Commit graph

417 commits

Author SHA1 Message Date
merry
5d66aa0d56 Lop3Expression: Optimize expressions (#3184)
* lut3

* bugfixes

* TruthTable

* false/true -> 0/-1

* add or to expressions

* fix inversions

* increment cache version
2022-04-08 11:17:38 +02:00
gdkchan
5fc68d90fe Calculate vertex buffer size from index buffer type (#3253)
* Calculate vertex buffer size from index buffer type

* We also need to update the size if first vertex changes
2022-04-08 11:02:06 +02:00
gdkchan
9acb9e4d6e Implement primitive restart draw arrays properly on OpenGL (#3256) 2022-04-04 18:43:24 -03:00
gdkchan
2074032ded Do not force scissor on clear if scissor is disabled (#3258) 2022-04-04 18:30:43 -03:00
gdkchan
8948312c88 Support NVDEC H264 interlaced video decoding and VIC deinterlacing (#3225)
* Support NVDEC H264 interlaced video decoding and VIC deinterlacing

* Remove unused code
2022-03-23 17:09:32 -03:00
gdkchan
5b14bce4de De-tile GOB when DMA copying from block linear to pitch kind memory regions (#3207)
* De-tile GOB when DMA copying from block linear to pitch kind memory regions

* XML docs + nits

* Remove using

* No flush for regular buffer copies

* Add back ulong casts, fix regression due to oversight
2022-03-20 13:55:07 -03:00
gdkchan
80889fd3b4 Implement S8D24 texture format and tweak depth range detection (#2458) 2022-03-15 03:42:08 +01:00
gdkchan
08db5183f6 Dynamically increase buffer size when resizing (#2861)
* Grow buffers by 1.5x of its size when resizing

* Further restrict the cases where the dynamic expansion is done
2022-03-15 03:33:53 +01:00
gdkchan
1d150b6730 Only initialize shader outputs that are actually used on the next stage (#3054)
* Only initialize shader outputs that are actually used on the next stage

* Shader cache version bump
2022-03-06 20:42:13 +01:00
gdkchan
a5c2806322 Allow textures to have their data partially mapped (#2629)
* Allow textures to have their data partially mapped

* Explicitly check for invalid memory ranges on the MultiRangeList

* Update GetWritableRegion to also support unmapped ranges
2022-02-22 13:34:16 -03:00
riperiperi
082b2d31db Perform unscaled 2d engine copy on CPU if source texture isn't in cache. (#3112)
* Initial implementation of fast 2d copy

TODO: Partial copy for mismatching region/size.

* WIP

* Cleanup

* Update Ryujinx.Graphics.Gpu/Engine/Twod/TwodClass.cs

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

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2022-02-22 11:21:29 -03:00
Berkan Diler
22c8b0433f Collapse AsSpan().Slice(..) calls into AsSpan(..) (#3145)
* Collapse AsSpan().Slice(..) calls into AsSpan(..)

Less code and a bit faster

* Collapse an Array.Clear(array, 0, array.Length) call to Array.Clear(array)
2022-02-22 10:32:10 -03:00
gdkchan
e5c1412aa8 Prefer texture over textureSize for sampler type (#3132)
* Prefer texture over textureSize for sampler type

* Shader cache version bump
2022-02-18 02:44:46 +01:00
gdkchan
39ebb000c1 Do not allow render targets not explicitly written by the fragment shader to be modified (#3063)
* Do not allow render targets not explicitly written by the fragment shader to be modified

* Shader cache version bump

* Remove blank lines

* Avoid redundant color mask updates

* HostShaderCacheEntry can be null

* Avoid more redundant glColorMask calls

* nit: Mask -> Masks

* Fix currentComponentMask

* More efficient way to update _currentComponentMasks
2022-02-16 23:15:39 +01:00
gdkchan
0734e144b0 When copying linear textures, DMA should ignore region X/Y (#3121) 2022-02-16 11:13:45 +01:00
Berkan Diler
6e03b4d34f Use Enum and Delegate.CreateDelegate generic overloads (#3111)
* Use Enum generic overloads

* Remove EnumExtensions.cs

* Use Delegate.CreateDelegate generic overloads
2022-02-13 10:50:07 -03:00
gdkchan
17b84e4279 Fix missing geometry shader passthrough inputs (#3106)
* Fix missing geometry shader passthrough inputs

* Shader cache version bump
2022-02-11 19:52:20 +01:00
Mary
92c7ba1b2e misc: Make PID unsigned long instead of long (#3043) 2022-02-09 17:18:07 -03:00
gdkchan
e50d7028f6 Fix bug that could cause depth buffer to be missing after clear (#3067) 2022-01-31 00:11:43 -03:00
riperiperi
00bb7ac3c0 Add timestamp to 16-byte/4-word semaphore releases. (#3049)
* Add timestamp to 16-byte semaphore releases.

BOTW was reading a ulong 8 bytes after a semaphore return. Turns out this is the timestamp it was trying to do performance calculation with, so I've made it write when necessary.

This mode was also added to the DMA semaphore I added recently, as it is required by a few games. (i think quake?)

The timestamp code has been moved to GPU context. Check other games with an unusually low framerate cap or dynamic resolution to see if they have improved.

* Cast dma semaphore payload to ulong to fill the space

* Write timestamp first

Might be just worrying too much, but we don't want the applcation reading timestamp if it sees the payload before timestamp is written.
2022-01-27 22:50:32 +01:00
riperiperi
1e03981d62 Fix res scale parameters not being updated in vertex shader (#3046)
This fixes an issue where the render scale array would not be updated when technically the scales on the flat array were the same, but the start index for the vertex scales was different.
2022-01-27 14:17:13 -03:00
gdkchan
eff3914559 Add support for BC1/2/3 decompression (for 3D textures) (#2987)
* Add support for BC1/2/3 decompression (for 3D textures)

* Optimize and clean up

* Unsafe not needed here

* Fix alpha value interpolation when a0 <= a1
2022-01-22 19:23:00 +01:00
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
4c4bd46cc3 Add capability for BGRA formats (#3011) 2022-01-20 08:37:21 -03:00
gdkchan
bb3b342664 Scale scissor used for clears (#3002) 2022-01-16 20:23:00 -03:00
gdkchan
572702c700 Fix render target clear when sizes mismatch (#2994) 2022-01-11 20:15:17 +01:00
riperiperi
aa7d7cef04 Fix adjacent 3d texture slices being detected as Incompatible Overlaps (#2993)
This fixes some regressions caused by #2971 which caused rendered 3D texture data to be lost for most slices. Fixes issues with Xenoblade 2's colour grading, probably a ton of other games.

This also removes the check from TextureCache, making it the tiniest bit smaller (any win is a win here).
2022-01-11 09:37:40 +01:00
gdkchan
1f5a6e43c2 Implement IMUL, PCNT and CONT shader instructions, fix FFMA32I and HFMA32I (#2972)
* Implement IMUL shader instruction

* Implement PCNT/CONT instruction and fix FFMA32I

* Add HFMA232I to the table

* Shader cache version bump

* No Rc on Ffma32i
2022-01-10 12:08:00 -03:00
gdkchan
8fac09f618 Fix sampled multisample image size (#2984) 2022-01-10 08:45:25 +01:00
riperiperi
37eb834ccf Texture Sync, incompatible overlap handling, data flush improvements. (#2971)
* Initial test for texture sync

* WIP new texture flushing setup

* Improve rules for incompatible overlaps

Fixes a lot of issues with Unreal Engine games. Still a few minor issues (some caused by dma fast path?) Needs docs and cleanup.

* Cleanup, improvements

Improve rules for fast DMA

* Small tweak to group together flushes of overlapping handles.

* Fixes, flush overlapping texture data for ASTC and BC4/5 compressed textures.

Fixes the new Life is Strange game.

* Flush overlaps before init data, fix 3d texture size/overlap stuff

* Fix 3D Textures, faster single layer flush

Note: nosy people can no longer merge this with Vulkan. (unless they are nosy enough to implement the new backend methods)

* Remove unused method

* Minor cleanup

* More cleanup

* Use the More Fun and Hopefully No Driver Bugs method for getting compressed tex too

This one's for metro

* Address feedback, ASTC+ETC to FormatClass

* Change offset to use Span slice rather than IntPtr Add

* Fix this too
2022-01-09 13:28:48 -03:00
riperiperi
142cdc54d9 Add support for render scale to vertex stage. (#2763)
* Add support for render scale to vertex stage.

Occasionally games read off textureSize on the vertex stage to inform the fragment shader what size a texture is without querying in there. Scales were not present in the vertex shader to correct the sizes, so games were providing the raw upscaled texture size to the fragment shader, which was incorrect.

One downside is that the fragment and vertex support buffer description must be identical, so the full size scales array must be defined when used. I don't think this will have an impact though. Another is that the fragment texture count must be updated when vertex shader textures are used. I'd like to correct this so that the update is folded into the update for the scales.

Also cleans up a bunch of things, like it making no sense to call CommitRenderScale for each stage.

Fixes render scale causing a weird offset bloom in Super Mario Party and Clubhouse Games. Clubhouse Games still has a pixelated look in a number of its games due to something else it does in the shader.

* Split out support buffer update, lazy updates.

* Commit support buffer before compute dispatch

* Remove unnecessary qualifier.

* Address Feedback
2022-01-08 14:48:48 -03:00
gdkchan
96f5f66ffc Force crop when presentation cached texture size mismatches (#2957) 2021-12-31 12:00:42 -03:00
gdkchan
86c0fff3d1 Add support for the R4G4 texture format (#2956) 2021-12-30 17:10:54 +01:00
gdkchan
77490dbb88 Flip scissor box when the YNegate bit is set (#2941)
* Flip scissor box when the YNegate bit is set

* Flip scissor based on screen scissor state, account for negative scissor Y

* No need for abs when we already know the value is negative
2021-12-28 08:37:23 -03:00
gdkchan
a891dc2e34 Fix DMA copy fast path line size when xCount < stride (#2942) 2021-12-26 13:05:26 -03:00
gdkchan
90a1d67d1e Fix I2M texture copies when line length is not a multiple of 4 (#2938)
* Fix I2M texture copies when line length is not a multiple of 4

* Do not copy padding bytes for 1D copies

* Nit
2021-12-26 12:39:07 -03:00
gdkchan
00beeeac59 Fix for texture pool not being updated when it should + buffer texture related fixes (#2911) 2021-12-19 11:50:44 -03:00
riperiperi
ec2a9be763 Add support for releasing a semaphore to DmaClass (#2926)
* Add support for releasing a semaphore to DmaClass

Fixes freezes in OpenGL games, primarily GameMaker ones such as Undertale.

* Address Feedback
2021-12-19 11:32:52 -03:00
gdkchan
63de118842 Fix SUATOM and other texture shader instructions with RZ dest (#2885)
* Fix SUATOM and other texture shader instructions with RZ dest

* Shader cache version bump
2021-12-08 18:36:09 -03:00
riperiperi
b5f12e02e0 Move texture anisotropy check to SetInfo (#2843)
Rather than calculating this for every sampler, this PR calculates if a texture can force anisotropy when its info is set, and exposes the value via a public boolean.

This should help texture/sampler heavy games when anisotropic filtering is not Auto, like UE4 ones (or so i hear?). There is another cost where samplers are created twice when anisotropic filtering is enabled, but I'm not sure how relevant this one is.
2021-12-08 18:09:36 -03:00
gdkchan
b74332e17d Implement remaining shader double-precision instructions (#2845)
* Implement remaining shader double-precision instructions

* Shader cache version bump
2021-12-08 17:54:12 -03:00
gdkchan
9effc3e9ff Fix FLO.SH shader instruction with a input of 0 (#2876)
* Fix FLO.SH shader instruction with a input of 0

* Shader cache version bump
2021-12-05 13:25:05 +01:00
Mary
4109f0077a infra: Migrate to .NET 6 (#2829)
* infra: Migrate to .NET 6

* Rollback version naming change

* Workaround .NET 6 ZipArchive API issues

* ci: Switch to VS 2022 for AppVeyor

CI is now ready for .NET 6

* Suppress WebClient warning in DoUpdateWithMultipleThreads

* Attempt to workaround System.Drawing.Common changes on 6.0.0

* Change keyboard rendering from System.Drawing to ImageSharp

* Make the software keyboard renderer multithreaded

* Bump ImageSharp version to 1.0.4 to fix a bug in Image.Load

* Add fallback fonts to the keyboard renderer

* Fix warnings

* Address caian's comment

* Clean up linux workaround as it's uneeded now

* Update readme

Co-authored-by: Caian Benedicto <caianbene@gmail.com>
2021-11-28 21:24:17 +01:00
gdkchan
038b5cd291 Better depth range detection (#2754)
* Better depth range detection

* PR feedback

* Move depth mode set out of the loop and to a separate method
2021-11-21 10:25:03 -03:00
riperiperi
42a1b1be90 Limit Custom Anisotropic Filtering to mipmapped textures with many levels (#2832)
* Limit Custom Anisotropic Filtering to only fully mipmapped textures

There's a major flaw with the anisotropic filtering setting that causes @GamerzHell9137 to report graphical bugs that otherwise wouldn't be there, because he just won't set it to Auto. This should fix those issues, hopefully.

These bugs are generally because anisotropic filtering is enabled on something that it shouldn't be, such as a post process filter or some data texture. This PR maintains two host samplers when custom AF is enabled, and only uses the forced AF one when the texture is 2d and fully mipmapped (goes down to 1x1). This is because game textures are the ideal target for this filtering, and they are typically fully mipmapped, unlike things like screen render targets which usually have 1 or just a few levels.

This also only enables AF on mipmapped samplers where the filtering is bilinear or trilinear. This should be self explanatory.

This PR also allows the changing of Anisotropic Filtering at runtime, and you can immediately see the changes. All samplers are flushed from the cache if the setting changes, causing them to be recreated with the new custom AF value. This brings it in line with our resolution scale. 😌

* Expected minimum mip count for large textures rather than all, address feedback

* Use Target rather than Info.Target

* Retrigger build?

* Fix rebase
2021-11-13 16:04:21 -03:00
gdkchan
6e76038c83 Implement DrawTexture functionality (#2747)
* Implement DrawTexture functionality

* Non-NVIDIA support

* Disable some features that should not affect draw texture (slow path)

* Remove space from shader source

* Match 2D engine names

* Fix resolution scale and add missing XML docs

* Disable transform feedback for draw texture fallback
2021-11-10 15:37:49 -03:00
gdkchan
4dbaeeec95 Support shader gl_Color, gl_SecondaryColor and gl_TexCoord built-ins (#2817)
* Support shader gl_Color, gl_SecondaryColor and gl_TexCoord built-ins

* Shader cache version bump

* Fix back color value on fragment shader

* Disable IPA multiplication for fixed function attributes and back color selection
2021-11-08 13:18:46 -03:00
gdkchan
b4497affe2 Fix bindless/global memory elimination with inverted predicates (#2826)
* Fix bindless/global memory elimination with inverted predicates

* Shader cache version bump
2021-11-08 12:57:28 -03:00
gdkchan
17f90e39b7 Fix InvocationInfo on geometry shader and bindless default integer const (#2822)
* Fix InvocationInfo on geometry shader and bindless default integer const

* Shader cache version bump

* Consistency for the default value
2021-11-08 11:39:30 -03:00
gdkchan
3d654ec2c5 When waiting on CPU, do not return a time out error from EventWait (#2780)
* When waiting on CPU, do not return a time out error from EventWait

* And while I'm at it...
2021-11-01 19:10:02 -03:00