 Add support for shader constant buffer slot indexing (#1608)
* Add support for shader constant buffer slot indexing

* Fix typo
2020-10-12 21:40:50 -03:00
gdkchan
569b6e9ee1 Improve BRX target detection heuristics (#1591) 2020-10-03 15:43:33 +10:00
gdkchan
95fcb7b3b8 Implement small indexed draws and other fixes to make guest Vulkan work (#1558) 2020-09-24 09:48:34 +10:00
gdkchan
2ded962069 Better viewport flipping and depth mode detection method (#1556)
* Use a better viewport flipping approach

* New approach to detect depth mode

* nit: Sort method on the OpenGL backend

* Adjust spacing on comment

* Unswap near and far parameters based on ScaleZ
2020-09-19 19:46:49 -03:00
mageven
0092f25176 Improved Logger (#1292)
* 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
2020-08-04 01:32:53 +02:00
gdkchan
ba86878cb1 Remove GPU MemoryAccessor (#1423)
* Remove GPU MemoryAccessor

* Update outdated XML doc

* Update more outdated stuff
2020-07-25 16:39:45 +10:00
gdkchan
78c656d33a Fix wrong face culling once and for all (#1277)
* Viewport swizzle support on NV and clip origin

* Initialize default viewport swizzle state, emulate viewport swizzle on shaders when not supported

* Address PR feedback
2020-05-28 09:03:07 +10:00
gdkchan
49b4a4603e Omit image format if possible, and fix BA bit (#1280)
* Omit image format if possible, and fix BA bit

* Match extension name
2020-05-27 11:00:21 +02:00
gdkchan
435ab6a552 Refactor shader GPU state and memory access (#1203)
* Refactor shader GPU state and memory access

* Fix NVDEC project build

* Address PR feedback and add missing XML comments
2020-05-06 11:02:28 +10:00