Commit graph

61 commits

Author SHA1 Message Date
LotP
c6deb3800f Memory Changes 3.2
Fixes a few crashes:
- fixes a crash related to waking threads (priorities were wrong).
- fixes a crash from reusing the SetRenderTargets texture array (left-over data causing issues).
- fixes a mistake and an oversight in the buffer system.
  - buffers were getting updated wrong causing bad data to be stored or some times cut.
  - modified ranges would extend past their old buffers, crashing on syncs. Old buffers are now skipped as the new buffers already sync instead.

Introduces pooling in a few more places to increase memory efficiency.

simplified RangeList item logic.
- removed RangeItem by making all the range objects use the I(NonOverlapping)Range interface.
- BufferCache class no longer locks its RangeList, as the list is only ever accessed synchronously.

Small change to how keyboard snapshots are stored.

Increase ThreadedRenderer SpanPool size to fit slightly more data (4MB -> 8MB).
2025-12-08 20:26:36 -06:00
KeatonTheBot
85e05bc7b2 misc: chore: Remove unnecessary usings 2025-11-23 14:13:25 -06:00
KeatonTheBot
203ac3a175 feature: .NET 10 2025-11-23 13:48:10 -06:00
KeatonTheBot
377805579b misc: Tweak NullReferenceException fixes 2025-11-23 13:43:15 -06:00
KeatonTheBot
c1e24961f9 misc: Use nint/nuint instead of IntPtr/UIntPtr 2025-11-23 13:42:38 -06:00
KeatonTheBot
48ba1cc9ed misc: chore: Merge into pattern 2025-09-25 17:04:08 -05:00
KeatonTheBot
d0abbc6da3 misc: chore: Fix numerous NullReferenceExceptions, InvalidOperationExceptions 2025-06-20 16:33:20 -05:00
KeatonTheBot
ef6f43825d Update OpenTK to 4.9.4, OpenAL to 1.24.3 2025-06-20 16:25:22 -05:00
KeatonTheBot
3af88ad2e6 infra: Remove Ryujinx.Common references from project files that indirectly reference the same file 2025-05-31 02:59:10 -05:00
KeatonTheBot
5da6c490b3 Revert "Support VK_EXT_extended_dynamic_state and VK_EXT_extended_dynamic_state2"
This reverts commit 0cef9647
2025-04-21 22:18:58 -05:00
sunshineinabox
0cef96477f Support VK_EXT_extended_dynamic_state and VK_EXT_extended_dynamic_state2 2025-03-24 11:15:33 -05:00
KeatonTheBot
efd5a104b6 Revert "misc: chore: Remove redundant code"
This reverts commit 05a88ccc94.
2025-03-15 20:00:22 -05:00
KeatonTheBot
05a88ccc94 misc: chore: Remove redundant code 2025-03-11 16:45:41 -05:00
KeatonTheBot
340ec79e9f misc: chore: Use collection expressions (part 2) 2025-03-10 21:32:01 -05:00
KeatonTheBot
e2973a875a misc: chore: Use collection expressions 2025-03-06 20:46:29 -06:00
Evan Husted
e9dea85064 2 unmerged PRs from original Ryujinx:
Implement shader compile counter (currently not translated, will change, need to pull changes.)
Remove event logic in favor of a single init function.
Thanks @MutantAura
2025-01-01 00:42:48 -06:00
Marco Carvalho
8547285aba Migrate to .NET 9 2024-12-19 21:18:58 -06:00
KeatonTheBot
254a060c70 misc: chore: Remove unnecessary usings 2024-12-12 01:08:47 -06:00
jcm
5d24fd119d Add custom refresh rate mode to VSync option 2024-11-09 15:13:48 -06:00
gdkchan
6340c4feb4 Re-merge PRs 7311 (1.1.1392) and 7312 (1.1.1396)
Add support for sampler sRGB disable (#7312)

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
2024-10-29 14:23:40 -05:00
KeatonTheBot
02a5f75fab Revert PRs 7226(1.1.1385), 7311(1.1.1392), and 7312 (1.1.1396).
* "Vulkan: Feedback loop detection and barriers (#7226)"

* "Change image format view handling to allow view incompatible formats (#7311)"

* "Add support for sampler sRGB disable (#7312)"

* These changes prevent slowdowns in several areas in Paper Mario: The Thousand Year Door, possibly other games.
2024-10-22 18:12:51 -05:00
MaxLastBreath
d86249cb0a
Convert MaxTextureCacheCapacity to Dynamic MaxTextureCacheCapacity for High Resolution Mod support. (#7307)
* Add Texture Size Capacity and 8GB Dram Build

* Update AutoDeleteCache.cs

* Dynamic Texture Cache (WIP)

* Change to float Multiplier, in-case it needs fine-tuning.

* Delete src/src.sln

* Update AutoDeleteCache.cs

* Format

* Fix Formatting

* Add DefaultTextureSizeCapacity and MemoryScaleFactor

- Also remove redundant New Lines

* Fix 4GB dram crashing

* Format newline

* Refractor

- Added Initialize() function to TextureCache and AutoDeleteCache
- Removed GetMaxTextureCapacity() function and instead added _maxCacheMemoryUsage
- Added private const MaxTextureSizeCapacity to AutoDelete Cache
- Added TextureCache.Initialize() to MemoryManager in order to fetch MaxGpuMemory at the right time.
- Moved and Changed Logger.Info for Gpu Memory to Logger.Notice and Moved it to PrintGpuInformation function.
- Opted to use a ternary operator for the Initialize function, I think it looks cleaner than bunch of if statements.

* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs

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

* maxMemory to CacheMemory, use Clamp instead of Ternary. Changed MinTextureCapacity 1GiB to 512 MiB

* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs

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

* Format comment

* comment context

* Increase TextureSize capacity for OpenGL back to 1024

- Added a new const ulong for OpenGLTextureSizeCapacity

* Fix changes from last commit.

* Adjust last OpenGL changes.

* Remove garbage VSC file

* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs

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

* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs

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

* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs

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

---------

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2024-09-26 14:33:38 -03:00
jhorv
73f985d27c
Replace passing by IMemoryOwner<byte> with passing by concrete MemoryOwner<byte> (#7171)
* refactor(perf): pass MemoryOwner<byte> around as itself rather than IMemoryOwner<byte>

* fix(perf): get span via MemoryOwner<byte>.Span property instead of through Memory property

* fix: incorrect comment change
2024-09-18 23:00:54 -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
ZenoArrows
f39e89ece7
Add area sampling scaler to allow for super-sampled anti-aliasing. (#7304)
* Add area sampling scaler to allow for super-sampled anti-aliasing.

* Area scaling filter doesn't have a scaling level.

* Add further clarification to the tooltip on how to achieve supersampling.

* ShaderHelper: Merge the two CompileProgram functions.

* Convert tabs to spaces in area scaling shaders

* Fixup Vulkan and OpenGL project files.

* AreaScaling: Replace texture() by texelFetch() and use integer vectors.

No functional difference, but it cleans up the code a bit.

* AreaScaling: Delete unused sharpening level member.

Also rename _scale to _sharpeningLevel for clarity and consistency.

* AreaScaling: Delete unused scaleX/scaleY uniforms.

* AreaScaling: Force the alpha to 1 when storing the pixel.

* AreaScaling: Remove left-over sharpening buffer.
2024-09-17 15:30:50 -03:00
gdkchan
4f75e26ec7
Clamp amount of mipmap levels to max allowed for all backends (#7197)
* Clamp amount of mipmap levels to max allowed for all backends

* XML docs

* Remove using
2024-08-12 17:45:25 -03:00
jhorv
59ddb26628
replace ByteMemoryPool usage in Ryujinx.Graphics (#7129)
* chore: replace `ByteMemoryPool` usage with `MemoryOwner<byte>`

* refactor: `PixelConverter.ConvertR4G4ToR4G4B4A4()` - rename old `outputSpan` to `outputSpanUInt16`, reuse same output `Span<byte>` as newly-freed name `outputSpan`

* eliminate temporary buffer allocations

* chore, perf: use MemoryOwner<byte> instead of IMemoryOwner<byte>
2024-08-03 19:50:53 +01:00
gdkchan
c0f2491eae
Vulkan separate descriptor set fixes (#6895)
* Ensure descriptor sets are only re-used when all command buffers using it have completed

* Fix some SPIR-V capabilities

* Set update after bind flag if we exceed limits

* Simpler fix for Intel

* Format whitespace

* Make struct readonly

* Add barriers for extra set arrays too
2024-06-02 22:40:28 -03:00
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
riperiperi
eb1ce41b00
GPU: Migrate buffers on GPU project, pre-emptively flush device local mappings (#6794)
* GPU: Migrate buffers on GPU project, pre-emptively flush device local mappings

Essentially retreading #4540, but it's on the GPU project now instead of the backend. This allows us to have a lot more control + knowledge of where the buffer backing has been changed and allows us to pre-emptively flush pages to host memory for quicker readback. It will allow us to do other stuff in the future, but we'll get there when we get there.

Performance greatly improved in Hyrule Warriors: Age of Calamity. Performance notably improved in TOTK (average). Performance for BOTW restored to how it was before #4911, perhaps a bit better.

- Rewrites a bunch of buffer migration stuff. Might want to tighten up how dispose stuff works.
- Fixed an issue where the copy for texture pre-flush would happen _after_ the syncpoint.

TODO: remove a page from pre-flush if it isn't flushed after a certain number of copies.

* Add copy deactivation

* Fix dependent virtual buffers

* Remove logging

* Fix format issues (maybe)

* Vulkan: Remove backing swap

* Add explicit memory access types for most buffers

* Fix typo

* Add device local force expiry, change buffer inheritance behaviour

* General cleanup, OGL fix

* BufferPreFlush comments

* BufferBackingState comments

* Add an extra precaution to BufferMigration

This is very unlikely, but it's important to cover loose ends like this.

* Address some feedback

* Docs
2024-05-19 16:53:37 -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
jhorv
268c9aecf8
Texture loading: reduce memory allocations (#6623)
* rebase

* add methods Ryyjinx.Common EmbeddedResources and SteamUtils

* GAL changes - change SetData() methods and ThreadedTexture commands to use IMemoryOwner<byte> instead of SpanOrArray<byte>

* Ryujinx.Graphics.Texture: change texture conversion methods to return IMemoryOwner<byte> and allocate from ByteMemoryPool

* Ryujinx.Graphics.OpenGL: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>

* Ryujinx.Graphics.Vulkan: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>

* Ryujinx.Graphics.Gpu: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>

* Remove now-unused SpanOrArray<T>

* post-rebase cleanup

* PixelConverter: remove unsafe modifier on safe methods, and remove one unnecessary cast

* use ByteMemoryPool.Rent() in GetWritableRegion() impls

* fix formatting, rename `ReadRentedMemory()` to `ReadFileToRentedMemory()``

* Texture.ConvertToHostCompatibleFormat(): dispose of `result` in Astc decode branch
2024-04-14 17:06:14 -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
riperiperi
57d8afd0c9
OpenGL: Mask out all color outputs with no fragment shader (#6341)
* OpenGL: Mask out all color outputs with no fragment shader

This appears to match Vulkan's behaviour, which is needed for stencil shadows in Penny's Big Breakaway. It's far from the only issue, you can try the Full Bindless PR if you want to see it in a more intact state.

* Remove unused member
2024-02-22 18:43:19 +01:00
riperiperi
31ed061bea
Vulkan: Improve texture barrier usage, timing and batching (#6240)
* WIP barrier batch

* Add store op to image usage barrier

* Dispose the barrier batch

* Fix encoding?

* Handle read and write on the load op barrier.

Load op consumes read accesses but does not add one, as the only other operation that can read is another load.

* Simplify null check

* Insert barriers on program change in case stale bindings are reintroduced

* Not sure how I messed this one up

* Improve location of bindings barrier update

This is also important for emergency deferred clear

* Update src/Ryujinx.Graphics.Vulkan/BarrierBatch.cs

Co-authored-by: Mary Guillemard <thog@protonmail.com>

---------

Co-authored-by: Mary Guillemard <thog@protonmail.com>
2024-02-17 00:21:37 -03:00
gdkchan
e37735ed26
Implement X8Z24 texture format (#6315) 2024-02-15 19:06:26 -03:00
Mary Guillemard
bd6937ae5c
Make IOpenGLContext.HasContext context dependent (#6290)
This makes IOpenGLContext.HasContext not static and be implementable.

By doing this, we can support more than WGL and WGL.

This also allows the SDL2 headless version to run under Wayland.

Signed-off-by: Mary <mary@mary.zone>
2024-02-10 20:13:10 +01:00
gdkchan
609de33b0b
Implement BGR10A2 render target format (#6273) 2024-02-08 19:52:38 +01:00
Elijah
d7ec4308b4
Use driver name instead of vendor name in the status bar for Vulkan. (#6146)
* Replace vendor id lookup with driver name

* Create separate field for driver name, handle OpenGL

* Document changes in VulkanPhysicalDevice.cs

* Always display driver over vendor

* Replace Vulkan 1.2 requirement with VK_KHR_driver_properties

* Remove empty line

* Remove redundant unsafe block

* Apply suggestions from code review

---------

Co-authored-by: Ac_K <Acoustik666@gmail.com>
2024-01-26 01:07:20 +01:00
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
Zoltan Csizmadia
29e192f241
Migrate to .NET 8 (#5887)
* Change TargetFramework to net8.0

* Disable info messages

* Fix warings

* Disable additional analyzer messages

* Fix typo

* Add whitespace

* Fix ref vs in warnings

* Use explicit [In] on array parameters

* No need to guard Remove with Contains

* Use 'ArgumentOutOfRangeException.ThrowIf...' instead of explicitly throwing a new exception instance

* Bump .NET SDK version

* Enable JsonSerializerIsReflectionEnabledByDefault

* Use 8.0.100 GA release

* Bump System package versions

---------

Co-authored-by: Zoltan Csizmadia <Zoltan.Csizmadia@vericast.com>
2023-11-15 17:41:31 +01:00
gdkchan
841dd56f4c
Implement copy dependency for depth and color textures (#4365)
* Implement copy dependency for depth and color textures

* Revert changes added because R32 <-> D32 copies were illegal

* Restore depth alias matches
2023-10-31 19:00:39 -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
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
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
gdkchan
effd546331
Implement scaled vertex format emulation (#5564)
* Implement scaled vertex format emulation

* Auto-format (whitespace)

* Delete ToVec4Type
2023-08-16 08:30:33 -03:00
jcm
773e239db7
Implement color space passthrough option (#5531)
Co-authored-by: jcm <butt@butts.com>
2023-08-07 18:54:05 +01:00
TSRBerry
eb528ae0f0
Add workflow to automatically check code style issues for PRs (#4670)
* Add workflow to perform automated checks for PRs

* Downgrade Microsoft.CodeAnalysis to 4.4.0

This is a workaround to fix issues with dotnet-format.
See:
- https://github.com/dotnet/format/issues/1805
- https://github.com/dotnet/format/issues/1800

* Adjust editorconfig to be more compatible with Ryujinx code-style

* Adjust .editorconfig line endings to match .gitattributes

* Disable 'prefer switch expression' rule

* Remove naming styles

These are the default rules, so we don't need to override them.

* Silence IDE0060 in .editorconfig

* Slightly adjust .editorconfig

* Add lost workflow changes

* Move .editorconfig comment to the top

* .editorconfig: private static readonly fields should be _lowerCamelCase

* .editorconfig: Remove alignment for declarations as well

* editorconfig: Add rule for local constants

* Disable CA1822 for HLE services

* Disable CA1822 for ViewModels

Bindings won't work with static members, but this issue is silently ignored.

* Run dotnet format for the whole solution

* Check result code of SDL_GetDisplayBounds

* Fix dotnet format style issues

* Add missing trailing commas

* Update Microsoft.CodeAnalysis.CSharp to 4.6.0

Skipping 4.5.0 since it breaks dotnet format

* Restore old default naming rules for dotnet format

* Add naming rule exception for CPU tests

* checks: Include all files before excluding paths

* Fix dotnet format issues

* Check dotnet format version

* checks: Run dotnet format with severity info again

* checks: Disable naming style rules until they won't crash the process anymore

* Remove unread private member

* checks: Attempt to run analyzers 3 times before giving up

* checks: Enable naming style rules again with the new retry logic
2023-07-24 18:35:04 +02:00