* Pass MultiRange to BufferManager
* Implement support for multi-range buffers using Vulkan sparse mappings
* Use multi-range for remaining buffers, delete old methods
* Assume that more buffers are contiguous
* Dispose multi-range buffers after they are removed from the list
* Properly init BufferBounds for constant and storage buffers
* Do not try reading zero bytes data from an unmapped address on the shader cache + PR feedback
* Fix misaligned sparse buffer offsets
* Null check can be simplified
* PR feedback
* Change TargetFramework to net8.0
* Disable info messages
* Fix warings
* Disable additional analyzer messages
* Fix typo
* Add whitespace
* Fix ref vs in warnings
* Use explicit [In] on array parameters
* No need to guard Remove with Contains
* Use 'ArgumentOutOfRangeException.ThrowIf...' instead of explicitly throwing a new exception instance
* Bump .NET SDK version
* Enable JsonSerializerIsReflectionEnabledByDefault
* Use 8.0.100 GA release
* Bump System package versions
---------
Co-authored-by: Zoltan Csizmadia <Zoltan.Csizmadia@vericast.com>
* GPU: Add fallback when textureGatherOffsets is not supported.
This PR adds a fallback for GPUs or APIs that don't support an equivalent to the method `textureGatherOffsets`, where each of the 4 gathered texels has an individual offset. This is done by reusing the existing code to handle non-const offsets for texture instructions, though it has also been corrected as there were a few implementation issues.
MoltenVK reports support for this capability, and it didn't error when we initially released the MacOS build, but that has since changed. MVK still reports support, but spirv-cross has been fixed in a way that it _attempts_ to use this capability, but the metal compiler errors since it doesn't exist.
Some other fixes:
- textureGatherOffsets emulation has been changed significantly. It now uses 4 texture sample instructions (not gather), calculates a base texel (i=0 j=0) and adds the offsets onto it before converting into a tex coord. The final result is offset into a texel center, so it shouldn't be subject to interpolation, though this isn't perfect and could have some error with floating point formats with linear sampling. It is subject to texture wrap mode as it should be, which is why texelFetch was not used.
- Maybe gather should be used here with component `w` (i=0, j=0), though this multiplies number of texels fetched by 4... The way it was doing this before _was_ wrong_, but doing it right would avoid issues with texel center precision.
- textureGatherOffset (singular) now performs textureGather with the offset applied to the coords, rather than the slower fallback where each texel is fetched individually.
* Increment shader cache version, remove unused arg
* Use base texture size for gather coord offset.
Implicit LOD for gather is not supported.
* Use 4 texture gathers for offsets emulation
Avoids issues with interpolation at cost of performance
(not sure how bad this is)
* Address Feedback
* Implement vertex and geometry shader conversion to compute
* Call InitializeReservedCounts for compute too
* PR feedback
* Set clip distance mask for geometry and tessellation shaders too
* Transform feedback emulation only for vertex
* Move shuffle handling out of the backend to a transform pass
* Handle subgroup sizes higher than 32
* Stop using the subgroup size control extension
* Make GenerateShuffleFunction static
* Shader cache version bump
* Initial implementation of buffer mirrors
Generally slower right now, goal is to reduce render passes in games that do inline updates
Fix support buffer mirrors
Reintroduce vertex buffer mirror
Add storage buffer support
Optimisation part 1
More optimisation
Avoid useless data copies.
Remove unused cbIndex stuff
Properly set write flag for storage buffers.
Fix minor issues
Not sure why this was here.
Fix BufferRangeList
Fix some big issues
Align storage buffers rather than getting full buffer as a range
Improves mirrorability of read-only storage buffers
Increase staging buffer size, as it now contains mirrors
Fix some issues with buffers not updating
Fix buffer SetDataUnchecked offset for one of the paths when using mirrors
Fix buffer mirrors interaction with buffer textures
Fix mirror rebinding
Move GetBuffer calls on indirect draws before BeginRenderPass to avoid draws without render pass
Fix mirrors rebase
Fix rebase 2023
* Fix crash when using stale vertex buffer
Similar to `Get` with a size that's too large, just treat it as a clamp.
* Explicitly set support buffer as mirrorable
* Address feedback
* Remove unused fragment of MVK workaround
* Replace logging for staging buffer OOM
* Address format issues
* Address more format issues
* Mini cleanup
* Address more things
* Rename BufferRangeList
* Support bounding range for ClearMirrors and UploadPendingData
* Add maximum size for vertex buffer mirrors
* Enable index buffer mirrors
Enabled on all platforms for the IbStreamer.
* Feedback
* Remove mystery BufferCache change
Probably macos related?
* Fix mirrors not creating when staging buffer is empty.
* Change log level to debug
* Add workflow to perform automated checks for PRs
* Downgrade Microsoft.CodeAnalysis to 4.4.0
This is a workaround to fix issues with dotnet-format.
See:
- https://github.com/dotnet/format/issues/1805
- https://github.com/dotnet/format/issues/1800
* Adjust editorconfig to be more compatible with Ryujinx code-style
* Adjust .editorconfig line endings to match .gitattributes
* Disable 'prefer switch expression' rule
* Remove naming styles
These are the default rules, so we don't need to override them.
* Silence IDE0060 in .editorconfig
* Slightly adjust .editorconfig
* Add lost workflow changes
* Move .editorconfig comment to the top
* .editorconfig: private static readonly fields should be _lowerCamelCase
* .editorconfig: Remove alignment for declarations as well
* editorconfig: Add rule for local constants
* Disable CA1822 for HLE services
* Disable CA1822 for ViewModels
Bindings won't work with static members, but this issue is silently ignored.
* Run dotnet format for the whole solution
* Check result code of SDL_GetDisplayBounds
* Fix dotnet format style issues
* Add missing trailing commas
* Update Microsoft.CodeAnalysis.CSharp to 4.6.0
Skipping 4.5.0 since it breaks dotnet format
* Restore old default naming rules for dotnet format
* Add naming rule exception for CPU tests
* checks: Include all files before excluding paths
* Fix dotnet format issues
* Check dotnet format version
* checks: Run dotnet format with severity info again
* checks: Disable naming style rules until they won't crash the process anymore
* Remove unread private member
* checks: Attempt to run analyzers 3 times before giving up
* checks: Enable naming style rules again with the new retry logic
* Move support buffer update out of the backends
* Fix render scale init and remove redundant state from SupportBufferUpdater
* Stop passing texture scale to the backends
* XML docs for SupportBufferUpdater
* dotnet format style --severity info
Some changes were manually reverted.
* dotnet format analyzers --serverity info
Some changes have been minimally adapted.
* Restore a few unused methods and variables
* Silence dotnet format IDE0052 warnings
* Address dotnet format CA1816 warnings
* Address or silence dotnet format CA1069 warnings
* Address remaining dotnet format analyzer warnings
* Address review comments
* Address most dotnet format whitespace warnings
* Apply dotnet format whitespace formatting
A few of them have been manually reverted and the corresponding warning was silenced
* Revert formatting changes for while and for-loops
* Another rebase, another dotnet format run
* Run dotnet format whitespace after rebase
* Run dotnet format style after rebase
* Run dotnet format analyzers after rebase
* Run dotnet format after rebase and remove unused usings
- analyzers
- style
- whitespace
* Disable 'prefer switch expression' rule
* Add comments to disabled warnings
* Simplify properties and array initialization, Use const when possible, Remove trailing commas
* Start working on disabled warnings
* Address IDE0251 warnings
* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"
This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.
* dotnet format whitespace after rebase
* First dotnet format pass
* Address review feedback
* Add trailing commas
* Remove SuppressMessage for IDE0066
* Make explicit Equals implementation implicit
* Implement transform feedback emulation for hardware without native support
* Stop doing some useless buffer updates and account for non-zero base instance
* Reduce redundant updates even more
* Update descriptor init logic to account for ResourceLayout
* Fix transform feedback and storage buffers not being updated in some cases
* Shader cache version bump
* PR feedback
* SetInstancedDrawVertexCount must be always called after UpdateState
* Minor typo
* GAL: Dispose Renderer after running deferred actions
Deferred actions from disposing physical memory instances always dispose the resources in their caches. The renderer can't be disposed before these resources get disposed, otherwise the dispose actions will not actually run, and the ThreadedRenderer may get stuck trying to enqueue too many commands when there is nothing consuming them.
This should fix most instances of the emulator freezing on close.
* Wait for main render commands to finish, but keep RenderThread alive til dispose
* Address some feedback.
* No parameterize needed
* Set thread name as part of constructor
* Port to Ava and SDL2
* Add support for VK_EXT_depth_clip_control.
* Code review feedback
Minor formatting
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Check .DepthClipControl to make sure the host actually supports the feature.
* Review feedback: remove Vulkan platform switch, relying on QueryHostSupportsDepthClipControl to drive the behaviour - OpenGL returns true, and any future platforms that don't support the [-1, 1] depth mode can return false for the transformation.
---------
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Introduce ResourceLayout
* Part 1: Use new ResourceSegments array on UpdateAndBind
* Part 2: Use ResourceLayout to build PipelineLayout
* Delete old code
* XML docs
* Fix shader cache load NRE
* Fix typo
* WIP texture pre-flush
Improve performance of TextureView GetData to buffer
Fix copy/sync ordering
Fix minor bug
Make this actually work
WIP host mapping stuff
* Fix usage flags
* message
* Cleanup 1
* Fix rebase
* Fix
* Improve pre-flush rules
* Fix pre-flush
* A lot of cleanup
* Use the host memory bits
* Select the correct memory type
* Cleanup TextureGroupHandle
* Missing comment
* Remove debugging logs
* Revert BufferHandle _value access modifier
* One interrupt action at a time.
* Support D32S8 to D24S8 conversion, safeguards
* Interrupt cannot happen in sync handle's lock
Waitable needs to be checked twice now, but this should stop it from deadlocking.
* Remove unused using
* Address some feedback
* Address feedback
* Address more feedback
* Address more feedback
* Improve sync rules
Should allow for faster sync in some cases.