Commit graph

81 commits

Author SHA1 Message Date
Evan Husted
fe1617ffea
Revert the Metal Experiment (#701)
Metal sounded like a good idea to get in the emulator but frankly I
underestimated just how experimental and not ready it was.
From my write up in the Discord:
```
As is, Metal supports only a few games.
The games it does support freeze on first use of not playing them via Vulkan, because shader translation is broken.
So you need to use a dirty hack to not delete all your shaders.
Not to mention it breaks many games via MoltenVK because of changes to the shared GPU code.

Merging Metal seemed like a great idea, because of the few games it does support.
But I don't think it's worth it. Many of the games it breaks via MoltenVK *don't work via Metal*. 
Which effectively makes current Ryubing worse for Mac users than Ryujinx 1.1.1403.

I think what I'm gonna do is revert Metal, and reopen it as a PR. That way, you can still take advantage of the Metal backend as is, but without making other games worse with no solution.
```

For what it's worth, the shader translation part could at least be
"fixed" by always applying a 30ms delay for shader translation to Metal.
That being said, that solution sucks ass.
The MoltenVK regressions are even worse.



I hope this is not a let down to the Mac users. I hope you realize I'm
reverting this because you're actively getting a worse experience with
it in the emulator.
2025-02-22 21:26:46 -06:00
Evan Husted
b1de7696ee misc: chore: VP9 project cleanup
Target-typed new, remove var usage, use collection expressions, rename many fields & properties to match C# standard
2025-02-18 21:33:07 -06:00
Evan Husted
ff05e03cc8 misc: chore: Remove unused using directives across entire solution. 2025-01-30 20:27:17 -06:00
Evan Husted
aa0cb50c5d misc: chore: Use collection expressions in Gpu project 2025-01-26 15:49:22 -06:00
Evan Husted
929a16dd26 misc: chore: Fix object creation in Gpu project 2025-01-26 15:18:04 -06:00
Evan Husted
1ae349efb1 misc: chore: Use explicit types in GPU, Device, and Host1x projects 2025-01-25 14:05:44 -06:00
Evan Husted
9f53b07491 misc: chore: Fix shader cache & CPU cache being in different folders on non-Windows
fixes #565
2025-01-22 08:52:21 -06:00
Otozinclus
37c165e9fc
Only delay shader translation on Metal (#480)
This way the Arbitrary Shader Translation Delay hack will no longer
affect shader loading when using Vulkan.
2025-01-01 00:18:17 -06:00
Evan Husted
f426945fec misc: Rename DirtyHacks to DirtyHack
Rename DirtyHack.ShaderCompilationThreadSleep to ShaderTranslationDelay
Changed EnabledDirtyHack to a struct
rename DirtyHackCollection to DirtyHacks
2024-12-30 22:18:35 -06:00
Otozinclus
d10a478cce
Shader translation delay hack (#469)
A workaround to avoid a freeze when translating shaders with the Metal
backend, that would happen after changing version or going from Vulkan
to Metal. 

Adds a delay in milliseconds, configurable in the UI behind the Dirty Hacks mechanism.

---------

Co-authored-by: Evan Husted <greem@greemdev.net>
2024-12-30 01:12:51 -06:00
Evan Husted
1dd69912b1 Partial revert, decouple TitleIDs.CurrentApplication from shader cache stuff; as I want that to ALWAYS reflect the current app. 2024-12-29 03:02:56 -06:00
Evan Husted
8b3a945b5f misc: Dirty Hacks
Enable this settings screen via a boolean in Config.json
First one is the xb2 menu softlock fix
2024-12-28 22:04:21 -06:00
Evan Husted
2f540dc88c infra: chore: fix/silence compile warnings 2024-12-24 01:23:01 -06:00
Evan Husted
852823104f
EXPERIMENTAL: Metal backend (#441)
This is not a continuation of the Metal backend; this is simply bringing
the branch up to date and merging it as-is behind an experiment.

---------

Co-authored-by: Isaac Marovitz <isaacryu@icloud.com>
Co-authored-by: Samuliak <samuliak77@gmail.com>
Co-authored-by: SamoZ256 <96914946+SamoZ256@users.noreply.github.com>
Co-authored-by: Isaac Marovitz <42140194+IsaacMarovitz@users.noreply.github.com>
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
Co-authored-by: Gabriel A <gab.dark.100@gmail.com>
2024-12-24 00:55:16 -06:00
Evan Husted
cb31d79164 misc: Collapse XXHash128 into Hash128. 2024-10-12 21:39:30 -05:00
gdkchan
7d158acc3b
Do not try to create a texture pool if shader does not use textures (#7379) 2024-09-30 11:41:07 -03:00
riperiperi
04d68ca616
GPU: Ensure all clip distances are initialized when used (#7363)
* GPU: Ensure all clip distances are initialized when used

* Shader cache version
2024-09-26 14:19:12 -03:00
gdkchan
d717aef2be
Shader: Assume the only remaining source is the right one when all others are undefined (#7331)
* Shader: Assume the only remaining source is the right one when all other are undefined

* Shader cache version bump

* Improve comment
2024-09-19 21:23:09 -03:00
gdkchan
ef81658fbd
Implement support for shader ATOM.EXCH instruction (#7320)
* Implement support for shader ATOM.EXCH instruction

* Shader cache version bump

* Check type
2024-09-18 15:48:55 -03:00
gdkchan
eb8132b627
Change image format view handling to allow view incompatible formats (#7311)
* Allow creating texture aliases on texture pool

* Delete old image format override code

* New format incompatible alias

* Missing bounds check

* GetForBinding now takes FormatInfo

* Make FormatInfo struct more compact
2024-09-17 15:52:30 -03:00
gdkchan
56b2f84702
Fix shader RegisterUsage pass only taking first operation dest into account (#7131)
* Fix shader RegisterUsage pass only taking first operation dest into account

* Shader cache version bump
2024-07-30 21:57:55 -03:00
riperiperi
1a919e99b2
Vulkan: Defer guest barriers, and improve image barrier timings (#7012)
* More guarantees for buffer correct placement, defer guest requested buffers

* Split RP on indirect barrier rn

* Better handling for feedback loops.

* Qualcomm barriers suck too

* Fix condition

* Remove unused field

* Allow render pass barriers on turnip for now
2024-07-17 20:21:32 -03:00
gdkchan
3193ef1083
Extend bindless elimination to catch a few more specific cases (#6921)
* Catch more cases on bindless elimination

* Match blocks with the same comparison condition

* Shader cache version bump
2024-06-16 14:46:27 -03:00
Marco Carvalho
888402ecaf
Avoid inexact read with 'Stream.Read' (#6847) 2024-06-02 22:16:48 +02:00
gdkchan
c41fddd25e
Vulkan: Extend full bindless to cover cases with phi nodes (#6853)
* Key textures using set and binding (rather than just binding)

* Extend full bindless to cover cases with phi nodes

* Log error on bindless access failure

* Shader cache version bump

* Remove constant buffer match to reduce the chances of full bindless triggering

* Re-enable it for constant buffers, paper mario does actually need it

* Format whitespace
2024-05-26 15:20:10 -03:00
MutantAura
2ebe929fa5
misc: Change disk shader cache compression algorithm to Brotli (RFC 7932) (#6841)
* Prefer `Brotli` compression for disk shader cache.

* Final default case for decompression switch.

* Prefer fastest compression.
2024-05-26 20:06:41 +02:00
gdkchan
53d096e392
Allow texture arrays to use separate descriptor sets on Vulkan (#6870)
* Report base and extra sets from the backend

* Pass texture set index everywhere

* Key textures using set and binding (rather than just binding)

* Start using extra sets for array textures

* Shader cache version bump

* Separate new commands, some PR feedback

* Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array

* Move bind extra sets logic to new method

* Should only use separate array is MaximumExtraSets is not zero

* Format whitespace
2024-05-26 13:30:19 -03:00
MutantAura
9ec8b2c01a
Change Deflate compression level to Fastest. (#6812) 2024-05-16 14:19:37 -03:00
gdkchan
3a3b51893e
Add support for bindless textures from storage buffer on Vulkan (#6721)
* Halve primitive ID when converting quads to triangles

* Shader cache version bump

* Add support for bindless textures from storage buffer on Vulkan
2024-05-14 16:47:16 +02:00
gdkchan
c6f8bfed90
Add support for bindless textures from shader input (vertex buffer) on Vulkan (#6577)
* Add support for bindless textures from shader input (vertex buffer)

* Shader cache version bump

* Format whitespace

* Remove cache entries on pool removal, disable for OpenGL

* PR feedback
2024-04-22 15:05:55 -03:00
gdkchan
3e6e0e4afa
Add support for large sampler arrays on Vulkan (#6489)
* 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
2024-04-07 18:25:55 -03:00
Nicolas Abram
d9a18919b0
Fix geometry shader passthrough issue (#6462)
* Fix geometry shader passthrough issue (Diagnosed by gdkchan)

* Fix whitespace formatting

* Fix whitespace formatting

* Bump shader cache version

* Don't apply PassthroughNV decorations to output geometry shader variables
2024-03-13 17:26:19 -03:00
gdkchan
5a900f38c5
Fix lost copy and swap problem on shader SSA deconstruction (#6455)
* Fix lost copy on shader SSA deconstruction

* Shader cache version bump
2024-03-10 21:16:40 -03:00
gdkchan
bbed3b9926
Fix depth compare value for TLD4S shader instruction with offset (#6253)
* Fix depth compare value for TLD4S shader instruction with offset

* Shader cache version bump
2024-02-04 20:58:17 +01:00
gdkchan
870d9599cc
Change shader cache init wait method (#6131)
* Change shader cache init wait method

* Make field readonly
2024-01-18 14:17:38 -03:00
gdkchan
1df6c07f78
Implement support for multi-range buffers using Vulkan sparse mappings (#5427)
* Pass MultiRange to BufferManager

* Implement support for multi-range buffers using Vulkan sparse mappings

* Use multi-range for remaining buffers, delete old methods

* Assume that more buffers are contiguous

* Dispose multi-range buffers after they are removed from the list

* Properly init BufferBounds for constant and storage buffers

* Do not try reading zero bytes data from an unmapped address on the shader cache + PR feedback

* Fix misaligned sparse buffer offsets

* Null check can be simplified

* PR feedback
2023-12-04 20:30:19 +01:00
TSRBerry
2989c163a8
editorconfig: Set default encoding to UTF-8 (#5793)
* editorconfig: Add default charset

* Change file encoding from UTF-8-BOM to UTF-8
2023-12-04 14:17:13 +01:00
gdkchan
21cd4c0c00
Extend bindless elimination to see through shuffle (#5958)
* Extend bindless elimination to see through shuffle

* Shader cache version bump
2023-11-23 00:51:51 +01:00
gdkchan
0b58f46266
Extend bindless elimination to see through Phis with the same results (#5957)
* Extend bindless elimination to see through Phis with the same results

* Shader cache version bump
2023-11-19 15:10:44 -03:00
riperiperi
76b53e018a
GPU: Add fallback when textureGatherOffsets is not supported (#5792)
* GPU: Add fallback when textureGatherOffsets is not supported.

This PR adds a fallback for GPUs or APIs that don't support an equivalent to the method `textureGatherOffsets`, where each of the 4 gathered texels has an individual offset. This is done by reusing the existing code to handle non-const offsets for texture instructions, though it has also been corrected as there were a few implementation issues.

MoltenVK reports support for this capability, and it didn't error when we initially released the MacOS build, but that has since changed. MVK still reports support, but spirv-cross has been fixed in a way that it _attempts_ to use this capability, but the metal compiler errors since it doesn't exist.

Some other fixes:
- textureGatherOffsets emulation has been changed significantly. It now uses 4 texture sample instructions (not gather), calculates a base texel (i=0 j=0) and adds the offsets onto it before converting into a tex coord. The final result is offset into a texel center, so it shouldn't be subject to interpolation, though this isn't perfect and could have some error with floating point formats with linear sampling. It is subject to texture wrap mode as it should be, which is why texelFetch was not used.
  - Maybe gather should be used here with component `w` (i=0, j=0), though this multiplies number of texels fetched by 4... The way it was doing this before _was_ wrong_, but doing it right would avoid issues with texel center precision.
- textureGatherOffset (singular) now performs textureGather with the offset applied to the coords, rather than the slower fallback where each texel is fetched individually.

* Increment shader cache version, remove unused arg

* Use base texture size for gather coord offset.

Implicit LOD for gather is not supported.

* Use 4 texture gathers for offsets emulation

Avoids issues with interpolation at cost of performance

(not sure how bad this is)

* Address Feedback
2023-10-20 15:05:09 +02:00
gdkchan
b6ac45d36d
Fix SPIR-V call out arguments regression (#5767)
* Fix SPIR-V call out arguments regression

* Shader cache version bump
2023-10-06 00:18:30 -03:00
gdkchan
0aceb534cb
Fix SPIR-V function calls (#5764)
* Fix SPIR-V function calls

* Shader cache version bump
2023-10-04 21:35:26 -03:00
gdkchan
a0af6e4d07
Use unique temporary variables for function call parameters on SPIR-V (#5757)
* Use unique temporary variables for function call parameters on SPIR-V

* Shader cache version bump
2023-10-04 19:46:11 -03:00
gdkchan
a2a97e1b11
Implement textureSamples texture query shader instruction (#5750)
* Implement textureSamples texture query shader instruction

* Shader cache version bump
2023-10-03 22:43:11 +00:00
gdkchan
a745913329
Fix gl_Layer to geometry shader change not writing gl_Layer (#5682)
* Fix gl_Layer to geometry shader change not writing gl_Layer

* Shader cache version bump
2023-09-14 14:53:53 -03:00
gdkchan
e2cfe6fe44
Fix shader GlobalToStorage pass when base address comes from local or shared memory (#5668)
* Fix shader GlobalToStorage pass when base address comes from local or shared memory

* Shader cache version bump
2023-09-11 01:22:18 +00:00
gdkchan
ddb6493896
Delete ResourceAccess (#5626)
* Delete ResourceAccess

* Set write flag for vertex/geometry as compute output buffers
2023-09-05 22:59:21 +02:00
gdkchan
f09bba82b9
Geometry shader emulation for macOS (#5551)
* Implement vertex and geometry shader conversion to compute

* Call InitializeReservedCounts for compute too

* PR feedback

* Set clip distance mask for geometry and tessellation shaders too

* Transform feedback emulation only for vertex
2023-08-29 21:10:34 -03:00
riperiperi
cd7b52f995
Vulkan: Fix MoltenVK flickering (#5612)
#5576 changed where the position was declared, but forgot to add the Invariant declaration to position when the ReducedPrecision flag was enabled. This was causing weird graphical bugs in a bunch of games, mostly to do with mismatching depth between multiple draws of the same geometry.

Maybe the attempt to add it to Position in DeclareInputOrOutput can be removed now, assuming that path is never used.
2023-08-23 16:40:25 -03:00
gdkchan
6ed613a6e6
Fix vote and shuffle shader instructions on AMD GPUs (#5540)
* Move shuffle handling out of the backend to a transform pass

* Handle subgroup sizes higher than 32

* Stop using the subgroup size control extension

* Make GenerateShuffleFunction static

* Shader cache version bump
2023-08-16 21:31:07 -03:00