* Tell GAL to use Vk model (and break everything)
* ResourceBindingSegments
* Set information on backend caps
* Get ready to break everything
* Refactor EncoderStateManager
* Remove padding from helper shaders
* Fix ref array sizes
* Seperate vert & frag buffers
* Shader-side changes
* Fixes
* Fix some helper shader resource layouts
* Sort by binding id
* Fix helper shader layouts
* Don’t do inline vertex buffer updates
* Check for null storage
* check for too bix texture bindings
* implement lod query
* print shader stage name
* always have fragment input
* resolve merge conflicts
* fix: lod query
* fix: casting texture coords
* support non-array memories
* use structure types for buffers
* implement compute pipeline cache
* compute dispatch
* improve error message
* rebind compute state
* bind compute textures
* pass local size as an argument to dispatch
* implement texture buffers
* hack: change vertex index to vertex id
* pass support buffer as an argument to every function
* return at the end of function
* fix: certain missing compute bindings
* implement texture base
* improve texture binding system
* remove useless exception
* move texture handle to texture base
* fix: segfault when using disposed textures
---------
Co-authored-by: Samuliak <samuliak77@gmail.com>
Co-authored-by: SamoZ256 <96914946+SamoZ256@users.noreply.github.com>
* Add Texture Size Capacity and 8GB Dram Build
* Update AutoDeleteCache.cs
* Dynamic Texture Cache (WIP)
* Change to float Multiplier, in-case it needs fine-tuning.
* Delete src/src.sln
* Update AutoDeleteCache.cs
* Format
* Fix Formatting
* Add DefaultTextureSizeCapacity and MemoryScaleFactor
- Also remove redundant New Lines
* Fix 4GB dram crashing
* Format newline
* Refractor
- Added Initialize() function to TextureCache and AutoDeleteCache
- Removed GetMaxTextureCapacity() function and instead added _maxCacheMemoryUsage
- Added private const MaxTextureSizeCapacity to AutoDelete Cache
- Added TextureCache.Initialize() to MemoryManager in order to fetch MaxGpuMemory at the right time.
- Moved and Changed Logger.Info for Gpu Memory to Logger.Notice and Moved it to PrintGpuInformation function.
- Opted to use a ternary operator for the Initialize function, I think it looks cleaner than bunch of if statements.
* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* maxMemory to CacheMemory, use Clamp instead of Ternary. Changed MinTextureCapacity 1GiB to 512 MiB
* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Format comment
* comment context
* Increase TextureSize capacity for OpenGL back to 1024
- Added a new const ulong for OpenGLTextureSizeCapacity
* Fix changes from last commit.
* Adjust last OpenGL changes.
* Remove garbage VSC file
* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
---------
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* refactor(perf): pass MemoryOwner<byte> around as itself rather than IMemoryOwner<byte>
* fix(perf): get span via MemoryOwner<byte>.Span property instead of through Memory property
* fix: incorrect comment change
* Allow creating texture aliases on texture pool
* Delete old image format override code
* New format incompatible alias
* Missing bounds check
* GetForBinding now takes FormatInfo
* Make FormatInfo struct more compact
* chore: replace `ByteMemoryPool` usage with `MemoryOwner<byte>`
* refactor: `PixelConverter.ConvertR4G4ToR4G4B4A4()` - rename old `outputSpan` to `outputSpanUInt16`, reuse same output `Span<byte>` as newly-freed name `outputSpan`
* eliminate temporary buffer allocations
* chore, perf: use MemoryOwner<byte> instead of IMemoryOwner<byte>
* More guarantees for buffer correct placement, defer guest requested buffers
* Split RP on indirect barrier rn
* Better handling for feedback loops.
* Qualcomm barriers suck too
* Fix condition
* Remove unused field
* Allow render pass barriers on turnip for now
* Ensure descriptor sets are only re-used when all command buffers using it have completed
* Fix some SPIR-V capabilities
* Set update after bind flag if we exceed limits
* Simpler fix for Intel
* Format whitespace
* Make struct readonly
* Add barriers for extra set arrays too
* Key textures using set and binding (rather than just binding)
* Extend full bindless to cover cases with phi nodes
* Log error on bindless access failure
* Shader cache version bump
* Remove constant buffer match to reduce the chances of full bindless triggering
* Re-enable it for constant buffers, paper mario does actually need it
* Format whitespace
* Report base and extra sets from the backend
* Pass texture set index everywhere
* Key textures using set and binding (rather than just binding)
* Start using extra sets for array textures
* Shader cache version bump
* Separate new commands, some PR feedback
* Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array
* Move bind extra sets logic to new method
* Should only use separate array is MaximumExtraSets is not zero
* Format whitespace
* GPU: Migrate buffers on GPU project, pre-emptively flush device local mappings
Essentially retreading #4540, but it's on the GPU project now instead of the backend. This allows us to have a lot more control + knowledge of where the buffer backing has been changed and allows us to pre-emptively flush pages to host memory for quicker readback. It will allow us to do other stuff in the future, but we'll get there when we get there.
Performance greatly improved in Hyrule Warriors: Age of Calamity. Performance notably improved in TOTK (average). Performance for BOTW restored to how it was before #4911, perhaps a bit better.
- Rewrites a bunch of buffer migration stuff. Might want to tighten up how dispose stuff works.
- Fixed an issue where the copy for texture pre-flush would happen _after_ the syncpoint.
TODO: remove a page from pre-flush if it isn't flushed after a certain number of copies.
* Add copy deactivation
* Fix dependent virtual buffers
* Remove logging
* Fix format issues (maybe)
* Vulkan: Remove backing swap
* Add explicit memory access types for most buffers
* Fix typo
* Add device local force expiry, change buffer inheritance behaviour
* General cleanup, OGL fix
* BufferPreFlush comments
* BufferBackingState comments
* Add an extra precaution to BufferMigration
This is very unlikely, but it's important to cover loose ends like this.
* Address some feedback
* Docs
* Add support for bindless textures from shader input (vertex buffer)
* Shader cache version bump
* Format whitespace
* Remove cache entries on pool removal, disable for OpenGL
* PR feedback
* rebase
* add methods Ryyjinx.Common EmbeddedResources and SteamUtils
* GAL changes - change SetData() methods and ThreadedTexture commands to use IMemoryOwner<byte> instead of SpanOrArray<byte>
* Ryujinx.Graphics.Texture: change texture conversion methods to return IMemoryOwner<byte> and allocate from ByteMemoryPool
* Ryujinx.Graphics.OpenGL: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>
* Ryujinx.Graphics.Vulkan: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>
* Ryujinx.Graphics.Gpu: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>
* Remove now-unused SpanOrArray<T>
* post-rebase cleanup
* PixelConverter: remove unsafe modifier on safe methods, and remove one unnecessary cast
* use ByteMemoryPool.Rent() in GetWritableRegion() impls
* fix formatting, rename `ReadRentedMemory()` to `ReadFileToRentedMemory()``
* Texture.ConvertToHostCompatibleFormat(): dispose of `result` in Astc decode branch
* Add support for large sampler arrays on Vulkan
* Shader cache version bump
* Format whitespace
* Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout
* Handle array textures with different types on the same buffer
* Somewhat better caching system
* Avoid useless buffer data modification checks
* Move redundant bindings update checking to the backend
* Fix an issue where texture arrays would get the same bindings across stages on Vulkan
* Backport some fixes from part 2
* Fix typo
* PR feedback
* Format whitespace
* Add some missing XML docs
* Add host tracked memory manager mode
* Skipping flush is no longer needed
* Formatting + revert unrelated change
* LightningJit: Ensure that dest register is saved for load ops that do partial updates
* avoid allocations when doing address space lookup
Add missing improvement
* IsRmwMemory -> IsPartialRegisterUpdateMemory
* Ensure we iterate all private allocations in range
* PR feedback and potential fixes
* Simplified bridges a lot
* Skip calling SignalMappingChanged if Guest is true
* Late map bridge too
* Force address masking for prefetch instructions
* Reprotection for bridges
* Move partition list validation to separate debug method
* Move host tracked related classes to HostTracked folder
* New HostTracked namespace
* Move host tracked modes to the end of enum to avoid PPTC invalidation
---------
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
This fixes a longstanding issue with resolution scale that could result in flickering graphics, typically the first frame something is drawn, or on camera cuts in cutscenes.
The root cause of the issue is that texture scale can be changed when binding textures or images. This typically happens because a texture becomes a view of a larger texture, such as a 400x225 texture becoming a view of a 800x450 texture with two levels. If the 400x225 texture is bound as a render target and has state [1x Undesired], but the storage texture is [2x Scaled], the render target texture's scale is changed to [2x Scaled] to match its new storage. This means the scale changed after the render target state was processed...
This can cause a number of issues. When render target state is processed, texture scales are examined and potentially changed so that they are all the same value. If one texture is scaled, all textures must be. If one texture is blacklisted from scaling, all of them must be. This results in a single resolution scale value being assigned to the TextureManager, which also scales the scissor and viewport values.
If the scale is chosen as 1x, and a later texture binding changes one of the textures to be 2x, the scale in TextureManager no longer matches all of the bound textures. What's worse, the scales in these textures could mismatch entirely. This typically results in the support buffer scale, viewport and scissor being wrong for at least one of the bound render targets.
This PR fixes the issue by re-evaluating render target state if any scale mismatches the expected scale after texture bindings happen. This can actually cause scale to change again, so it must loop back to perform texture bindings again. This can happen as many times as it needs to, but I don't expect it to happen more than once. Problematic bindings will just result in a blacklist, which will propagate to other bound targets.
* WIP: Separate guest/host tracking + unaligned protection
Allow memory manager to define support for single byte guest tracking
* Formatting
* Improve docs
* Properly handle cases where the address space bits are too low
* Address feedback