* Profiler initial setup
* Capture actual timing data
* Profiling data dumped to file on close
* Support for multiple sessions under the same name
* Service profiling
* Sort output for easier read
* csv output
* Split session into 2 seperate values
* Refactor name to category
* Basic profiling window dummy. Toggle with F1 or set key with config
No actual data displayed yet, just a pretty triangle
* Simple font rendering
* Display some actual timing data
* Fix font bearing being ignored
* x bearing and advance. Fixed y bearing calc
* Different coloured lines to make reading easier
* Scrolling
* Multiple columns for name
* Column titles
* display in ms rather than ticks
* Bars to display times
* Sortable columns
* Regex filtering
* Better instant timing calculation
Fixed minor regex bug
* Better filtering
Better max value calculation
Skip some rendering to reduce profiler weight
* Variable update rate
* Show/hide inactive button
Some other touchups
* Add missing project reference
* Hide inactive and pause
* Fix viewport errors
* Update initial window position
* Variable name cleanup
* Disable timing dump by default
* Internal Profile refactor and cleanup
* Timing info cleanup
* Profile config cleanup
* Settings cleanup
* Button refactor
* Profile refactor
* Profile window cleanup
* Window manager refactor
* Font service cleanup
* Fixed bug in profiling method where method was called twice without profiling enabled
* Allow update rates of less than 1hz
* Stop using window.run because it's apparently not great for performance.
Some other performance things, should only draw a new frame when something has changed
* Improved time tracking to keep history
* Profile window was getting too long so I added regions and split bar rendering out into partial class
* Dummy graph view with button to toggle
* Realtime graphing initial commit
* Display totals on new bar
* Simple zooming support with arrow keys
* Limit graph zoom and label start and stop
* Added support for timing flags
* Stop data running away when paused and frame updated
* Manual step button
* Update at when flag issued (ie every frame)
* Removed useless finish profiling call
* Enable and disable profiling at compile time.
* Better plage for frame swap flag, also kept enough flags to cover larger time spans
* No more stopwatches created, uses PerformanceCounter now
* public and internal fields to props
* Move visible update to update rather than draw as it causes a lockup if called from draw
Also added profile window disposal so closing main window closes profiler too
* Fixed optimization settings for profiled builds
* Appveyer script guess to add profiling builds
* Quotes
* 1 less quote
* Maybe escape space?
* Specify config
* Different approach
* Fix file paths
* Fix another path
* Better artifact naming
* Missing -
* test string
* Removed for, to test
* readd for
* moved dashes around so artifacts can begin with letters
* quote env vars
* martix
* Removed configs
* Much more efficient capture, ConcurrentDictionary was causing too much overhead
* Skip repeating pixels during draw
* Stop ram usage getting too high. Compensating for cleanup doing more now
* Profile CPU, execute skipped because it's just too much work
* Fixed bug with skipping draws. Furthest needed to be reset every loop
* Less distracting colour for timing flags
* Removed profile method function. It just doesn't play nice with conditional compilation so best to remove it now before it's used a lot
* Profile vertex end
* Null check for category, group and item
* Forgot to reset instant count/time
* Increment line when blank
* Fix threading conflict
Fixed instant count and time. Now accuratly represents the total time and count in the buffer
* Fixed bug in time rendering where times were being trimmed to an int.
Also added microsecond/millisecond formatting to reduce the number of decimal places needed
* Profiled methods used by VertexEndGl
* Texture 2d copy profiled
* Support for multiple profiling levels
* Sometimes it would have to wait a long time for lock to clear so moved it to a tryenter and skip if already locked
* Dumb bug regarding clearing of timestamps. Start is already removed so no need to add it to the start
* Optimisations in drawing routine:
Only calculate bar top and bottom once per bar rather than once per timestamp
Pre-calculate the right side of the graph as it was being calculated multiple times per bar
Skip rendering timestamps that occupy the same pixel space now uses the raw timestamp to decide. While technically not as accurate it's much easier as the right side of the bar doesn't have to be calculated for a skipped timestamp
* Couple alignment changes
* Engine 3d call method profiled
* Custom equals overload for profile config. The default implpmentation was just too slow
* Bump cleanup thread priority. It clears the timer queue so it need to be run frequently
* Fixed bug with scrolling caused by recent rendering optimisations. Simply forgot to increment the line index on a skipped line
* Stopped blocking memory disposal so much. Also parralised(?) cleanup call
* Profiled M2mf, P2mf and shader compilation
* Missing file
* Removed deprecated config
* Removed legacy npaddebug
* Using statement no longer needed
* Apply suggestions from AcK
Co-Authored-By: Ac_K <Acoustik666@gmail.com>
* Apply suggestions from code review
Co-Authored-By: Ac_K <Acoustik666@gmail.com>
* Profiler initial setup
* Capture actual timing data
* Profiling data dumped to file on close
* Support for multiple sessions under the same name
* Service profiling
* Sort output for easier read
* csv output
* Split session into 2 seperate values
* Refactor name to category
* Basic profiling window dummy. Toggle with F1 or set key with config
No actual data displayed yet, just a pretty triangle
* Simple font rendering
* Display some actual timing data
* Fix font bearing being ignored
* x bearing and advance. Fixed y bearing calc
* Different coloured lines to make reading easier
* Scrolling
* Multiple columns for name
* Column titles
* display in ms rather than ticks
* Bars to display times
* Sortable columns
* Regex filtering
* Better instant timing calculation
Fixed minor regex bug
* Better filtering
Better max value calculation
Skip some rendering to reduce profiler weight
* Variable update rate
* Show/hide inactive button
Some other touchups
* Add missing project reference
* Hide inactive and pause
* Fix viewport errors
* Update initial window position
* Variable name cleanup
* Disable timing dump by default
* Internal Profile refactor and cleanup
* Timing info cleanup
* Profile config cleanup
* Settings cleanup
* Button refactor
* Profile refactor
* Profile window cleanup
* Window manager refactor
* Font service cleanup
* Fixed bug in profiling method where method was called twice without profiling enabled
* Allow update rates of less than 1hz
* Stop using window.run because it's apparently not great for performance.
Some other performance things, should only draw a new frame when something has changed
* Improved time tracking to keep history
* Profile window was getting too long so I added regions and split bar rendering out into partial class
* Dummy graph view with button to toggle
* Realtime graphing initial commit
* Display totals on new bar
* Simple zooming support with arrow keys
* Limit graph zoom and label start and stop
* Added support for timing flags
* Stop data running away when paused and frame updated
* Manual step button
* Update at when flag issued (ie every frame)
* Removed useless finish profiling call
* Enable and disable profiling at compile time.
* Better plage for frame swap flag, also kept enough flags to cover larger time spans
* No more stopwatches created, uses PerformanceCounter now
* public and internal fields to props
* Move visible update to update rather than draw as it causes a lockup if called from draw
Also added profile window disposal so closing main window closes profiler too
* Fixed optimization settings for profiled builds
* Appveyer script guess to add profiling builds
* Quotes
* 1 less quote
* Maybe escape space?
* Specify config
* Different approach
* Fix file paths
* Fix another path
* Better artifact naming
* Missing -
* test string
* Removed for, to test
* readd for
* moved dashes around so artifacts can begin with letters
* quote env vars
* martix
* Removed configs
* Much more efficient capture, ConcurrentDictionary was causing too much overhead
* Skip repeating pixels during draw
* Stop ram usage getting too high. Compensating for cleanup doing more now
* Profile CPU, execute skipped because it's just too much work
* Fixed bug with skipping draws. Furthest needed to be reset every loop
* Less distracting colour for timing flags
* Removed profile method function. It just doesn't play nice with conditional compilation so best to remove it now before it's used a lot
* Null check for category, group and item
* Forgot to reset instant count/time
* Increment line when blank
* Fix threading conflict
Fixed instant count and time. Now accuratly represents the total time and count in the buffer
* Fixed bug in time rendering where times were being trimmed to an int.
Also added microsecond/millisecond formatting to reduce the number of decimal places needed
* Support for multiple profiling levels
* Sometimes it would have to wait a long time for lock to clear so moved it to a tryenter and skip if already locked
* Dumb bug regarding clearing of timestamps. Start is already removed so no need to add it to the start
* Optimisations in drawing routine:
Only calculate bar top and bottom once per bar rather than once per timestamp
Pre-calculate the right side of the graph as it was being calculated multiple times per bar
Skip rendering timestamps that occupy the same pixel space now uses the raw timestamp to decide. While technically not as accurate it's much easier as the right side of the bar doesn't have to be calculated for a skipped timestamp
* Couple alignment changes
* Custom equals overload for profile config. The default implpmentation was just too slow
* Bump cleanup thread priority. It clears the timer queue so it need to be run frequently
* Fixed bug with scrolling caused by recent rendering optimisations. Simply forgot to increment the line index on a skipped line
* Stopped blocking memory disposal so much. Also parralised(?) cleanup call
* Uses Arial for font.
* Enable AA
* Inital seperated config support
* Fix profile input from keyboard
* Check toggle visible key from profiler
* Can't use conditional here as _profileWindow doesn't exist it non-profiling build
* Removed junk from merge in sln
* Fromatting cleanup for review
* Fiked small bug caused by race condition
* Added multiple flags with colours
Added way to set max flags
* Fixed flag times
Dispays time flags in window
* Colors for text frame times
* enable and disable flags button added
better fix for race crash
* Re factored npad out
* Explicitly specified type in foreach
* Removed extra line
* Added s to fix nit
* Comment to clarify default time
* Another s nit
* Ordering nit
* Uses Interlocked.Increment over lock
* Unindented #if's and #regions
* Comment to clarify these are indexes in the list
* Uses iequatable over override equals to avoid conversion and checks at runtime
* Removed no longer used variable
* Implement gl_ClipDistance on the shader generator, do not return the undef name for unknown built-in attributes
* Handle unknown attribute loads aswell
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
* Renaming part 1
* Renaming part 2
* Renaming part 3
* Renaming part 4
* Renaming part 5
* Renaming part 6
* Renaming part 7
* Renaming part 8
* Renaming part 9
* Renaming part 10
* General cleanup
* Thought I got all of these
* Apply #595
* Additional renaming
* Tweaks from feedback
* Rename files
* Reworked scissor tests to remove fixme and handle issues with intel gpu's
* Error handling for scissor tests
* Disable strict opengl by default
* Reformatting for JD
* Updated scheme for new property in config
* Fixed typo
* Moved magic value to constant. I liked the magic :(
* Fixed ordering for undertale
* Fixed undertale bug
* Removed strict opengl in favour of required. With this an exception is no longer thrown, just a warning for required extensions
* Uses clamp instead of if's
* Removed evil tabs and no longer used include
* Initial non 2D textures support
- Shaders still need to be changed
- Some types aren't yet implemented
* Start implementing texture instructions suffixes
Fix wrong texture type with cube and TEXS
Also support array textures in TEX and TEX.B
Clean up TEX and TEXS coords managment
Fix TEXS.LL with non-2d textures
Implement TEX.AOFFI
Get the right arguments for TEX, TEXS and TLDS
Also, store suffix operands in appropriate values to support multiple
suffix combinaisons
* Support depth in read/writeTexture
Also support WrapR and detect mipmap
* Proper cube map textures support + fix TEXS.LZ
* Implement depth compare
* some code clean up
* Implement CubeMap textures in OGLTexture.Create
* Implement TLD4 and TLD4S
* Add Texture 1D support
* updates comments
* fix some code style issues
* Fix some nits + rename some things to be less confusing
* Remove GetSuffix local functions
* AOFFI => AOffI
* TextureType => GalTextureTarget
* finish renaming TextureType to TextureTarget
* Disable LL, LZ and LB support in the decompiler
This needs more work at the GL level (GLSL implementation should be
right)
* Revert "Disable LL, LZ and LB support in the decompiler"
This reverts commit 64536c3d9f673645faff3152838d1413c3203395.
* Fix TEXS ARRAY_2D index
* ImageFormat depth should be 1 for all image format
* Fix shader build issues with sampler1DShadow and texture
* Fix DC & AOFFI combinaison with TEX/TEXS
* Support AOFFI with TLD4 and TLD4S
* Fix shader compilation error for TLD4.AOFFI with no DC
* Fix binding isuses on the 2d copy engine
TODO: support 2d array copy
* Support 2D array copy operation in the 2D engine
This make every copy right in the GPU side.
Thie CPU copy probably needs to be updated
* Implement GetGpuSize + fix somes issues with 2d engine copies
TODO: mipmap level in it
* Don't throw an exception in the layer handling
* Fix because of rebase
* Reject 2d layers of non textures in 2d copy engine
* Add 3D textures and mipmap support on BlockLinearSwizzle
* Fix naming on new BitUtils methods
* gpu cache: Make sure to invalidate textures that doesn't have the same target
* Add the concept of layer count for array instead of using depth
Also cleanup GetGpuSize as Swizzle can compute the size with mipmap
* Support multi layer with mip map in ReadTexture
* Add more check for cache invalidation & remove cubemap and cubemap array code for now
Also fix compressed 2d array
* Fix texelFetchOffset shader build error
* Start looking into cube map again
Also add some way to log write in register in engines
* fix write register log levles
* Remove debug logs in WriteRegister
* Disable AOFFI support on non NVIDIA drivers
* Fix code align
* Implement faster address translation and write tracking on the MMU
* Rename MemoryAlloc to MemoryManagement, and other nits
* Support multi-level page tables
* Fix typo
* Reword comment a bit
* Support scalar vector loads/stores on the memory fast path, and minor fixes
* Add missing cast
* Alignment
* Fix VirtualFree function signature
* Change MemoryProtection enum to uint aswell for consistency
* Implement speculative translation on the cpu, and change the way how branches to unknown or untranslated addresses works
* Port t0opt changes and other cleanups
* Change namespace from translation related classes to ChocolArm64.Translation, other minor tweaks
* Fix typo
* Translate higher quality code for indirect jumps aswell, and on some cases that were missed when lower quality (tier 0) code was available
* Remove debug print
* Remove direct argument passing optimization, and enable tail calls for BR instructions
* Call delegates directly with Callvirt rather than calling Execute, do not emit calls for tier 0 code
* Remove unused property
* Rename argument on ArmSubroutine delegate
* Handle negative viewport coordinates
* Disable scissor before framebuffer blit
* Comment to explain scissor disable will be reenabled if needed
* Comma and spelling mistake
* Scissor test implementation. Partially stubbed until geometry shaders are fixed
* Apply to all viewports when geometry shaders are disabled.
* Also apply enable cap to all viewports when geometry shaders are disabled
* Added fixme as per suggestion
Co-Authored-By: BaronKiko <BaronKiko@users.noreply.github.com>
* Apparently no alignment needed here.
* Comment on new line
* Correct height calculation
* Initial fixes for last release of libnx
For now, the framebuffer aren't okay but it will not crash/
* Improve code reaadability in NvFlinger parsing
* Make surfaces access more userfriendly
* Add ColorFormat
* Fix code style in ColorFormat.cs
* Add multiple framebuffer support in nvnflinger
This fix libnx console rendering
* Move ReadStruct/WriteStruct to Ryujinx.Common
* fix the last nit
* Fix inverted color for R5G6B5
Also add some other format that libnx might uses.
* Remove hardcoded BlockHeight in nvflinger
* Fix minor bug with ordering leading to incorrect ordering
* Converts quads and quadstrips to triangle
* A new line for emmaus
* Refactor to remove Ib from quadhelper methods
* 20 extra brackets...
* Move MaxUboSize definition
This fix a crash on Ryujinx.ShaderTools caused by the absence of an
OpenGL context.
* Use a constant for the value in ShaderTools
* Address comments
* Optimized memory modified check
This was initially in some cases more expensive than plainly sending the data. Now it should have way better performance.
* Small refactoring
* renamed InvalidAccessEventArgs
* Renamed PtPageBits
* Removed ValueRange(set)
They are currently unused and won't be likely to be used in the near future
* Initial nvdec implementation using FFmpeg
* Fix swapped channels on the video decoder and the G8R8 texture format
* Fix texture samplers not being set properly (regression)
* Rebased
* Remove unused code introduced on the rebase
* Add support for RGBA8 output format on the video image composer
* Correct spacing
* Some fixes for rebase and other tweaks
* Allow size mismatch on frame copy
* Get rid of GetHostAddress calls on VDec
* Add support for bigger UBOs, fix sRGB regression, small improvement to the 2D copy engine
* Break into multiple lines
* Read fractions for source/step values on the 2d copy engine aswell
* Use fixed point math for more speed
* Fix reinterpret when texture sizes are different
* Initial implementation of KProcess
* Some improvements to the memory manager, implement back guest stack trace printing
* Better GetInfo implementation, improve checking in some places with information from process capabilities
* Allow the cpu to read/write from the correct memory locations for accesses crossing a page boundary
* Change long -> ulong for address/size on memory related methods to avoid unnecessary casts
* Attempt at implementing ldr:ro with new KProcess
* Allow BSS with size 0 on ldr:ro
* Add checking for memory block slab heap usage, return errors if full, exit gracefully
* Use KMemoryBlockSize const from KMemoryManager
* Allow all methods to read from non-contiguous locations
* Fix for TransactParcelAuto
* Address PR feedback, additionally fix some small issues related to the KIP loader and implement SVCs GetProcessId, GetProcessList, GetSystemInfo, CreatePort and ManageNamedPort
* Fix wrong check for source pages count from page list on MapPhysicalMemory
* Fix some issues with UnloadNro on ldr:ro
* Better implementation of the DMA pusher, misc fixes
* Remove some debug code
* Correct RGBX8 format
* Add support for linked Texture Sampler Control
* Attempt to fix upside down screen issue
* Change naming convention for Ryujinx project
* Change naming convention for ChocolArm64 project
* Fix NaN
* Remove unneeded this. from Ryujinx project
* Adjust naming from new PRs
* Name changes based on feedback
* How did this get removed?
* Rebasing fix
* Change FP enum case
* Remove prefix from ChocolArm64 classes - Part 1
* Remove prefix from ChocolArm64 classes - Part 2
* Fix alignment from last commit's renaming
* Rename namespaces
* Rename stragglers
* Fix alignment
* Rename OpCode class
* Missed a few
* Adjust alignment
* Timing: Optimize Timestamp Aquisition
Currently, we make use of Environment.TickCount in a number of places. This has some downsides, mainly being that the TickCount is a signed 32-bit integer, and has an effective limit of ~25 days before overflowing and wrapping around. Due to the signed-ness of the value, this also caused issues with negative numbers. This resolves these issues by using a 64-bit tick count obtained from Performance Counters (via the Stopwatch class). This has a beneficial side effect of being significantly more accurate than the TickCount.
* Timing: Rename ElapsedTicks to ElapsedMilliseconds and expose TicksPerX
* Timing: Some style changes
* Timing: Align static variable initialization
* Fix color mask common, set default value on first color mask register
* Missing check
* Better exception messages
* Address PR feedback
* Add fixme as per review feedback