Commit graph

236 commits

Author SHA1 Message Date
gdkchan
b34c0a47b4
Fix constant buffer array size when indexing is used and other buffer descriptor and resolution scale regressions (#2298)
* Fix constant buffer array size when indexing is used

* Change default QueryConstantBufferUse value

* Fix more regressions

* Ensure proper order
2021-05-20 15:12:15 -03:00
gdkchan
49745cfa37
Move shader resource descriptor creation out of the backend (#2290)
* Move shader resource descriptor creation out of the backend

* Remove now unused code, and other nits

* Shader cache version bump

* Nits

* Set format for bindless image load/store

* Fix buffer write flag
2021-05-19 23:15:26 +02:00
EmulationFanatic
b5c72b44de
Merge pull request #2177 from riperiperi/feature/parallel-shader-cache
Allow parallel shader compilation when loading a shader cache
2021-05-19 11:39:19 -07:00
riperiperi
0129250c2e
Pass CbufSlot when getting info from the texture descriptor (#2291)
* Pass CbufSlot when getting info from the texture descriptor

Fixes some issues with bindless textures, when CbufSlot is not equal to the current TextureBufferIndex.

Specifically fixes a random chance of full screen colour flickering in Super Mario Party.

* Apply suggestions from code review

Oops

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-05-19 20:05:43 +02:00
riperiperi
212e472c9f
Use copy dependencies for the Intel/AMD view format workaround (#2144)
* This might help AMD a bit

* Removal of old workaround.
2021-05-16 20:43:27 +02:00
Mary
7aed7808be
misc: Fix default value for GraphicsConfig.MaxAnisotropy (#2274)
As title say.
Doesn't change anything as the Ryujinx project set it.
2021-05-07 13:18:23 -03:00
gdkchan
0e9823d7e6
Fix shader buffer write flag on atomic instructions (#2261)
* Fix shader buffer write flag on atomic instructions

* Shader cache version bump
2021-05-01 20:46:21 +02:00
gdkchan
4770cfa920
Only enable clip distance if written to on shader (#2217)
* Only enable clip distance if written to on shader

* Signal InstanceId use through FeatureFlags

* Shader cache version bump
2021-04-20 12:33:54 +02:00
riperiperi
9e68f5026e Fix skipping missing shaders 2021-04-18 17:34:01 +01:00
riperiperi
b1c3e01691 Nit 2021-04-18 17:34:00 +01:00
riperiperi
35eac315ab The task isn't required for loading compute binary. 2021-04-18 17:33:59 +01:00
riperiperi
a0aa09912c Use event to wake the main thread on task completion 2021-04-18 17:33:59 +01:00
riperiperi
20d560e3f9 The new host program needs to be saved even if it isn't valid. 2021-04-18 17:33:59 +01:00
riperiperi
ddf4b92a9c Implement parallel host shader cache compilation. 2021-04-18 17:33:58 +01:00
gdkchan
40e276c9b5
Improve shader global memory to storage pass (#2200)
* Improve shader global memory to storage pass

* Formatting and more comments

* Shader cache version bump
2021-04-18 12:31:39 +02:00
gdkchan
f665e1b409
Hold reference for render targets in use (#2156) 2021-04-02 16:33:39 +02:00
gdkchan
524fe3bea4
Implement shader HelperThreadNV (#2163)
* Implement shader HelperThreadNV

* Bump shader cache version

* Use gl_HelperInvocation since its supported across all vendors

* Nit
2021-04-02 21:50:35 +11:00
gdkchan
a0b4799f19
Fix ZN flags set for shader instructions using RZ.CC dest (#2147)
* Fix ZN flags set for shader instructions using RZ.CC dest

* Shader cache version bump and nits
2021-03-27 22:59:05 +01:00
mageven
a5d5ca0635
Shader Cache: Move bindless checking from translation to decode (#2145) 2021-03-27 00:50:26 +01:00
mageven
69f8722e79
Fix inconsistencies in progress reporting (#2129)
Signal and setup events correctly
Eliminate possible races
Use a single event
Mark volatiles and reduce scope of waithandles
Common handler
100ms -> 50ms
2021-03-22 19:40:07 +01:00
Mary
aef25980a7
Salieri: Detect and avoid caching shaders using bindless textures (#2097)
* Salieri: Add blacklist system and blacklist shaders using bindless

Currently the shader cache doesn't have the right format to support
bindless textures correctly and may cache shaders that it cannot rebuild
after host invalidation.

This PR address the issue by blacklisting shaders using bindless
textures.

THis also support detection of already cached broken shader and handle removal
of those.

* Move to a feature flags design to avoid intrusive changes in the translator

This remove the auto correct behaviour

* Reduce diff on TranslationFlags

* Reduce comma on last entry of TranslationFlags

* Fix inverted logic and remove leftovers

* remove debug edits oops
2021-03-19 20:07:37 +01:00
riperiperi
9b7335a63b
Improve linear texture compatibility rules (#2099)
* Improve linear texture compatibility rules

Fixes an issue where small or width-aligned (rather than byte aligned) textures would fail to create a view of existing data. Creates a copy dependency as size change may be risky.

* Minor cleanup

* Remove Size Change for Copy Depenedencies

The copy to the target (potentially different sized) texture can properly deal with cropping by itself.

* Move StrideAlignment and GobAlignment into Constants
2021-03-19 02:17:38 +01:00
riperiperi
1623ab524f
Improve Buffer Textures and flush Image Stores (#2088)
* Improve Buffer Textures and flush Image Stores

Fixes a number of issues with buffer textures:

- Reworked Buffer Textures to create their buffers in the TextureManager, then bind them with the BufferManager later.
  - Fixes an issue where a buffer texture's buffer could be invalidated after it is bound, but before use.
- Fixed width unpacking for large buffer textures. The width is now 32-bit rather than 16.
- Force buffer textures to be rebound whenever any buffer is created, as using the handle id wasn't reliable, and the cost of binding isn't too high.

Fixes vertex explosions and flickering animations in UE4 games.

* Set ImageStore flag... for ImageStore.

* Check the offset and size.
2021-03-08 18:43:39 -03:00
riperiperi
8d36681bf1
Improve handling for unmapped GPU resources (#2083)
* Improve handling for unmapped GPU resources

- Fixed a memory tracking bug that would set protection on empty PTEs
- When a texture's memory is (partially) unmapped, all pool references are forcibly removed and the texture must be rediscovered to draw with it. This will also force the texture discovery to always compare the texture's range for a match.
- RegionHandles now know if they are unmapped, and automatically unset their dirty flag when unmapped.
- Partial texture sync now loads only the region of texture that has been modified. Unmapped memory tracking handles cause dirty flags for a texture group handle to be ignored.

This greatly improves the emulator's stability for newer UE4 games.

* Address feedback, fix MultiRange slice

Fixed an issue where the size of the multi-range slice would be miscalculated.

* Update Ryujinx.Memory/Range/MultiRange.cs (feedback)

Co-authored-by: Mary <thog@protonmail.com>

Co-authored-by: Mary <thog@protonmail.com>
2021-03-06 11:43:55 -03:00
mageven
ca5d8e58dd
Add progress reporting to PTC and Shader Cache (#2057)
* UI changes

* Add progress reporting to PTC & ShaderCache

* Account for null events and expand docs

Co-authored-by: Joshi234 <46032261+Joshi234@users.noreply.github.com>
2021-03-03 01:39:36 +01:00
riperiperi
b530f0e110
Texture Cache: "Texture Groups" and "Texture Dependencies" (#2001)
* Initial implementation (3d tex mips broken)

This works rather well for most games, just need to fix 3d texture mips.

* Cleanup

* Address feedback

* Copy Dependencies and various other fixes

* Fix layer/level offset for copy from view<->view.

* Remove dirty flag from dependency

The dirty flag behaviour is not needed - DeferredCopy is all we need.

* Fix tracking mip slices.

* Propagate granularity (fix astral chain)

* Address Feedback pt 1

* Save slice sizes as part of SizeInfo

* Fix nits

* Fix disposing multiple dependencies causing a crash

This list is obviously modified when removing dependencies, so create a copy of it.
2021-03-02 19:30:54 -03:00
gdkchan
4047477866
Simplify handling of shader vertex A (#1999)
* Simplify handling of shader vertex A

* Theres no transformation feedback, its transform

* Merge TextureHandlesForCache
2021-02-08 10:42:17 +11:00
gdkchan
7016d95eb1
Implement ETC2 (RGB) texture format (#2000)
* Implement ETC2 format

* Fix component counts for compressed formats
2021-02-08 10:23:56 +11:00
gdkchan
67033ed8e0
Do not flush multisample textures (#1973) 2021-02-01 08:30:16 +01:00
gdkchan
f93089a64f
Implement geometry shader passthrough (#1961)
* Implement geometry shader passthrough

* Cache version change
2021-01-29 14:38:51 +11:00
riperiperi
c30504e3b3
Use a descriptor cache for faster pool invalidation. (#1977)
* Use a descriptor cache for faster pool invalidation.

* Speed up comparison by casting to Vector256

Now we never need to worry about this ever again
2021-01-29 14:19:06 +11:00
gdkchan
4b7c7dab9e
Support multiple destination operands on shader IR and shuffle predicates (#1964)
* Support multiple destination operands on shader IR and shuffle predicates

* Cache version change
2021-01-28 10:59:47 +11:00
gdkchan
caf049ed15
Avoid some redundant GL calls (#1958) 2021-01-27 08:44:07 +11:00
gdkchan
d6bd0470fb
Fix conditional rendering without queries (#1965) 2021-01-27 08:42:12 +11:00
gdkchan
9551bfdeeb
Fix compute shader code dumping (#1960) 2021-01-26 18:27:18 +01:00
gdkchan
f94acdb4ef
Allow out of bounds storage buffer access by aligning their sizes (#1870)
* Allow out of bounds storage buffer access by aligning their sizes

* Use correct size

* Fix typo and comment on the reason for the change
2021-01-25 09:22:19 +11:00
gdkchan
f565b0e5a6
Match texture if the physical range is the same (#1934)
* Match texture if the physical range is the same

* XML docs and comments
2021-01-23 13:38:00 +01:00
gdkchan
b8353f5639
Enable parallel ASTC decoding by default (#1930) 2021-01-19 14:19:52 +11:00
gdkchan
03aab63e03
Fix out of range exception when a invalid base lod is used (#1931) 2021-01-19 14:04:38 +11:00
riperiperi
a1f77a5b6a
Implement lazy flush-on-read for Buffers (SSBO/Copy) (#1790)
* Initial implementation of buffer flush (VERY WIP)

* Host shaders need to be rebuilt for the SSBO write flag.

* New approach with reserved regions and gl sync

* Fix a ton of buffer issues.

* Remove unused buffer unmapped behaviour

* Revert "Remove unused buffer unmapped behaviour"

This reverts commit f1700e52fb8760180ac5e0987a07d409d1e70ece.

* Delete modified ranges on unmap

Fixes potential crashes in Super Smash Bros, where a previously modified range could lie on either side of an unmap.

* Cache some more delegates.

* Dispose Sync on Close

* Also create host sync for GPFifo syncpoint increment.

* Copy buffer optimization, add docs

* Fix race condition with OpenGL Sync

* Enable read tracking on CommandBuffer, insert syncpoint on WaitForIdle

* Performance: Only flush individual pages of SSBO at a time

This avoids flushing large amounts of data when only a small amount is actually used.

* Signal Modified rather than flushing after clear

* Fix some docs and code style.

* Introduce a new test for tracking memory protection.

Sucessfully demonstrates that the bug causing write protection to be cleared by a read action has been fixed. (these tests fail on master)

* Address Comments

* Add host sync for SetReference

This ensures that any indirect draws will correctly flush any related buffer data written before them. Fixes some flashing and misplaced world geometry in MH rise.

* Make PageAlign static

* Re-enable read tracking, for reads.
2021-01-17 17:08:06 -03:00
gdkchan
c4f56c5704
Support for resources on non-contiguous GPU memory regions (#1905)
* Support for resources on non-contiguous GPU memory regions

* Implement MultiRange physical addresses, only used with a single range for now

* Actually use non-contiguous ranges

* GetPhysicalRegions fixes

* Documentation and remove Address property from TextureInfo

* Finish implementing GetWritableRegion

* Fix typo
2021-01-17 19:44:34 +01:00
gdkchan
3bad321d2b
Fix mipmap base level being ignored for sampled textures and images (#1911)
* Fix mipmap base level being ignored for sampled textures and images

* Fix layer size and max level for textures

* Missing XML doc + reorder comments
2021-01-15 19:14:00 +01:00
gdkchan
5be6ec6364
Fix shader LOP3 predicate write condition (#1910)
* Fix LOP3 predicate write condition

* Bump shader cache version
2021-01-14 01:07:50 +01:00
gdkchan
36c6e67df2
Implement shader CC mode for ISCADD, X mode for ISETP and fix STL/STS/STG with RZ (#1901)
* Implement shader CC mode for ISCADD, X mode for ISETP and fix STS/STG with RZ

* Fix STG too and bump shader cache version

* Fix wrong name

* Fix Carry being inverted on comparison
2021-01-13 08:52:13 +11:00
gdkchan
df820a72de
Implement clear buffer (fast path) (#1902)
* Implement clear buffer (fast path)

* Remove blank line
2021-01-13 08:50:54 +11:00
gdkchan
6ed19c1488
Fix compute reserved constant buffer updates (#1892) 2021-01-10 21:02:58 +01:00
gdkchan
8e0a421264
Fix remap when handle is 0 (#1882)
* Nvservices cleanup and attempt to fix remap

* Unmap if remap handle is 0

* Remove mapped pool add from Remap
2021-01-10 10:11:31 +11:00
gdkchan
b9200dd734
Support conditional on BRK and SYNC shader instructions (#1878)
* Support conditional on BRK and SYNC shader instructions

* Add TODO comment and bump cache version
2021-01-08 22:55:55 -03:00
Ac_K
73f6149bd6
gpu: Implement missing texture formats (#1867)
* gpu: Implement Etc2Rgba texture format

* Add more format

* Fix wrong pixel format
2021-01-05 06:02:49 +01:00
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