We have a conversion from LDG on the compute shader to a special constant buffer binding that's used to exceed hardware limits on compute, but it was only running if the byte offset could be identified. The fallback that checks all of the bindings at runtime only checks the storage buffers.
This PR adds checking ube ranges to the LoadGlobal fallback. This extends the changes in #4011 to only check ube entries which are accessed by the shader.
Fixes particles affected by the wind in The Legend of Zelda: Breath of the Wild. May fix other weird issues with compute shaders in some games.
Try a bunch of games and drivers to make sure they don't blow up loading constants willynilly from searchable buffers.
* Initial implementation of metal surface across UIs
* Fix SDL2 on windows
* Update Ryujinx/Ryujinx.csproj
Co-authored-by: Mary-nyan <thog@protonmail.com>
* Address Feedback
Co-authored-by: Mary-nyan <thog@protonmail.com>
* amadeus: Add missing compressor effect from REV11
This was in my reversing notes but seems I completely forgot to
implement it
Also took the opportunity to simplify the Limiter effect a bit.
* Remove some outdated comment
* Address gdkchan's comments
* Fix accessability violations in ListView
* Use accent colour for favourite star
* Hide progress bar when its done
* App Data Formating
- Added space before storage unit
- Changed so minutes have 0 decimals, and hours and days have 1
* Fix theming
* Fix mismatched corner radius
* Fix acceability violations in GridView
* More consistency between Grid and List View
* Fix margin
* Let whitespace defocus controls
* Make all structs readonly when applicable. It should reduce amount of needless defensive copies
* Make structs with trivial boilerplate equality code record structs
* Remove unnecessary readonly modifiers from TextureCreateInfo
* Make BitMap structs readonly too
* GPU: Use lazy checks for specialization state
This PR adds a new class, the SpecializationStateUpdater, that allows elements of specialization state to be updated individually, and signal the state is checked when it changes between draws, instead of building and checking it on every draw. This also avoids building spec state when
Most state updates have been moved behind the shader state update, so that their specialization state updates make it in before shaders are fetched.
Downside: Fields in GpuChannelGraphicsState are no longer readonly. To counteract copies that might be caused this I pass it as `ref` when possible, though maybe `in` would be better? Not really sure about the quirks of `in` and the difference probably won't show on a benchmark.
The result is around 2 extra FPS on SMO in the usual spot. Not much right now, but it will remove costs when we're doing more expensive specialization checks, such as fragment output type specialization for macos. It may also help more on other games with more draws.
* Address Feedback
* Oops
* GPU: Swap bindings array instead of copying
Reduces work on UpdateShaderState. Now the cost is a few reference moves for arrays, rather than copying data.
Downside: bindings arrays are no longer readonly.
* Micro optimisation
* Add missing docs
* Address Feedback
This reverts commit 9677ddaa5d.
SixLabors.ImageShar switched to a shady and vague license starting with 2.x
without mentioning it on their changelog.
As a result we are staying on 1.x (licensed under Apache-2) and will
seak an alternative package.
* Track buffer migrations and flush source on incomplete copy
Makes sure that the modified range list is always from the latest iteration of the buffer, and flushes earlier iterations of a buffer if the data has not been migrated yet.
* Cleanup 1
* Reduce cost for redundant signal checks on Vulkan
* Only inherit the range list if there are pending ranges.
* Fix OpenGL
* Address Feedback
* Whoops
* ava: Cleanup RenderTimer
* ava: Remove ContentControl from RendererHost
* ava: Remove unused actual scale factor
* ava: Enable UseGpu for Linux
* ava: Set better initial size & Scale the window properly
* ava: Realign properties
* ava: Use explicit type & specify where the note applies
* 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.