* Ensure that vertex attribute buffer index is valid on GPU
* Remove vertex buffer validation code from OpenGL
* Remove some fields that are no longer necessary
Polygon topology wasn't really supported and would only work on OpenGL on drivers that haven't removed it. As an alternative, this PR makes all cases of polygon topology use triangle fan. The topology type and transform feedback type have not been changed, as I don't think geo shader/tfb should be used with polygons.
The OpenGL spec states:
Only convex polygons are guaranteed to be drawn correctly by the GL.
For convex polygons, triangle fan is equivalent to polygon. I imagine this is probably how it works on device, as this get-out-of-jail-free card is too enticing to pass up.
This fixes the stat display in Pokemon S/V.
* amadeus: Allow OOB read of GC-ADPCM coefficients
Fixes "Ninja Gaiden Sigma 2" and possibly "NINJA GAIDEN 3: Razor's Edge"
* amadeus: Fix wrong variable usage in delay effect
We should transform the delay line values, not the input.
* amadeus: Update GroupedBiquadFilterCommand documentation
* amadeus: Simplify PoolMapper alignment checks
* amadeus: Update Surround delay effect matrix to REV11
* amadeus: Add drop parameter support and use 32 bits integers for estimate time
Also implement accurate ExecuteAudioRendererRendering stub.
* Address gdkchan's comments
* Address gdkchan's other comments
* Address gdkchan's comment
* bsd: Fix eventfd broken logic
This commit fix eventfd logic being broken.
The following changes were made:
- EventFd IPC definition had argument inverted
- EventFd events weren't fired correctly
- Poll logic was wrong and unfinished for eventfd
- Reintroduce workaround from #3385 but in a safer way, and spawn 4
threads.
* ipc: Rework a bit for multithreads
* Clean up debug logs
* Make server thread yield when managed lock isn't availaible
* Fix replyTargetHandle not being added in the proper locking scope
* Simplify some scopes
* Address gdkchan's comments
* Revert IPC workaround for now
* Reintroduce the EventFileDescriptor workaround
This replacement is meant to be done with the original identified byteOffset, not the one assigned later on by the below conditionals (that already has the constant offset added, for instance).
This fixes videos being pixelated in Xenoblade 3, and other regressions that might have happened since #3847.
* common: Make BinaryReaderExtensions Read & Write take unamanged types
This allows us to not rely on Marshal.PtrToStructure and Marshal.StructureToPtr for those.
* common: Make MemoryHelper Read & Write takes unamanged types
* Update Marshal.SizeOf => Unsafe.SizeOf when appropriate and start moving software applet to unmanaged types
* ui: Only wait on _exitEvent when MainLoop is active under GTK
This fixes a dispose issue under Horizon/GTK, we don't check if the ApplicationClient is null so it throw NCE. We don't check if the main loop is active and waiting an event which is set in the main loop... So that could lead to a freeze.
Everything works fine in GTK now.
Related issue: https://github.com/Ryujinx/Ryujinx/issues/3873
As a side note, same kind of issue appear in Avalonia UI too. Firmware's popup doesn't show anything and the emulator just freeze.
* TSRBerry's change
Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
* Fix Avalonia crashing/freezing
* Add Avalonia OpenGL fixes
* Fix firmware popup on windows
* Fixes everything
* Add _initialized bool to VulkanRenderer and OpenGL Window
Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
* GAL: Send all buffer assignments at once rather than individually
The `(int first, BufferRange[] ranges)` method call has very significant performance implications when the bindings are spread out, which they generally always are in Vulkan. This change makes it so that these methods are only called a maximum of one time per draw.
Significantly improves GPU thread performance in Pokemon Scarlet/Violet.
* Address Feedback
Removed SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
* GPU: Access non-prefetch command buffers directly
Saves allocating new arrays for them constantly - they can be quite small so it can be very wasteful. About 0.4% of GPU thread in SMO, but was a bit higher in S/V when I checked.
Assumes that non-prefetch command buffers won't be randomly clobbered before they finish executing, though that's probably a safe bet.
* Small change while I'm here
* Address feedback
I did this on ncbuffer2 when we were using it for LDN 3, but I noticed that it can apply to the current buffer manager too, and it's an easy performance win.
The only buffer access that can come from another thread is the overlap search for buffers that have been unmapped. Everything else, including modifications, come from the main GPU thread. That means we only need to lock the range list when it's being modified, as that's the only time where we'll cause a race with the unmapped handler.
This has a significant performance improvements in situations where FIFO is high, like the other two PRs. Joined together they give a nice boost (73.6 master -> 79 -> 83 fps in SMO).
Since we move to .NET7, JsonSerializer now needs to have explicit options as arguments, which leads to some warnings in Avalonia project. This is fixed by using our `JsonHelper` class.
* Update to LibHac 0.17.0
* Don't clear SD card saves when starting the emulator
This was an old workaround for errors that happened when a user's SD card encryption seed changed. SD card saves have been unencrypted for over a year, so we should be fine to remove the workaround.
* unicorn: Add modified ver of unicorns const gen
* unicorn: Use upstream consts
These consts were generated from the dev branch of unicorn
* unicorn: Split common consts into multiple enums
* unicorn: Remove arch prefix from consts
* unicorn: Add new windows dll
Windows 10 - MSVC x64 shared build
* unicorn: Use absolute path for const generation
* unicorn: Remove fspcr patch
* unicorn: Fix using the wrong file extension
For some reason _NativeLibraryExtension evaluates to ".so" even on Windows.
* unicorn: Add linux shared object again
* unicron: Add DllImportResolver
* unicorn: Try to import unicorn using an absolute path
* unicorn: Add clean target
* unicorn: Replace IsUnicornAvailable() methods
* unicorn: Skip tests instead of silently passing them if unicorn is missing
* unicorn: Write error message to stderr
* unicorn: Make Interface static
* unicron: Include prefixed unicorn libs (libunicorn.so)
Co-authored-by: merry <git@mary.rs>
* unicorn: Add lib prefix to shared object for linux
Co-authored-by: merry <git@mary.rs>
A quick fix to prevent reading the wrong value of Count when reregistering ranges for a new target buffer. Buffer flushes from another thread can modify the range list when the lock isn't active, which can change the count.
This prevents some crashes in Pokemon Scarlet/Violet. It's probably likely that buffer migration during flush is causing some other issues in this game, but this at least prevents the crashing.
* Vulkan: Don't create preload buffer outside a render pass
The preload command buffer is used to avoid render pass splits and barriers when updating buffer data. However, when a render pass is not active (for example, at the start of a pass, or during compute invocations) buffer uploads can be performed at any time, so the optimization isn't as useful.
This PR makes it so that the preload command buffer is only used for buffer updates outside of a render pass. It's still used for textures as I don't want to shake things up right now regarding how the preload buffer is obtained before some other changes, and texture updates are a lot rarer anyways.
Improves performance slightly in Pokemon Scarlet/Violet (43 -> 48), as it was switching to compute, writing a bunch of buffers inline, then dispatching, then flushing commands... It uses 1 command buffer instead of 2 every time it does this now. Maybe it would be nice to find a faster way to sync without creating so many command buffers in a short period of time.
* Address feedback
* Prune ForceDirty and CheckModified caches on unmap
Since we're now using this for modified checks on the HLE indirect draw method, I'm worried that leaving these to forever gather cache entries isn't the best idea for performance in the long term, and it could keep old buffer objects alive for longer than they should be.
This PR adds the ability to prune invalid entries before checking these caches, and queues it whenever gpu memory is unmapped. It also aligns modified checks to the page size, as I figured it would be possible for a huge number of overlapping over a game's runtime.
This prevents Super Mario Odyssey from having 10s of thousands of entries in the modified cache in Metro Kingdom, and them duplicating when entering and leaving a building (should be cleared, as they were unmapped).
* Address Feedback
* am: Stub GetSaveDataSizeMax()
* am: Remove todo comment for GetSaveDataSizeMax()
* am: saveDataSize & journalDataSize should be of type long
* am: Add explanation for returning default values in GetSaveDataSizeMax()
* Use ReadOnlySpan<byte> compiler optimization in more places
* Revert changes in ShaderBinaries.cs
* Remove unused using;
* Use ReadOnlySpan<byte> compiler optimization in more places
* Allow _volatile to be set from MultiRegionHandle checks again
Tracking handles have a `_volatile` flag which indicates that the resource being tracked is modified every time it is used under a new sequence number. This is used to reduce the time spent reprotecting memory for tracking writes to commonly modified buffers, like constant buffers.
This optimisation works by detecting if a buffer is modified every time a check happens. If a buffer is checked but it is not dirty, then that data is likely not modified every sequence number, and should use memory protection for write tracking. If the opposite is the case all the time, it is faster to just assume it's dirty as we'd just be wasting time protecting the memory.
The new MultiRegionBitmap could not notify handles that they had been checked as part of the fast bitmap lookup, so bindings larger than 4096 bytes wouldn't trigger it at all. This meant that they would be subject to a ton of reprotection if they were modified often.
This does mean there are two separate sources for a _volatile set: VolatileOrDirty + _checkCount, and the bitmap check. These shouldn't interfere with each other, though.
This fixes performance regressions from #3775 in Pokemon Sword, and hopefully Yu-Gi-Oh! RUSH DUEL: Dawn of the Battle Royale. May affect other games.
* Fix stupid mistake
The type in the `texOp` in the textureSize instruction doesn't have the exact type on SPIR-V (for example, it is missing the Array flag). This PR gives it the proper type before giving it to the unscaling helper.
This fixes the ground textures being broken on Pokemon Scarlet/Violet when scaling. It wasn't finding the texture, so the descriptor index it provided was -1...
* Eliminate CB0 accesses
Still some work to do, decouple from hle?
* Forgot the important part somehow
* Fix and improve alignment test
* Address Feedback
* Remove some complexity when checking storage buffer alignment
* Update Ryujinx.Graphics.Shader/Translation/Optimizations/GlobalToStorage.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>