Commit graph

36 commits

Author SHA1 Message Date
Nicholas Rodine 951700fdd8
Removed unused usings. (#3593)
* Removed unused usings.

* Added back using, now that it's used.

* Removed extra whitespace.
2022-08-18 18:04:54 +02:00
gdkchan 55e97959b9
Fix Vi managed and stray layers open/close/destroy (#3438)
* Fix Vi managed and stray layers open/close/destroy

* OpenLayer should set the state to ManagedOpened
2022-07-06 13:37:36 -03:00
gdkchan 0c87bf9ea4
Refactor CPU interface to allow the implementation of other CPU emulators (#3362)
* Refactor CPU interface

* Use IExecutionContext interface on SVC handler, change how CPU interrupts invokes the handlers

* Make CpuEngine take a ITickSource rather than returning one

The previous implementation had the scenario where the CPU engine had to implement the tick source in mind, like for example, when we have a hypervisor and the game can read CNTPCT on the host directly. However given that we need to do conversion due to different frequencies anyway, it's not worth it. It's better to just let the user pass the tick source and redirect any reads to CNTPCT to the user tick source

* XML docs for the public interfaces

* PPTC invalidation due to NativeInterface function name changes

* Fix build of the CPU tests

* PR feedback
2022-05-31 16:29:35 -03:00
Mary 6dffe0fad4
misc: Make PID unsigned long instead of long (#3043) 2022-02-09 17:18:07 -03:00
gdkchan 0d174cbd45
EventWait should not signal the event when it returns Success (#2739)
* Fix race when EventWait is called and a wait is done on the CPU

* This is useless now

* Fix EventSignal

* Ensure the signal belongs to the current fence, to avoid stale signals
2021-10-19 17:25:32 -03:00
riperiperi a2c6cd5132
Enqueue frame before signalling the frame is ready. (#2722)
It seems that certain games (Link's Awakening, Xenoblade DE) had their fences reached already when posting framebuffers, so the signal that a frame was ready would go out _before_ the frame was enqueued, and the render loop would fail to dequeue anything and "skip" a frame.

This was resulting in their performance lowering dramatically after some loading transitions, as a frame signal would be consumed and presentation would be one frame behind.

It's possible this might have eventually caused deadlocks in these games or others, if it happened twice.
2021-10-12 23:29:50 +02:00
gdkchan fbb4019ed5
Initial support for separate GPU address spaces (#2394)
* Make GPU memory manager a member of GPU channel

* Move physical memory instance to the memory manager, and the caches to the physical memory

* PR feedback
2021-06-29 19:32:02 +02:00
Mary bec67dbef7
misc: Move configuration management to the Ryujinx project (#2269)
* Decouple configuration from Ryujinx.HLE and Ryujinx.Input

* Move Configuration to the Ryujinx project
2021-05-16 17:12:14 +02:00
Mary 305f06eb71
HLE: Fix integer sign inconcistency accross the codebase (#2222)
* Make all title id instances unsigned

* Replace address and size with ulong instead of signed types

Long overdue change.
Also change some logics here and there to optimize with the new memory
manager.

* Address Ac_K's comments

* Remove uneeded cast all around

* Fixes some others misalignment
2021-04-24 12:16:01 +02:00
Mary 0746b83edf
Initial support for the new 12.x IPC system (#2182)
* Rename CommandAttribute as CommandHIpcAttribute to prepare for 12.x changes

* Implement inital support for TIPC and adds SM command ids

* *Ipc to *ipc

* Missed a ref in last commit...

* CommandAttributeTIpc to CommandAttributeTipc

* Addresses comment and fixes some bugs around

TIPC doesn't have any padding requirements as buffer C isn't a thing
Fix for RegisterService inverting two argument only on TIPC
2021-04-14 00:01:24 +02:00
Mary 73881fad19
Surface Flinger: Fix an oversight when closing a layer (#2192)
* Surface Flinger: Fix an oversight when closing a layer

As the title say.
I also took the liberty of changing the logic on how we select the
current layer being rendered to make it more explicit when opening and
creating layers.

NOTE: Found by Ac_k.

* check for RenderLayerId and not the dictionary size

This fix a possible race condition between the time you create a layer and set the one currently used for rendering
2021-04-13 02:56:16 +02:00
Bruno Macabeus 996e6905ba
android-fence: call callback when fence is invalid (#1881) 2021-01-13 10:53:13 +01:00
Ac_K 4f01c13f50
surfaceflinger: Fix fence callback issue (#1839)
This PR fixes a regression introduced in #1741. The actual implementation do the assumption of fences always exist and then registering the callback.
Homebrews may not use fences, so the code crashes when it try to register the callback.
2021-01-02 23:21:44 +01:00
Bruno Macabeus b9fd7c8b23
Remove long <-> ulong casts from Nvservices code (#1848)
* Remove long <-> ulong casts from Nvservices code

* review: fix lint
2021-01-01 19:03:33 -03:00
riperiperi 10aa11ce13
Interrupt GPU command processing when a frame's fence is reached. (#1741)
* Interrupt GPU command processing when a frame's fence is reached.

* Accumulate times rather than %s

* Accurate timer for vsync

Spin wait for the last .667ms of a frame. Avoids issues caused by signalling 16ms vsync. (periodic stutters in smo)

* Use event wait for better timing.

* Fix lazy wait

Windows doesn't seem to want to do 1ms consistently, so force a spin if we're less than 2ms.

* A bit more efficiency on frame waits.

Should now wait the remainder 0.6667 instead of 1.6667 sometimes (odd waits above 1ms are reliable, unlike 1ms waits)

* Better swap interval 0 solution

737 fps without breaking a sweat. Downside: Vsync can no longer be disabled on games that use the event heavily (link's awakening - which is ok since it breaks anyways)

* Fix comment.

* Address Comments.
2020-12-17 19:39:52 +01:00
Ac_K 11222516c4
gui/gpu: Implement setting and toggle for Aspect Ratio (#1777)
* gui/gpu: Implement setting and toggle for Aspect Ratio

* address gdkchan feedback and add 16:10

* fix config.json file

* Fix rebase

* Address gdkchan feedback

* Address rip feedback

* Fix aspectWidth
2020-12-15 23:19:07 -03:00
gdkchan 48278905d1
Rewrite scheduler context switch code (#1786)
* Rewrite scheduler context switch code

* Fix race in UnmapIpcRestorePermission

* Fix thread exit issue that could leave the scheduler in a invalid state

* Change context switch method to not wait on guest thread, remove spin wait, use SignalAndWait to pass control

* Remove multi-core setting (it is always on now)

* Re-enable assert

* Remove multicore from default config and schema

* Fix race in KTimeManager
2020-12-09 19:20:05 -03:00
gdkchan cf6cd71488
IPC refactor part 2: Use ReplyAndReceive on HLE services and remove special handling from kernel (#1458)
* IPC refactor part 2: Use ReplyAndReceive on HLE services and remove special handling from kernel

* Fix for applet transfer memory + some nits

* Keep handles if possible to avoid server handle table exhaustion

* Fix IPC ZeroFill bug

* am: Correctly implement CreateManagedDisplayLayer and implement CreateManagedDisplaySeparableLayer

CreateManagedDisplaySeparableLayer is requires since 10.x+ when appletResourceUserId != 0

* Make it exit properly

* Make ServiceNotImplementedException show the full message again

* Allow yielding execution to avoid starving other threads

* Only wait if active

* Merge IVirtualMemoryManager and IAddressSpaceManager

* Fix Ro loading data from the wrong process

Co-authored-by: Thog <me@thog.eu>
2020-12-02 00:23:43 +01:00
Mary c482718d2e
surfaceflinger: Disable async buffer (#1603)
This fix a mistake I made during my original reimplementation of SurfaceFlinger by disabling async buffer.

This fix a memory corruption on Super Mario All-Stars 3D (Super Mario Sunshine & Super
Mario Galaxy now go ingame).

Thanks to @gdkchan for tracing the memory corruption.
2020-10-10 21:45:49 +11:00
mageven a33dc2f491
Improved Logger (#1292)
* Logger class changes only

Now compile-time checking is possible with the help of Nullable Value
types.

* Misc formatting

* Manual optimizations

PrintGuestLog
PrintGuestStackTrace
Surfaceflinger DequeueBuffer

* Reduce SendVibrationXX log level to Debug

* Add Notice log level

This level is always enabled and used to print system info, etc...
Also, rewrite LogColor to switch expression as colors are static

* Unify unhandled exception event handlers

* Print enabled LogLevels during init

* Re-add App Exit disposes in proper order

nit: switch case spacing

* Revert PrintGuestStackTrace to Info logs due to #1407

PrintGuestStackTrace is now called in some critical error handlers
so revert to old behavior as KThread isn't part of Guest.

* Batch replace Logger statements
2020-08-04 01:32:53 +02:00
gdkchan 8dbcae1ff8
Implement BGRA texture support (#1418)
* Implement BGRA texture support

* Missing AppendLine

* Remove empty lines

* Address PR feedback
2020-07-26 00:03:40 -03:00
Thog bcb7761eac
SurfaceFlinger: fix some bugs (#1262)
* SurfaceFlinger: fix some bugs

This fixes some bugs in the current implementation and make it closer to
the real implementation.

* Fix align of some variables
2020-06-02 17:58:19 +02:00
Thog da3fd3f71b surfaceflinger: FreeBufferLocked doesn't reset the graphic buffer
That's the job of the user on Horizon (via SetPreallocatedBuffer).
2020-05-15 12:20:24 +02:00
Thog 378259a40a
Surface Flinger: Implement GetBufferHistory (#1232)
* Surface Flinger: Implement GetBufferHistory

Also fix some bugs on the Surface Flinger implementation

* Address Ac_K's comment
2020-05-15 03:30:08 +02:00
gdkchan 15d1cc806b
Move kernel state out of the Horizon class (#1107)
* Move kernel state from Horizon to KernelContext

* Merge syscalls partial classes, split 32 and 64-bit variants

* Sort usings
2020-05-04 13:41:29 +10:00
gdkchan f77694e4f7
Implement a new physical memory manager and replace DeviceMemory (#856)
* Implement a new physical memory manager and replace DeviceMemory

* Proper generic constraints

* Fix debug build

* Add memory tests

* New CPU memory manager and general code cleanup

* Remove host memory management from CPU project, use Ryujinx.Memory instead

* Fix tests

* Document exceptions on MemoryBlock

* Fix leak on unix memory allocation

* Proper disposal of some objects on tests

* Fix JitCache not being set as initialized

* GetRef without checks for 8-bits and 16-bits CAS

* Add MemoryBlock destructor

* Throw in separate method to improve codegen

* Address PR feedback

* QueryModified improvements

* Fix memory write tracking not marking all pages as modified in some cases

* Simplify MarkRegionAsModified

* Remove XML doc for ghost param

* Add back optimization to avoid useless buffer updates

* Add Ryujinx.Cpu project, move MemoryManager there and remove MemoryBlockWrapper

* Some nits

* Do not perform address translation when size is 0

* Address PR feedback and format NativeInterface class

* Remove ghost parameter description

* Update Ryujinx.Cpu to .NET Core 3.1

* Address PR feedback

* Fix build

* Return a well defined value for GetPhysicalAddress with invalid VA, and do not return unmapped ranges as modified

* Typo
2020-05-04 08:54:50 +10:00
Thog 764891e670
nvservice: add a lock around NvHostEvent and remove release fence on SFv2 (#1197)
* nvservice: add a lock to NvHostEvent

* Disable surface flinger release fence and readd infinite timeout

* FenceAction: Add a timeout of 1 seconds as this shouldn't wait forever anyuway

* surfaceflinger: remove leftovers from the release fence

* Don't allow infinite timeout on syncpoint while printing all timeout for better debugging
2020-05-02 22:47:06 +02:00
Thog 75ec30c962
SurfaceFlinger: fix SetPreallocatedBuffer correctness (#1153)
Nintendo sets the buffer count in SetPreallocatedBuffer too.

This fix triple buffering on all games and finally fix SSBU flickering.
2020-04-25 12:08:50 +02:00
Thog 21a0b0ebeb
SurfaceFlinger: Invalid GraphicBuffer in SetPreallocatedBuffer (#1145)
This invalidate the GraphicBuffer on the consumer side when
SetPreallocatedBuffer is called on a buffer slot.

This fix rendering issues on games with a dynamic resolution like Yoshi
Crafted World.
2020-04-22 21:18:53 +02:00
Thog 36749c358d
SurfaceFlinger v2 (#981)
* Rewrite SurfaceFlinger

Reimplement accurately SurfaceFlinger (based on my 8.1.0 reversing of it)

TODO: support swap interval properly and reintroduce disabled "game vsync" support.

* Some fixes for SetBufferCount

* uncomment a test from last commit

* SurfaceFlinger: don't free the graphic buffer in SetBufferCount

* SurfaceFlinger: Implement swap interval correctly

* SurfaceFlinger: Reintegrate Game VSync toggle

* SurfaceFlinger: do not push a fence on buffer release on the consumer side

* Revert "SurfaceFlinger: do not push a fence on buffer release on the consumer side"

This reverts commit 586b52b0bfab2d11f361f4b59ab7b7141020bbad.

* Make the game vsync toggle work dynamically again

* Unregister producer's Binder object when closing layer

* Address ripinperi's comments

* Add a timeout on syncpoint wait operation

Syncpoint aren't supposed to be waited on for more than a second.

This effectively workaround issues caused by not having a channel
scheduling in place yet.

PS: Also introduce Android WaitForever warning about fence being not
signaled for 3s

* Fix a print of previous commit

* Address Ac_K's comments

* Address gdkchan's comments

* Address final comments
2020-04-22 14:10:27 +10:00
Thog 644de99e86
Implement GPU syncpoints (#980)
* Implement GPU syncpoints

This adds support for GPU syncpoints on the GPU backend & nvservices.

Everything that was implemented here is based on my researches,
hardware testing of the GM20B and reversing of nvservices (8.1.0).

Thanks to @fincs for the informations about some behaviours of the pusher
and for the initial informations about syncpoints.

* syncpoint: address gdkchan's comments

* Add some missing logic to handle SubmitGpfifo correctly

* Handle the NV event API correctly

* evnt => hostEvent

* Finish addressing gdkchan's comments

* nvservices: write the output buffer even when an error is returned

* dma pusher: Implemnet prefetch barrier

lso fix when the commands should be prefetch.

* Partially fix prefetch barrier

* Add a missing syncpoint check in QueryEvent of NvHostSyncPt

* Address Ac_K's comments and fix GetSyncpoint for ChannelResourcePolicy == Channel

* fix SyncptWait & SyncptWaitEx cmds logic

* Address ripinperi's comments

* Address gdkchan's comments

* Move user event management to the control channel

* Fix mm implementation, nvdec works again

* Address ripinperi's comments

* Address gdkchan's comments

* Implement nvhost-ctrl close accurately + make nvservices dispose channels when stopping the emulator

* Fix typo in MultiMediaOperationType
2020-04-19 11:25:57 +10:00
Thog ab29521faa Fix R5G6B5 in SurfaceFlinger (#863)
Also fix B5G6R5Unorm wrong definition in Ryujinx.Graphics.OpenGL.
2020-01-09 19:12:47 +01:00
gdk 16d88c21fc Improved and simplified window texture presentation 2020-01-09 02:13:00 +01:00
gdk 1876b346fe Initial work 2020-01-09 02:13:00 +01:00
Thomas Guillemard 88593bf872 Add detail of ZbcSetTableArguments (#810)
* Add detail of ZbcSetTableArguments

This is a missing part of the #800 PR that cause an assert to be
triggered in debug mode.

Also, remove Fence in SurfaceFlinger as it's a duplicate of NvFence.

* Fix critical issue in size checking of ioctl

oops
2019-11-08 15:49:28 +01:00
Thomas Guillemard b29950dbd6 hle: Fix some inconsistencies in namespace naming in Services (#808)
Also fix IShopServiceAccessSystemInterface being in the wrong namespace.
2019-11-03 18:26:29 +01:00