* Texture: Fix layout conversion when gobs in z is used with depth = 1
The size calculator methods deliberately reduce the gob size of textures if they are deemed too small for it. This is required to get correct sizes when iterating mip levels of a texture.
Rendering to a slice of a 3D texture can produce a 3D texture with depth 1, but a gob size matching a much larger texture. We _can't_ "correct" this gob size, as it is intended as a slice of a larger 3D texture. Ignoring it causes layout conversion to break on read and flush.
This caused an issue in Tears of the Kingdom where the compressed 3D texture used for the gloom would always break on OpenGL, and seemingly randomly break on Vulkan. In the first case, the data is forcibly flushed to decompress the BC4 texture on the CPU to upload it as 3D, which was broken due to the incorrect layout. In the second, the data may be randomly flushed if it falls out of the cache, but it will appear correct if it's able to form copy dependencies.
This change only allows gob sizes to be reduced once per mip level. For the purpose of aligned size, it can still be reduced infinitely as our texture cache isn't properly able to handle a view being _misaligned_.
The SizeCalculator has also been changed to reduce the size of rendered depth slices to only include the exact range a single depth slice will cover. (before, the size was way too small with gobs in z reduced to 1, and too large when using the correct value)
Gobs in Y logic remains untouched, we don't support Y slices of textures so it's fine as is.
This is probably worth testing in a few games as it also affects texture size and view logic.
* Improve wording
* Maybe a bit better
* Update SoftwareKeyboard to send KeyboardMode to UI
* Update GTK UI to check text against KeyboardMode
* Update Ava UI to check text against KeyboardMode
* Restructure input validation
* true when text is not empty
* Add English validation text for SoftwareKeyboardMode
* Add Chinese validation text for SoftwareKeyboardMode
* Update base on feedback
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Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
* Implement storage buffer operations using new Load/Store instruction
* Extend GenerateMultiTargetStorageOp to also match access with constant offset, and log and comments
* Remove now unused code
* Catch more complex cases of global memory usage
* Shader cache version bump
* Extend global access elimination to work with more shared memory cases
* Change alignment requirement from 16 bytes to 8 bytes, handle cases where we need more than 16 storage buffers
* Tweak preferencing to catch more cases
* Enable CB0 elimination even when host storage buffer alignment is > 16 (for Intel)
* Fix storage buffer bindings
* Simplify some code
* Shader cache version bump
* Fix typo
* Extend global memory elimination to handle shared memory with multiple possible offsets and local memory
Currently, the `Open Applet` menu is still enabled when a guest is running, which is wrong. This is not fixed by refreshing the property binding on `IsEnabled`.
* ava: Fix exit dialog while guest is running.
There is currently an issue while a game runs, the content dialog creation method check if `IsGameRunning` is true to show the popup.
But the condition here is wrong (`window` is null) so it throw a NullException silently in `Dispatcher.UIThread`.
This is now fixed by using the right casting.
* improve condition
* Fix spacing
* UI: Fix empty homebrew icon
We currently don't check the icon size when we read it from the homebrew data. That could cause issues at UI side since the buffer isn't null but empty. Extra check have been added UI side too.
(I cleaned up some files during my research too)
Fixes#5188
* Remove additional check
* Remove unused using
* GAL: Dispose Renderer after running deferred actions
Deferred actions from disposing physical memory instances always dispose the resources in their caches. The renderer can't be disposed before these resources get disposed, otherwise the dispose actions will not actually run, and the ThreadedRenderer may get stuck trying to enqueue too many commands when there is nothing consuming them.
This should fix most instances of the emulator freezing on close.
* Wait for main render commands to finish, but keep RenderThread alive til dispose
* Address some feedback.
* No parameterize needed
* Set thread name as part of constructor
* Port to Ava and SDL2
* memory: Check results of pinvoke calls
* Increase vm.max_map_count when running Ryujinx
* Add SupportedOSPlatform attribute for WindowsApiException
* Revert increasing vm.max_map_count via script
* Add LinuxHelper to detect and increase vm.max_map_count
With GUI dialogs, this should be a bit more user-friendly.
* Supply arguments as a list to RunPkExec
* Add error logging in case RunPkExec() fails
* Prevent Gtk from crashing
* Linux: Detect if gamemode is installed and start it when launching Ryujinx.
When using the Ryujinx.sh script to start the emulator check if gamemoderun exists and use it if it does.
Gamemode mode on Linux changes some system settings to make performance during gaming more consistent mainly by changing the CPU governor to performance.
https://github.com/FeralInteractive/gamemode
* Removed if statement.
* Fix due to wrong assumption about the output of which.
Checks if the which output contains a no match response, otherwise use gamemoderun.
Using a case statement because it makes substring matching possible in sh and also it turns out that adding an empty string after env throws an error because env attempts to parse it as a paramater.
* Missed a couple semicolons.
* Different approach for checking if gamemode is available.
Should hopefully work across all implementations of which.
* Remove unneeded which command.
* Change code to keep launch command to a single line.
* Add support for VK_EXT_depth_clip_control.
* Code review feedback
Minor formatting
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Check .DepthClipControl to make sure the host actually supports the feature.
* Review feedback: remove Vulkan platform switch, relying on QueryHostSupportsDepthClipControl to drive the behaviour - OpenGL returns true, and any future platforms that don't support the [-1, 1] depth mode can return false for the transformation.
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Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Attempt at fixing hang on exit by ending the WindowNotificationManager notification loop, so that the Thread running it can exit.
* explicitly apply the NotificationManager template to allow the notification loop to begin
* NotificationHelper - remove explicity call to ApplyTemplate(). Change to ManualResetEventSlim so we can cancel the Wait on it.
* add a timeout to AudioRenderSystem.Stop()'s waiting for the termination signal, log a warning if this timeout occurs, and continue execution
* NotifiationHelper - cancel first, the CompleteAdding()
* Remove AudioRenderSystem._terminationEvent, redundant
* NotificationHelper - use host.Closing event to trigger cancellation instead of _notifationManager.DetachedFromLogicalTree
* Change NotificationHelper to use an explicit Thread for background work. Wait on the cancellationToken's WaitHandle so the Thread doesn't have to deal with async. Wrap foreach in try/catch (OperationCanceledException) to swallow the escaping exception from the GetConsumingEnumerable().
* adjust formatting of AsyncWorkQueue constructor to use object initializers consistently
* use AsyncWorkQueue to do everything I added in SetNotificationManager()
* Revert "use AsyncWorkQueue to do everything I added in SetNotificationManager()"
This reverts commit f0e78366b8776ec8e2fef8ab023c0db1833155d3.
* use AsyncWorkQueue to handle the Thread-related changes previously made to NotificationHelper.SetNotificationHelper(). Wrap it in Lazy<T> and force instantiation in the TemplateApplied event handler to accomodate for the fact that AsyncWorkQueue starts immediately, and the notification dispatch loop was being delayed by _templateAppliedEvent.
* impl changes suggested by AcK77
* impl changes suggested by AcK77 (more)
* Generate scaling helper functions on IR
* Delete unused code
* Split RewriteTextureSample and move gather bias add to an earlier pass
* Remove using
* Shader cache version bump
* Truncate vertex attribute format if it exceeds stride on MoltenVK
* Fix BGR format
* Move vertex attribute check to pipeline creation to avoid costs
* No need for this to be public