Commit Graph

6 Commits

Author SHA1 Message Date
riperiperi
6e9bd4de13
GPU: Scale counter results before addition (#4471)
* GPU: Scale counter results before addition

Counter results were being scaled on ReportCounter, which meant that the _total_ value of the counter was being scaled. Not only could this result in very large numbers and weird overflows if the game doesn't clear the counter, but it also caused the result to change drastically.

This PR changes scaling to be done when the value is added to the counter on the backend. This should evaluate the scale at the same time as before, on report counter, but avoiding the issue with scaling the total.

Fixes scaling in Warioware, at least in the demo, where it seems to compare old/new counters and broke down when scaling was enabled.

* Fix issues when result is partially uploaded.

Drivers tend to write the low half first, then the high half. Retry if the high half is FFFFFFFF.
2023-03-12 18:01:15 +01:00
Ac_K
a1ddaa2736
ui: Fixes disposing on GTK/Avalonia and Firmware Messages on Avalonia (#3885)
* ui: Only wait on _exitEvent when MainLoop is active under GTK

This fixes a dispose issue under Horizon/GTK, we don't check if the ApplicationClient is null so it throw NCE. We don't check if the main loop is active and waiting an event which is set in the main loop... So that could lead to a freeze.

Everything works fine in GTK now.

Related issue: https://github.com/Ryujinx/Ryujinx/issues/3873

As a side note, same kind of issue appear in Avalonia UI too. Firmware's popup doesn't show anything and the emulator just freeze.

* TSRBerry's change

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>

* Fix Avalonia crashing/freezing

* Add Avalonia OpenGL fixes

* Fix firmware popup on windows

* Fixes everything

* Add _initialized bool to VulkanRenderer and OpenGL Window

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
2022-11-24 15:08:27 +01:00
Berkan Diler
8f35345729
Use Enum and Delegate.CreateDelegate generic overloads (#3111)
* Use Enum generic overloads

* Remove EnumExtensions.cs

* Use Delegate.CreateDelegate generic overloads
2022-02-13 10:50:07 -03:00
riperiperi
ec3e848d79
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation

About as fast as nvidia GL multithreading, can be improved with faster command queuing.

* Struct based command list

Speeds up a bit. Still a lot of time lost to resource copy.

* Do shader init while the render thread is active.

* Introduce circular span pool V1

Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.

* Refactor SpanRef some more

Use a struct to represent SpanRef, rather than a reference.

* Flush buffers on background thread

* Use a span for UpdateRenderScale.

Much faster than copying the array.

* Calculate command size using reflection

* WIP parallel shaders

* Some minor optimisation

* Only 2 max refs per command now.

The command with 3 refs is gone. 😌

* Don't cast on the GPU side

* Remove redundant casts, force sync on window present

* Fix Shader Cache

* Fix host shader save.

* Fixup to work with new renderer stuff

* Make command Run static, use array of delegates as lookup

Profile says this takes less time than the previous way.

* Bring up to date

* Add settings toggle. Fix Muiltithreading Off mode.

* Fix warning.

* Release tracking lock for flushes

* Fix Conditional Render fast path with threaded gal

* Make handle iteration safe when releasing the lock

This is mostly temporary.

* Attempt to set backend threading on driver

Only really works on nvidia before launching a game.

* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions

* Update buffer set commands

* Some cleanup

* Only use stutter workaround when using opengl renderer non-threaded

* Add host-conditional reservation of counter events

There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.

* Address Feedback

* Make counter flush tracked again.

Hopefully does not cause any issues this time.

* Wait for FlushTo on the main queue thread.

Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)

* Add SDL2 headless integration

* Add HLE macro commands.

Co-authored-by: Mary <mary@mary.zone>
2021-08-27 00:31:29 +02:00
riperiperi
c00d39b675
Dummy out gl queries with 0 draws, remove glFlush call (#1773) 2020-12-03 19:42:59 +01:00
riperiperi
cd48576f58
Implement Counter Queue and Partial Host Conditional Rendering (#1167)
* Implementation of query queue and host conditional rendering

* Resolve some comments.

* Use overloads instead of passing object.

* Wake the consumer threads when incrementing syncpoints.

Also, do a busy loop when awaiting the counter for a blocking flush, rather than potentially sleeping the thread.

* Ensure there's a command between begin and end query.
2020-05-04 12:24:59 +10:00