Commit graph

77 commits

Author SHA1 Message Date
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
riperiperi
f9b1d5a724 Size hints for copy regions and viewport dimensions to avoid data loss (#1686)
* Size hints for copy regions and viewport dimensions to avoid data loss

* Reword comment.

* Use info for the rule rather than calculating aligned size.

* Reorder min/max, remove spaces
2020-11-09 21:41:13 -03:00
gdkchan
180c8131fa Simplify logic for bindless texture handling (#1667)
* Simplify logic for bindless texture handling

* Nits
2020-11-09 19:35:04 -03:00
gdkchan
c4f6664ad8 Use explicit buffer and texture bindings on shaders (#1666)
* Use explicit buffer and texture bindings on shaders

* More XML docs and other nits
2020-11-08 12:10:00 +01:00
riperiperi
7422641c2b Do not align sizes for buffer texture targets. (#1671)
This should fix a random crash in Hyrule Warriors, and potentially other games that use buffer textures.
2020-11-06 18:45:30 +01:00
gdkchan
c062b3b44a Separate zeta from color formats (#1647) 2020-11-05 23:50:34 +01:00
riperiperi
d94a1b5533 Add seamless cubemap flag in sampler parameters. (#1658)
* Add seamless cubemap flag in sampler parameters.

* Check for the extension
2020-11-02 17:03:06 -03:00
riperiperi
0048584c5e Support res scale on images, correctly blacklist for SUST, move logic out of backend. (#1657)
* Support res scale on images, correctly blacklist for SUST, move logic
out of backend.

* Fix Typo
2020-11-02 16:53:23 -03:00
gdkchan
24c81afcfe Support 3D BC4 and BC5 compressed textures (#1655)
* Support 3D BC4 and BC5 compressed textures

* PR feedback

* Fix some typos
2020-11-01 15:32:53 -03:00
gdkchan
2723c639e1 Remove unused texture and sampler pool invalidation code (#1648) 2020-11-01 15:17:29 -03:00
gdkchan
172244a2bf Scale texture resolution before sending to backend (#1646)
* Work

* Propagate scale factor to copy temp. Not really needed, just here for consistency

* PR feedback
2020-10-29 22:57:34 +01:00
gdkchan
6e7aa1d073 Improve the speed of redundant ASTC texture data updates (#1636) 2020-10-25 17:09:45 -03:00
gdkchan
135e781f07 Add missing null check on image binding (#1632) 2020-10-21 14:06:13 +02:00
gdkchan
89bc0cc217 Fix image binding format (#1625)
* Fix image binding format

* XML doc
2020-10-20 19:03:20 -03:00
riperiperi
467f2ae9df Ensure storage is set for Buffer Textures when binding an Image. (#1627) 2020-10-20 18:56:23 -03:00
riperiperi
53f57926fb Memory Read/Write Tracking using Region Handles (#1272)
* WIP Range Tracking

- Texture invalidation seems to have large problems
- Buffer/Pool invalidation may have problems
- Mirror memory tracking puts an additional `add` in compiled code, we likely just want to make HLE access slower if this is the final solution.
- Native project is in the messiest possible location.
- [HACK] JIT memory access always uses native "fast" path
- [HACK] Trying some things with texture invalidation and views.

It works :)

Still a few hacks, messy things, slow things

More work in progress stuff (also move to memory project)

Quite a bit faster now.
- Unmapping GPU VA and CPU VA will now correctly update write tracking regions, and invalidate textures for the former.
- The Virtual range list is now non-overlapping like the physical one.
- Fixed some bugs where regions could leak.
- Introduced a weird bug that I still need to track down (consistent invalid buffer in MK8 ribbon road)

Move some stuff.

I think we'll eventually just put the dll and so for this in a nuget package.

Fix rebase.

[WIP] MultiRegionHandle variable size ranges

- Avoid reprotecting regions that change often (needs some tweaking)
- There's still a bug in buffers, somehow.
- Might want different api for minimum granularity

Fix rebase issue

Commit everything needed for software only tracking.

Remove native components.

Remove more native stuff.

Cleanup

Use a separate window for the background context, update opentk. (fixes linux)

Some experimental changes

Should get things working up to scratch - still need to try some things with flush/modification and res scale.

Include address with the region action.

Initial work to make range tracking work

Still a ton of bugs

Fix some issues with the new stuff.

* Fix texture flush instability

There's still some weird behaviour, but it's much improved without this. (textures with cpu modified data were flushing over it)

* Find the destination texture for Buffer->Texture full copy

Greatly improves performance for nvdec videos (with range tracking)

* Further improve texture tracking

* Disable Memory Tracking for view parents

This is a temporary approach to better match behaviour on master (where invalidations would be soaked up by views, rather than trigger twice)

The assumption is that when views are created to a texture, they will cover all of its data anyways. Of course, this can easily be improved in future.

* Introduce some tracking tests.

WIP

* Complete base tests.

* Add more tests for multiregion, fix existing test.

* Cleanup Part 1

* Remove unnecessary code from memory tracking

* Fix some inconsistencies with 3D texture rule.

* Add dispose tests.

* Use a background thread for the background context.

Rather than setting and unsetting a context as current, doing the work on a dedicated thread with signals seems to be a bit faster.

Also nerf the multithreading test a bit.

* Copy to texture with matching alignment

This extends the copy to work for some videos with unusual size, such as tutorial videos in SMO. It will only occur if the destination texture already exists at XCount size.

* Track reads for buffer copies. Synchronize new buffers before copying overlaps.

* Remove old texture flushing mechanisms.

Range tracking all the way, baby.

* Wake the background thread when disposing.

Avoids a deadlock when games are closed.

* Address Feedback 1

* Separate TextureCopy instance for background thread

Also `BackgroundContextWorker.InBackground` for a more sensible idenfifier for if we're in a background thread.

* Add missing XML docs.

* Address Feedback

* Maybe I should start drinking coffee.

* Some more feedback.

* Remove flush warning, Refocus window after making background context
2020-10-16 17:18:35 -03:00
gdkchan
ee07160e91 Supper 2D array ASTC compressed texture formats decoding (#1593) 2020-10-02 11:22:23 +10:00
gdkchan
5edde9b112 Convert 1D texture targets to 2D (#1584)
* Convert 1D texture targets to 2D

* Fix typo

* Simplify some code

* Should mask that too

* Consistency
2020-09-29 22:28:50 +02:00
riperiperi
1b8f97b26c Always set new texture data for textures initialized by a copy. (#1576) 2020-09-27 09:37:45 +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
riperiperi
6a6758f02a Make viewStorage still valid after view removal. (#1564) 2020-09-21 16:51:33 -03:00
riperiperi
7cd20df3f1 Allow swizzles to match with "undefined" components (#1538)
* Add swizzle matching rules.

Improves rules which try to match incompatible formats as perfect, such as D32 float -> R32 float.

Remove Format.HasOneComponent, since this information is now available via the FormatInfo struct.

* Fix this rule.

* Update component counts for depth formats.
2020-09-11 09:48:48 +10:00
riperiperi
c76fa4a6c4 Texture/Buffer Memory Management Improvements (#1408)
* Initial implementation. Still pending better valid-overlap handling,
disposed pool, compressed format flush fix.

* Very messy backend resource cache.

* Oops

* Dispose -> Release

* Improve Release/Dispose.

* More rule refinement.

* View compatibility levels as an enum - you can always know if a view is only copy compatible.

* General cleanup.

Use locking on the resource cache, as it is likely to be used by other threads in future.

* Rename resource cache to resource pool.

* Address some of the smaller nits.

* Fix regression with MK8 lens flare

Texture flushes done the old way should trigger memory tracking.

* Use TextureCreateInfo as a key.

It now implements IEquatable and generates a hashcode based on width/height.

* Fix size change for compressed+non-compressed view combos.

Before, this could set either the compressed or non compressed texture with a size with the wrong size, depending on which texture had its size changed. This caused exceptions when flushing the texture.

Now it correctly takes the block size into account, assuming that these textures are only related because a pixel in the non-compressed texture represents a block in the compressed one.

* Implement JD's suggestion for HashCode Combine

Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>

* Address feedback

* Address feedback.

Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>
2020-09-10 16:44:04 -03:00
gdkchan
1a2a5fb62e Fix regression on texture compatibility match checks (#1521) 2020-09-01 16:58:40 +10:00
sharmander
dd4efdf860 Fix: Issue #1475 Texture Compatibility Check methods need to be centralized (#1482)
* Texture Compatibility Check methods need to be centralized #1475

* Fix spacing

* Fix spacing

* Undo removal of .ToString()

* Move isPerfectMatch back to Texture.cs

Rename parameters in TextureCompatibility.cs for consistency

* Add switch from 1474 to TextureCompatibility as requested by mageven.

* Actually add TextureCompatibility changes to the PR (Add DeriveDepthFormat method)

* Alignment corrections + Derive method signature adjustment.

* Removed empty line as erquested

* Remove empty lines

* Remove blank lines, fix alignment

* Fix alignment

* Remove emtpy line
2020-08-31 21:06:27 -03:00
gdkchan
1e6a80b180 Fix off by one error in pages count calculation on GPU pool (#1511) 2020-08-29 16:42:34 -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
2611f7bb9e Fix depth stencil formats copy by matching equivalent color formats (#1198) 2020-07-13 21:41:30 +10:00
gdkchan
446fbe93e1 New NVDEC and VIC implementation (#1384)
* 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>
2020-07-12 05:07:01 +02:00
riperiperi
90605c9a15 Implement Zero-Configuration Resolution Scaling (#1365)
* 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.
2020-07-07 04:41:07 +02:00
LDj3SNuD
d47e6f1952 Add Profiled Persistent Translation Cache. (#769)
* Delete DelegateTypes.cs

* Delete DelegateCache.cs

* Add files via upload

* Update Horizon.cs

* Update Program.cs

* Update MainWindow.cs

* Update Aot.cs

* Update RelocEntry.cs

* Update Translator.cs

* Update MemoryManager.cs

* Update InstEmitMemoryHelper.cs

* Update Delegates.cs

* Nit.

* Nit.

* Nit.

* 10 fewer MSIL bytes for us

* Add comment. Nits.

* Update Translator.cs

* Update Aot.cs

* Nits.

* Opt..

* Opt..

* Opt..

* Opt..

* Allow to change compression level.

* Update MemoryManager.cs

* Update Translator.cs

* Manage corner cases during the save phase. Nits.

* Update Aot.cs

* Translator response tweak for Aot disabled. Nit.

* Nit.

* Nits.

* Create DelegateHelpers.cs

* Update Delegates.cs

* Nit.

* Nit.

* Nits.

* Fix due to #784.

* Fixes due to #757 & #841.

* Fix due to #846.

* Fix due to #847.

* Use MethodInfo for managed method calls.

Use IR methods instead of managed methods about Max/Min (S/U).
Follow-ups & Nits.

* Add missing exception messages.

Reintroduce slow path for Fmov_Vi.
Implement slow path for Fmov_Si.

* Switch to the new folder structure.

Nits.

* Impl. index-based relocation information. Impl. cache file version field.

* Nit.

* Address gdkchan comments.

Mainly:
- fixed cache file corruption issue on exit; - exposed a way to disable AOT on the GUI.

* Address AcK77 comment.

* Address Thealexbarney, jduncanator & emmauss comments.

Header magic, CpuId (FI) & Aot -> Ptc.

* Adaptation to the new application reloading system.

Improvements to the call system of managed methods.
Follow-ups.
Nits.

* Get the same boot times as on master when PTC is disabled.

* Profiled Aot.

* A32 support (#897).

* #975 support (1 of 2).

* #975 support (2 of 2).

* Rebase fix & nits.

* Some fixes and nits (still one bug left).

* One fix & nits.

* Tests fix (by gdk) & nits.

* Support translations not only in high quality and rejit.

Nits.

* Added possibility to skip translations and continue execution, using `ESC` key.

* Update SettingsWindow.cs

* Update GLRenderer.cs

* Update Ptc.cs

* Disabled Profiled PTC by default as requested in the past by gdk.

* Fix rejit bug. Increased number of parallel translations. Add stack unwinding stuffs support (1 of 2).

Nits.

* Add stack unwinding stuffs support (2 of 2). Tuned number of parallel translations.

* Restored the ability to assemble jumps with 8-bit offset when Profiled PTC is disabled or during profiling.

Modifications due to rebase.
Nits.

* Limited profiling of the functions to be translated to the addresses belonging to the range of static objects only.

* Nits.

* Nits.

* Update Delegates.cs

* Nit.

* Update InstEmitSimdArithmetic.cs

* Address riperiperi comments.

* Fixed the issue of unjustifiably longer boot times at the second boot than at the first boot, measured at the same time or reference point and with the same number of translated functions.

* Implemented a simple redundant load/save mechanism.

Halved the value of Decoder.MaxInstsPerFunction more appropriate for the current performance of the Translator.
Replaced by Logger.PrintError to Logger.PrintDebug in TexturePool.cs about the supposed invalid texture format to avoid the spawn of the log.
Nits.

* Nit.

Improved Logger.PrintError in TexturePool.cs to avoid log spawn.
Added missing code for FZ handling (in output) for fp max/min instructions (slow paths).

* Add configuration migration for PTC

Co-authored-by: Thog <me@thog.eu>
2020-06-16 20:28:02 +02:00
gdkchan
f6761eca22 Add new depth-stencil formats (#1284) 2020-05-29 09:01:18 +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
a19e82fdea Support separate textures and samplers (#1216)
* Support separate textures and samplers

* Add missing bindless flag, fix SNORM format on buffer textures

* Add missing separation

* Add comments about the new handles
2020-05-27 16:07:10 +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
gdkchan
28c45cfc71 Implement a new physical memory manager and replace DeviceMemory (#856)
* Implement a new physical memory manager and replace DeviceMemory

* Proper generic constraints

* Fix debug build

* Add memory tests

* New CPU memory manager and general code cleanup

* Remove host memory management from CPU project, use Ryujinx.Memory instead

* Fix tests

* Document exceptions on MemoryBlock

* Fix leak on unix memory allocation

* Proper disposal of some objects on tests

* Fix JitCache not being set as initialized

* GetRef without checks for 8-bits and 16-bits CAS

* Add MemoryBlock destructor

* Throw in separate method to improve codegen

* Address PR feedback

* QueryModified improvements

* Fix memory write tracking not marking all pages as modified in some cases

* Simplify MarkRegionAsModified

* Remove XML doc for ghost param

* Add back optimization to avoid useless buffer updates

* Add Ryujinx.Cpu project, move MemoryManager there and remove MemoryBlockWrapper

* Some nits

* Do not perform address translation when size is 0

* Address PR feedback and format NativeInterface class

* Remove ghost parameter description

* Update Ryujinx.Cpu to .NET Core 3.1

* Address PR feedback

* Fix build

* Return a well defined value for GetPhysicalAddress with invalid VA, and do not return unmapped ranges as modified

* Typo
2020-05-04 08:54:50 +10:00
gdkchan
05bd3f92d5 Use correct swizzle on depth-stencil textures (#1196) 2020-05-03 23:18:00 +02:00
gdkchan
7c3d540700 Fix texture level offset/size calculation when sparse tile width is > 1 (#1142)
* Fix texture level offset/size calculation when sparse tile width is > 1

* Sparse tile width affects layer size alignment aswell
2020-04-25 23:40:20 +10:00
gdkchan
a21f7a7dc2 Implement texture buffers (#1152)
* Implement texture buffers

* Throw NotSupportedException where appropriate
2020-04-25 23:02:18 +10:00
gdkchan
bd010a2288 Implement SULD shader instruction (#1117)
* Implement SULD shader instruction

* Some nits
2020-04-22 09:35:28 +10:00
Cristallix
436de566ff Suppress warnings from fields never used or never assigned (CS0169 and CS0649) (#919)
* chore : disable unwanted warnings and minor code cleanup

* chore : remove more warnings

* fix : reorder struct correctly

* fix : restore _isKernel and remove useless comment

* fix : copy/paste error

* fix : restore CallMethod call

* fix : whitespace

* chore : clean using

* feat : remove warnings

* fix : simplify warning removal on struct

* fix : revert fields deletion and code clean up

* fix : re-add RE value

* fix : typo
2020-04-21 07:59:59 +10:00
Xpl0itR
d0f859c3ef Make max anisotropy configurable (#1043)
* Make max anisotropy configurable

* Move opengl command to opengl project

* Add GUI option
2020-03-31 08:38:52 +11:00
gdkchan
07a00e4d88 Support partial invalidation on texture access (#1000)
* Support partial invalidation on texture access

* Fix typo

* PR feedback

* Fix modified size clamping
2020-03-20 14:17:11 +11:00
riperiperi
878dfe4cda Only enumerate cached textures that are modified when flushing. (#918)
* 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
2020-02-07 08:49:26 +11:00
gdkchan
01ac0d0f74 Add sampler border color support on the GPU (#893) 2020-01-17 09:55:38 +01:00
gdkchan
13aea6d726 Add a GetSpan method to the memory manager and use it on GPU (#877) 2020-01-13 10:27:50 +11:00
gdkchan
30a909265a Fix some spelling mistakes
Thanks to LDj3SNuD for spotting these
2020-01-09 02:13:00 +01:00
gdkchan
bc38064351 Address PR feedback 2020-01-09 02:13:00 +01:00
gdkchan
987e78245e More code cleanup 2020-01-09 02:13:00 +01:00
gdkchan
d7fb450216 GPU resource disposal 2020-01-09 02:13:00 +01:00