Commit Graph

36 Commits

Author SHA1 Message Date
Andrey Sukharev
535fbec675
Use NuGet Central Package Management to manage package versions solution-wise (#4095) 2022-12-12 16:03:10 +01:00
gdkchan
2232e4ae87
Vulkan backend (#2518)
* WIP Vulkan implementation

* No need to initialize attributes on the SPIR-V backend anymore

* Allow multithreading shaderc and vkCreateShaderModule

You'll only really see the benefit here with threaded-gal or parallel shader cache compile.

Fix shaderc multithreaded changes

Thread safety for shaderc Options constructor

Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes.

* Support multiple levels/layers for blit.

Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now.

* TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use

* New depth-stencil blit method for AMD

* Workaround for AMD driver bug

* Fix some tessellation related issues (still doesn't work?)

* Submit command buffer before Texture GetData. (UE4 fix)

* DrawTexture support

* Fix BGRA on OpenGL backend

* Fix rebase build break

* Support format aliasing on SetImage

* Fix uniform buffers being lost when bindings are out of order

* Fix storage buffers being lost when bindings are out of order

(also avoid allocations when changing bindings)

* Use current command buffer for unscaled copy (perf)

Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies.

* Update to .net6

* Update Silk.NET to version 2.10.1

Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before.

* Fix PrimitivesGenerated query, disable Transform Feedback queries for now

Lets Splatoon 2 work on nvidia. (mostly)

* Update counter queue to be similar to the OGL one

Fixes softlocks when games had to flush counters.

* Don't throw when ending conditional rendering for now

This should be re-enabled when conditional rendering is enabled on nvidia etc.

* Update findMSB/findLSB to match master's instruction enum

* Fix triangle overlay on SMO, Captain Toad, maybe others?

* Don't make Intel Mesa pay for Intel Windows bugs

* Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders)

* Update Spv.Generator

* Add alpha test emulation on shader (but no shader specialisation yet...)

* Fix R4G4B4A4Unorm texture format permutation

* Validation layers should be enabled for any log level other than None

* Add barriers around vkCmdCopyImage

Write->Read barrier for src image (we want to wait for a write to read it)
Write->Read barrier for dst image (we want to wait for the copy to complete before use)

* Be a bit more careful with texture access flags, since it can be used for anything

* Device local mapping for all buffers

May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?)
Also some performance things and fixes issues with opengl games loading textures weird.

* Cleanup, disable device local buffers for now.

* Add single queue support

Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment.

* Fix some validation errors around extended dynamic state

* Remove Intel bug workaround, it was fixed on the latest driver

* Use circular queue for checking consumption on command buffers

Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once.

* Use SupportBufferUpdater, add single layer flush

* Fix counter queue leak when game decides to use host conditional rendering

* Force device local storage for textures (fixes linux performance)

* Port #3019

* Insert barriers around vkCmdBlitImage (may fix some amd flicker)

* Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers

* Don't pause transform feedback for multi draw

* Fix draw outside of render pass and missing capability

* Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more)

* Better workaround for AMD vertex buffer size alignment issue

* More instructions + fixes on SPIR-V backend

* Allow custom aspect ratio on Vulkan

* Correct GTK UI status bar positions

* SPIR-V: Functions must always end with a return

* SPIR-V: Fix ImageQuerySizeLod

* SPIR-V: Set DepthReplacing execution mode when FragDepth is modified

* SPIR-V: Implement LoopContinue IR instruction

* SPIR-V: Geometry shader support

* SPIR-V: Use correct binding number on storage buffers array

* Reduce allocations for Spir-v serialization

Passes BinaryWriter instead of the stream to Write and WriteOperand

- Removes creation of BinaryWriter for each instruction
- Removes allocations for literal string

* Some optimizations to Spv.Generator

- Dictionary for lookups of type declarations, constants, extinst
- LiteralInteger internal data format -> ushort
- Deterministic HashCode implementation to avoid spirv result not being the same between runs
- Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost)

TODO: improve instruction allocation, structured program creator, ssa?

* Pool Spv.Generator resources, cache delegates, spv opts

- Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module.
  - NewInstruction is called instead of new Instruction()
  - Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually.
- Estimate code size when creating the output MemoryStream
- LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast.

Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call.

TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads.

* LocalDefMap for Ssa Rewriter

Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator.

* SPIR-V: Transform feedback support

* SPIR-V: Fragment shader interlock support (and image coherency)

* SPIR-V: Add early fragment tests support

* SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta

* Don't pass depth clip state right now (fix decals)

Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted.

* Multisampling support

* Multisampling: Use resolve if src samples count > dst samples count

* Multisampling: We can only resolve for unscaled copies

* SPIR-V: Only add FSI exec mode if used.

* SPIR-V: Use ConstantComposite for Texture Offset Vector

Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are.

* SPIR-V: Don't OpReturn if we already OpExit'ed

Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist)

* SPIR-V: Only use input attribute type for input attributes

Output vertex attributes should always be of type float.

* Multithreaded Pipeline Compilation

* Address some feedback

* Make this 32

* Update topology with GpuAccessorState

* Cleanup for merge (note: disables spir-v)

* Make more robust to shader compilation failure

- Don't freeze when GLSL compilation fails
- Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure.

* Fix Multisampling

* Only update fragment scale count if a vertex texture needs a scale.

Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage.

This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now.

* Use a bitmap to do granular tracking for buffer uploads.

This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful.

Avoids ending render passes to update buffer data (not all the time)
- 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI)
- Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI)

As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory)

Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here.

* Copy query results after RP ends, rather than ending to copy

We need to end the render pass to get the data (submit command buffer) anyways...

Reduces render passes created in games that use queries.

* Rework Query stuff a bit to avoid render pass end

Tries to reset returned queries in background when possible, rather than ending the render pass.

Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?)

* Remove unnecessary lines

Was for testing

* Fix validation error for query reset

Need to think of a better way to do this.

* SPIR-V: Fix SwizzleAdd and some validation errors

* SPIR-V: Implement attribute indexing and StoreAttribute

* SPIR-V: Fix TextureSize for MS and Buffer sampler types

* Fix relaunch issues

* SPIR-V: Implement LogicalExclusiveOr

* SPIR-V: Constant buffer indexing support

* Ignore unsupported attributes rather than throwing (matches current GLSL behaviour)

* SPIR-V: Implement tessellation support

* SPIR-V: Geometry shader passthrough support

* SPIR-V: Implement StoreShader8/16 and StoreStorage8/16

* SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug

* SPIR-V: Fix field index for scale count

* SPIR-V: Fix another case of wrong field index

* SPIRV/GLSL: More scaling related fixes

* SPIR-V: Fix ImageLoad CompositeExtract component type

* SPIR-V: Workaround for Intel FrontFacing bug

* Enable SPIR-V backend by default

* Allow null samplers (samplers are not required when only using texelFetch to access the texture)

* Fix some validation errors related to texel block view usage flag and invalid image barrier base level

* Use explicit subgroup size if we can (might fix some block flickering on AMD)

* Take componentMask and scissor into account when clearing framebuffer attachments

* Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA)

* Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight)

Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different

* Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc)

* Check if the subgroup size is supported before passing a explicit size

* Only enable ShaderFloat64 if the GPU supports it

* We don't need to recompile shaders if alpha test state changed but alpha test is disabled

* Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before)

* Fix pipeline state saving before it is updated.

This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache.

* Allow null samplers on OpenGL backend

* _unit0Sampler should be set only for binding 0

* Remove unused PipelineConverter format variable (was causing IOR)

* Raise textures limit to 64 on Vulkan

* No need to pack the shader binaries if shader cache is disabled

* Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL

* Do not clear unbound framebuffer color attachments

* Geometry shader passthrough emulation

* Consolidate UpdateDepthMode and GetDepthMode implementation

* Fix A1B5G5R5 texture format and support R4G4 on Vulkan

* Add barrier before use of some modified images

* Report 32 bit query result on AMD windows (smo issue)

* Add texture recompression support (disabled for now)

It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures

* Do not report R4G4 format as supported on Vulkan

It was causing mario head to become white on Super Mario 64 (???)

* Improvements to -1 to 1 depth mode.

- Transformation is only applied on the last stage in the vertex pipeline.
- Should fix some issues with geometry and tessellation (hopefully)
- Reading back FragCoord Z on fragment will transform back to -1 to 1.

* Geometry Shader index count from ThreadsPerInputPrimitive

Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL

* Remove gl_FragDepth scaling

This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade.

* Add Gl StencilOp enum values to Vulkan

* Update guest cache to v1.1 (due to specialization state changes)

This will explode your shader cache from earlier vulkan build, but it must be done. 😔

* Vulkan/SPIR-V support for viewport inverse

* Fix typo

* Don't create query pools for unsupported query types

* Return of the Vector Indexing Bug

One day, everyone will get this right.

* Check for transform feedback query support

Sometimes transform feedback is supported without the query type.

* Fix gl_FragCoord.z transformation

FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs.

Fixes Pokemon Sword/Shield, possibly others.

* Fix Avalonia Rebase

Vulkan is currently not available on Avalonia, but the build does work and you can use opengl.

* Fix headless build

* Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host

* Fix BCn 4/5 conversion, GetTextureTarget

BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect.

GetTextureTarget was not creating a view with the replacement format.

* Fix dependency

* Fix inverse viewport transform vector type on SPIR-V

* Do not require null descriptors support

* If MultiViewport is not supported, do not try to set more than one viewport/scissor

* Bounds check on bitmap add.

* Flush queries on attachment change rather than program change

Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending.

Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets.

* Add support for avalonia (#6)

* add avalonia support

* only lock around skia flush

* addressed review

* cleanup

* add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check

* fix getting window handle on linux. skip render is size is 0

* Combine non-buffer with buffer image descriptor sets

* Support multisample texture copy with automatic resolve on Vulkan

* Remove old CompileShader methods from the Vulkan backend

* Add minimal pipeline layouts that only contains used bindings

They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders

* Pre-compile helper shader as SPIR-V, and some fixes

* Remove pre-compiled shaderc binary for Windows as its no longer needed by default

* Workaround RADV crash

Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist".

* Use RobustBufferAccess on NVIDIA gpus

Avoids the SMO waterfall triangle on older NVIDIA gpus.

* Implement GPU selector and expose texture recompression on the UI and config

* Fix and enable background compute shader compilation

Also disables warnings from shader cache pipeline misses.

* Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added

* If S8D24 is not supported, use D32FS8

* Ensure all fences are destroyed on dispose

* Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks

* Add missing clear layer parameter after rebase

* Use selected gpu from config for avalonia (#7)

* use configured device

* address review

* Fix D32S8 copy workaround (AMD)

Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things.

* Use push descriptors for uniform buffer updates (disabled for now)

* Push descriptor support check, buffer redundancy checks

Should make push descriptors faster, needs more testing though.

* Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs

* Adjust bindings array sizes

* Force submit command buffers if memory in use by its resources is high

* Add workaround for AMD GCN cubemap view sins

`ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue.

This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry)

Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there.

* Add mobile, non-RX variants to the GCN regex.

Also make sure that the 3 digit ones only include numbers starting with 7 or 8.

* Increase image limit per stage from 8 to 16

Xenoblade Chronicles 2 was hiting the limit of 8

* Minor code cleanup

* Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer

* Add gpu selector to Avalonia (#8)

* Add gpu selector to avalonia settings

* show backend label on window

* some fixes

* address review

* Minor changes to the Avalonia UI

* Update graphics window UI and locales. (#9)

* Update xaml and update locales

* locale updates

Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish?

* Fix locales with more (?) correct translations.

* add separator to render widget

* fix spanish and portuguese

* Add new IdList, replaces buffer list that could not remove elements and had unbounded growth

* Don't crash the settings window if Vulkan is not supported

* Fix Actions menu not being clickable on GTK UI after relaunch

* Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer

* Fix IdList and make it not thread safe

* Revert useless OpenGL format table changes

* Fix headless project build

* List throws ArgumentOutOfRangeException

* SPIR-V: Fix tessellation

* Increase shader cache version due to tessellation fix

* Reduce number of Sync objects created (improves perf in some specific titles)

* Fix vulkan validation errors for NPOT compressed upload and GCN workaround.

* Add timestamp to the shader cache and force rebuild if host cache is outdated

* Prefer Mail box present mode for popups (#11)

* Prefer Mail box present mode

* fix debug

* switch present mode when vsync is toggled

* only disable vsync on the main window

* SPIR-V: Fix geometry shader input load with transform feedback

* BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0

* Fix Avalonia build

* Address initial PR feedback

* Only set transform feedback outputs on last vertex stage

* Address riperiperi PR feedback

* Remove outdated comment

* Remove unused constructor

* Only throw for negative results

* Throw for QueueSubmit and other errors

No point in delaying the inevitable

* Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler

* Fix some resolution scale issues

* No need for two UpdateScale calls

* Fix comments on SPIR-V generator project

* Try to fix shader local memory size

On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region?

* Remove RectangleF that is now unused

* Fix ImageGather with multiple offsets

Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct`

* Address PR feedback from jD in all projects except Avalonia

* Address most of jD PR feedback on Avalonia

* Remove unsafe

* Fix VulkanSkiaGpu

* move present mode request out of Create Swapchain method

* split more parts of create swapchain

* addressed reviews

* addressed review

* Address second batch of jD PR feedback

* Fix buffer <-> image copy row length and height alignment

AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes

* Better fix for NPOT alignment issue

* Use switch expressions on Vulkan EnumConversion

Thanks jD

* Fix Avalonia build

* Add Vulkan selection prompt on startup

* Grammar fixes on Vulkan prompt message

* Add missing Vulkan migration flag

Co-authored-by: riperiperi <rhy3756547@hotmail.com>
Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com>
Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 18:26:06 -03:00
gdkchan
e546e5933f
Rewrite SVC handler using source generators rather than IL emit (#3371)
* Implement syscall handlers using a source generator

* Copy FlushProcessDataCache implementation to Syscall since it was only implemented on Syscall32

* Fix wrong argument order in some syscalls

* Delete old Reflection.Emit based syscall handling code

* Improvements to the code generation

* ControlCodeMemory address and size is always 64-bit
2022-05-31 17:12:46 -03:00
Emmanuel Hansen
deb99d2cae
Avalonia UI - Part 1 (#3270)
* avalonia part 1

* remove vulkan ui backend

* move ui common files to ui common project

* get name for oading screen from device

* rebase.

* review 1

* review 1.1

* review

* cleanup

* addressed review

* use cancellation token

* review

* review

* rebased

* cancel library loading when closing window

* remove star  image, use fonticon instead

* delete render control frame buffer when game ends. change position of fav star

* addressed @Thog review

* ensure the right ui is downloaded in updates

* fix crash when showing not supported dialog during controller request

* add prefix to artifact names

* Auto-format Avalonia project

* Fix input

* Fix build, simplify app disposal

* remove nv stutter thread

* addressed review

* add missing change

* maintain window size if new size is zero length

* add game, handheld, docked to local

* reverse scale main window

* Update de_DE.json

* Update de_DE.json

* Update de_DE.json

* Update italian json

* Update it_IT.json

* let render timer poll with no wait

* remove unused code

* more unused code

* enabled tiered compilation and trimming

* check if window event is not closed before signaling

* fix atmospher case

* locale fix

* locale fix

* remove explicit tiered compilation declarations

* Remove ) it_IT.json

* Remove ) de_DE.json

* Update it_IT.json

* Update pt_BR locale with latest strings

* Remove ')'

* add more strings to locale

* update locale

* remove extra slash

* remove extra slash

* set firmware version to 0 if key's not found

* fix

* revert timer changes

* lock  on object instead

* Update it_IT.json

* remove unused method

* add load screen text to locale

* drop swap event

* Update de_DE.json

* Update de_DE.json

* do null check when stopping emulator

* Update de_DE.json

* Create tr_TR.json

* Add tr_TR

* Add tr_TR + Turkish

* Update it_IT.json

* Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* Apply suggestions from code review

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* Apply suggestions from code review

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* addressed review

* Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs

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

* use avalonia's inbuilt renderer on linux

* removed whitespace

* workaround for queue render crash with vsync off

* drop custom backend

* format files

* fix not closing issue

* remove warnings

* rebase

* update avalonia library

* Reposition the Text and Button on About Page

* Assign build version

* Remove appveyor text

Co-authored-by: gdk <gab.dark.100@gmail.com>
Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com>
Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com>
Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com>
Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
2022-05-15 13:30:15 +02:00
VocalFan
0dddcd012c
Remove Appveyor from Readme and SLN (#3026)
* Replace Appveyor with Github badge.

* Delete appveyor.yml

* Remove Appveyor from SLN
2022-01-30 16:41:22 +01:00
Ac_K
d1604aa762
nvdec: Adding Vp8 codec support (#2707)
* first try

* second try

* working update

* Final impl

* Fixes nits

* Fix everything

* remove leftover

* Update FFmpegContext.cs

* Update Surface.cs

* Addresses gdkchan feedback

* bool not byte

* Addresses gdkchan feedback
2021-10-12 22:55:57 +02:00
Mary
31cbd09a75
frontend: Add a SDL2 headless window (#2310) 2021-07-06 22:08:44 +02:00
Mary
eb056218a1
audio: Implement a SDL2 backend (#2258)
* audio: Implement a SDL2 backend

This adds support to SDL2 as an audio backend.
It has the same compatibility level as OpenAL without its issues.

I also took the liberty of restructuring the SDL2 code to have one
shared project between audio and input.

The configuration version was also incremented.

* Address gdkchan's comments

* Fix update logic

* Add an heuristic to pick the correct target sample count wanted by the game

* Address gdkchan's comments

* Address Ac_k's comments

* Fix audren output

* Address gdkchan's comments
2021-05-05 23:37:09 +02:00
Mary
6cb22c9d38
Miria: The Death of OpenTK 3 (#2194)
* openal: Update to OpenTK 4

* Ryujinx.Graphics.OpenGL: Update to OpenTK 4

* Entirely removed OpenTK 3, still wip

* Use SPB for context creation and handling

Still need to test on GLX and readd input support

* Start implementing a new input system

So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal

Button mapping backend is implemented

TODO: front end, configuration handling and configuration migration
TODO: keyboard support

* Enforce RGB only framebuffer on the GLWidget

Fix possible transparent window

* Implement UI gamepad frontend

Also fix bad mapping of minus button and ensure gamepad config is updated in real time

* Handle controller being disconnected and reconnected again

* Revert "Enforce RGB only framebuffer on the GLWidget"

This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965.

* Fix first color clear

* Filter SDL2 events a bit

* Start working on the keyboard detail

- Rework configuration classes a bit to be more clean.
- Integrate fully the keyboard configuration to the front end (TODO: assigner)
- Start skeleton for the GTK3 keyboard driver

* Add KeyboardStateSnapshot and its integration

* Implement keyboard assigner and GTK3 key mapping

TODO: controller configuration mapping and IGamepad implementation for keyboard

* Add missing SR and SL definitions

* Fix copy pasta mistake on config for previous commit

* Implement IGamepad interface for GTK3 keyboard

* Fix some implementation still being commented in the controller ui for keyboard

* Port screen handle code

* Remove all configuration management code and move HidNew to Hid

* Rename InputConfigNew to InputConfig

* Add a version field to the input config

* Prepare serialization and deserialization of new input config and migrate profile loading and saving

* Support input configuration saving to config and bump config version to 23.

* Clean up in ConfigurationState

* Reference SPB via a nuget package

* Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2

* move GTK3 input to the right directory

* Fix triggers on SDL2

* Update to SDL2 2.0.14 via our own fork

* Update buttons definition for SDL2 2.0.14 and report gamepad features

* Implement motion support again with SDL2

TODO: cemu hooks integration

* Switch to latest of nightly SDL2

* SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index

* Ensure values are set in UI when the gamepad get hot plugged

* Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids

This fixes permanent rumble of pro controller in some hotplug scenario

* Fix more UI bugs

* Move legcay motion code around before reintegration

* gamecontroller UI tweaks here and there

* Hide Motion on non motion configurations

* Update the TODO grave

Some TODO were fixed long time ago or are quite oudated...

* Integrate cemu hooks motion configuration

* Integrate cemu hooks configuration options to the UI again

* cemuhooks => cemuhooks

* Add cemu hook support again

* Fix regression on normal motion and fix some very nasty bugs around

* Fix for XCB multithreads issue on Linux

* Enable motion by default

* Block inputs in the main view when in the controller configuration window

* Some fixes for the controller ui again

* Add joycon support and fixes other hints

* Bug fixes and clean up

- Invert default mapping if not a Nintendo controller
- Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment)
- Clean up hints in use
- Remove debug logs around
- Fixes potential double free with SDL2Gamepad

* Move the button assigner and motion logic to the Ryujinx.Input project

* Reimplement raw keyboard hle input

Also move out the logic of the hotkeys

* Move all remaining Input manager stuffs to the Ryujinx.Input project

* Increment configuration version yet again because of master changes

* Ensure input config isn't null when not present

* Fixes for VS not being nice

* Fix broken gamepad caching logic causing crashes on ui

* Ensure the background context is destroyed

* Update dependencies

* Readd retrocompat with old format of the config to avoid parsing and crashes on those versions

Also updated the debug Config.json

* Document new input APIs

* Isolate SDL2Driver to the project and remove external export of it

* Add support for external gamepad db mappings on SDL2

* Last clean up before PR

* Addresses first part of comments

* Address gdkchan's comments

* Do not use JsonException

* Last comment fixes
2021-04-14 12:28:43 +02:00
Mary
f556c80d02
Haydn: Part 1 (#2007)
* Haydn: Part 1

Based on my reverse of audio 11.0.0.

As always, core implementation under LGPLv3 for the same reasons as for Amadeus.

This place the bases of a more flexible audio system while making audout & audin accurate.

This have the following improvements:
- Complete reimplementation of audout and audin.
- Audin currently only have a dummy backend.
- Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL).
- Audio Renderer now can output to 5.1 devices when supported.
- Audio Renderer init its backend on demand instead of keeping two up all the time.
- All backends implementation are now in their own project.
- Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this.

As a note, games having issues with OpenAL haven't improved and will not
because of OpenAL design (stopping when buffers finish playing causing
possible audio "pops" when buffers are very small).

* Update for latest hexkyz's edits on Switchbrew

* audren: Rollback channel configuration changes

* Address gdkchan's comments

* Fix typo in OpenAL backend driver

* Address last comments

* Fix a nit

* Address gdkchan's comments
2021-02-26 01:11:56 +01:00
gdkchan
11a7c99764
Support 3D BC4 and BC5 compressed textures (#1655)
* Support 3D BC4 and BC5 compressed textures

* PR feedback

* Fix some typos
2020-11-01 15:32:53 -03:00
riperiperi
b4d8d893a4
Memory Read/Write Tracking using Region Handles (#1272)
* WIP Range Tracking

- Texture invalidation seems to have large problems
- Buffer/Pool invalidation may have problems
- Mirror memory tracking puts an additional `add` in compiled code, we likely just want to make HLE access slower if this is the final solution.
- Native project is in the messiest possible location.
- [HACK] JIT memory access always uses native "fast" path
- [HACK] Trying some things with texture invalidation and views.

It works :)

Still a few hacks, messy things, slow things

More work in progress stuff (also move to memory project)

Quite a bit faster now.
- Unmapping GPU VA and CPU VA will now correctly update write tracking regions, and invalidate textures for the former.
- The Virtual range list is now non-overlapping like the physical one.
- Fixed some bugs where regions could leak.
- Introduced a weird bug that I still need to track down (consistent invalid buffer in MK8 ribbon road)

Move some stuff.

I think we'll eventually just put the dll and so for this in a nuget package.

Fix rebase.

[WIP] MultiRegionHandle variable size ranges

- Avoid reprotecting regions that change often (needs some tweaking)
- There's still a bug in buffers, somehow.
- Might want different api for minimum granularity

Fix rebase issue

Commit everything needed for software only tracking.

Remove native components.

Remove more native stuff.

Cleanup

Use a separate window for the background context, update opentk. (fixes linux)

Some experimental changes

Should get things working up to scratch - still need to try some things with flush/modification and res scale.

Include address with the region action.

Initial work to make range tracking work

Still a ton of bugs

Fix some issues with the new stuff.

* Fix texture flush instability

There's still some weird behaviour, but it's much improved without this. (textures with cpu modified data were flushing over it)

* Find the destination texture for Buffer->Texture full copy

Greatly improves performance for nvdec videos (with range tracking)

* Further improve texture tracking

* Disable Memory Tracking for view parents

This is a temporary approach to better match behaviour on master (where invalidations would be soaked up by views, rather than trigger twice)

The assumption is that when views are created to a texture, they will cover all of its data anyways. Of course, this can easily be improved in future.

* Introduce some tracking tests.

WIP

* Complete base tests.

* Add more tests for multiregion, fix existing test.

* Cleanup Part 1

* Remove unnecessary code from memory tracking

* Fix some inconsistencies with 3D texture rule.

* Add dispose tests.

* Use a background thread for the background context.

Rather than setting and unsetting a context as current, doing the work on a dedicated thread with signals seems to be a bit faster.

Also nerf the multithreading test a bit.

* Copy to texture with matching alignment

This extends the copy to work for some videos with unusual size, such as tutorial videos in SMO. It will only occur if the destination texture already exists at XCount size.

* Track reads for buffer copies. Synchronize new buffers before copying overlaps.

* Remove old texture flushing mechanisms.

Range tracking all the way, baby.

* Wake the background thread when disposing.

Avoids a deadlock when games are closed.

* Address Feedback 1

* Separate TextureCopy instance for background thread

Also `BackgroundContextWorker.InBackground` for a more sensible idenfifier for if we're in a background thread.

* Add missing XML docs.

* Address Feedback

* Maybe I should start drinking coffee.

* Some more feedback.

* Remove flush warning, Refocus window after making background context
2020-10-16 17:18:35 -03:00
MelonSpeedruns
a15459366e
Appveyor Ryujinx Updater (#1403)
Co-authored-by: Xpl0itR <xpl0itr@outlook.com>
2020-09-29 22:05:25 +02:00
Mary
4f3ae6f62c
Remove the Ryujinx.Debugger project (#1506)
This project wasn't really used by anyone and isn't worth mantaining.

This commit remove the profiler entirely from Ryujinx and remove the associated CI tasks.
2020-08-30 19:06:05 +02:00
Mary
a389dd59bd
Amadeus: Final Act (#1481)
* Amadeus: Final Act

This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer!

This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months.
This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware.

Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3.

- FE3H voices in videos and chapter intro are not present.
- Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time).

- Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed.

* Make timing more precise when sleeping on Windows

Improve precision to a 1ms resolution on Windows NT based OS.
This is used to avoid having totally erratic timings and unify all
Windows users to the same resolution.

NOTE: This is only active when emulation is running.
2020-08-17 22:49:37 -03:00
gdkchan
4d02a2d2c0
New NVDEC and VIC implementation (#1384)
* Initial NVDEC and VIC implementation

* Update FFmpeg.AutoGen to 4.3.0

* Add nvdec dependencies for Windows

* Unify some VP9 structures

* Rename VP9 structure fields

* Improvements to Video API

* XML docs for Common.Memory

* Remove now unused or redundant overloads from MemoryAccessor

* NVDEC UV surface read/write scalar paths

* Add FIXME comments about hacky things/stuff that will need to be fixed in the future

* Cleaned up VP9 memory allocation

* Remove some debug logs

* Rename some VP9 structs

* Remove unused struct

* No need to compile Ryujinx.Graphics.Host1x with unsafe anymore

* Name AsyncWorkQueue threads to make debugging easier

* Make Vp9PictureInfo a ref struct

* LayoutConverter no longer needs the depth argument (broken by rebase)

* Pooling of VP9 buffers, plus fix a memory leak on VP9

* Really wish VS could rename projects properly...

* Address feedback

* Remove using

* Catch OperationCanceledException

* Add licensing informations

* Add THIRDPARTY.md to release too

Co-authored-by: Thog <me@thog.eu>
2020-07-12 05:07:01 +02:00
gdkchan
0ac4c0c92c
Remove dummy LLE project (#1336) 2020-07-01 15:14:36 -03:00
gdkchan
f77694e4f7
Implement a new physical memory manager and replace DeviceMemory (#856)
* Implement a new physical memory manager and replace DeviceMemory

* Proper generic constraints

* Fix debug build

* Add memory tests

* New CPU memory manager and general code cleanup

* Remove host memory management from CPU project, use Ryujinx.Memory instead

* Fix tests

* Document exceptions on MemoryBlock

* Fix leak on unix memory allocation

* Proper disposal of some objects on tests

* Fix JitCache not being set as initialized

* GetRef without checks for 8-bits and 16-bits CAS

* Add MemoryBlock destructor

* Throw in separate method to improve codegen

* Address PR feedback

* QueryModified improvements

* Fix memory write tracking not marking all pages as modified in some cases

* Simplify MarkRegionAsModified

* Remove XML doc for ghost param

* Add back optimization to avoid useless buffer updates

* Add Ryujinx.Cpu project, move MemoryManager there and remove MemoryBlockWrapper

* Some nits

* Do not perform address translation when size is 0

* Address PR feedback and format NativeInterface class

* Remove ghost parameter description

* Update Ryujinx.Cpu to .NET Core 3.1

* Address PR feedback

* Fix build

* Return a well defined value for GetPhysicalAddress with invalid VA, and do not return unmapped ranges as modified

* Typo
2020-05-04 08:54:50 +10:00
Michael Kuklinski
9be4e4c766
Adding .editorconfig so code style can be consistent and localized (#1131)
* Updated all NuGet packages to latest, and updated the framework from .NET Core 3.0 to 3.1.

* Updating appveyor settings for 3.1

Updating appveyor to use the netcoreapp3.1 path instead of 3.0.

* Removing unneeded NuGet package System.Runtime.CompilerServices.Unsafe.

* Removing unused NuGet package SharpFontCore.

* Removing unused NuGet package TimeZoneConverter.Posix

* Cleaning up by adding newline to a csproj.

* Simplfying a NuGet conditional include, and adding a warning disable for an annoying NuGet package.

* Adding .editorconfig so users have a consistent style setting regardless of their local settings.

* I'm not sure if .travis.yml is still used, but I'm updating its 'dotnet' version to the correct SDK.

* Making the runtime version into its own environment variable so it's a bit easier to change in the future.

* Removing OpenTK.NetStandard reference from Ryujinx.Common

* Fixing indentation in Common.csproj

* Updating the README to specify .NET Core 3.1.

* Reverting the update of the GTKSharp package so it doesn't block the PR.
2020-05-03 00:58:58 +02:00
emmauss
3aa3c4261a
Add inbuilt Opengl renderer to window (#922)
* add gl rendering widget

* embed renderer into main window

* add input

* fix mouse input

* fix mouse coords

* refresh game list after closing game, remove profiler method

* rebase, hide game list progress bar while game is running

* Some bug fixes

Changelog:

- Reapply some changes that got lost while rebasing from #904
- Make sure to guarantee exclusivity on the GL context (fixing multiple
possible race conditions on Windows)
- Avoid making GLRenderer disposed multiple time

* add fullscreen,  enable input on focus, disable aplha

* addressed comments

* Disable transparency in the window

* fix fullscreen state, fix focus, addressed comments

* nit

* addressed nit

Co-authored-by: Thog <thog@protonmail.com>
2020-02-12 01:56:19 +01:00
emmauss
f2b9a9c2b0
Render Profiler in GUI (#854)
* move profiler output to gui

* addressed commits, rebased

* removed whitespaces
2020-02-06 11:25:47 +00:00
gdkchan
0dbfe3c23e Re-add NVDEC project (not integrated) 2020-01-09 02:13:00 +01:00
gdk
1876b346fe Initial work 2020-01-09 02:13:00 +01:00
LDj3SNuD
eee639d6ba .NET Core 3.0 is here! (#784)
* .NET Core 3.0 is here!

* Remove IMemoryManager.cs and its references.

* Add T Math/F.FusedMultiplyAdd(T, T, T). Nits.

* Nit.

* Update appveyor.yml

* Revert "Resolve Visual Studio build issues"

This reverts commit 1772128ce0.

* Update SvcTable.cs
2019-10-31 19:09:03 +01:00
Xpl0itR
edafce57be Added GUI to Ryujinx (#695)
* Added GUI to Ryujinx

* Updated to use Glade

Also added scrollbar and default dark theme

* Added support for loading icon from .nro files and cleaned up the code a bit

* Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs

* Added custom GUI theme support and changed the defualt theme to one I just wrote

* Added GTK to process path, fixed a bug and minor edits

* some more edits and a bug fix

* general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir

* big rewrite

* aesthetic changes to General Settings menu

* Added Control Settings

one day done feature :P

* minor changes

* 1st wave of changes

* 2nd wave of changes

* 3rd wave of changes

* Cleanup settings ui

* minor edits

* new about window added, still needs styling

* added spin button for new option and tooltips to settings

* Game icons and names are now shown in the games list

* add nuget package which contains gtk dependencies

* requested changes have been changed

* put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads

* fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash

* Added LastPlayed and TimePlayed columns to the game list

* Did some testing and fixed some bugs

Im not happy with one of the fixes so i will do it properly an upcoming commit

* did some more bug testing and fixed another 2 bugs

* caught an exception when ryujinx tries to load non-homebrew as homebrew

* Large changes

Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs

* Moved Files

moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui

* Added 'Open Ryujinx Folder' button to the file menu and did some small fixes

* New features

* updated nuget package with missing dlls and changed emmauss' requested changes

* fixed some minor issues

* all requested changes marked as resolved have been changed

* gdkchan's requested changes

* fixed an issue with settings window getting chopped on small res

* fixed 2 problems caused by rebase

* changed the default theme

* applied Thog's patch to fix issue on linux

* fixed issue caused by rebase

* added update check button that runs ryujinx-updater

* reads version info from installer and displays it in about menu

* changes completed

* requested changes changed

* fixed issue with default theme

* fixed a bug and completed requested changes

* added more tooltips and changed some text
2019-09-02 13:03:57 -03:00
gdkchan
a731ab3a2a Add a new JIT compiler for CPU code (#693)
* Start of the ARMeilleure project

* Refactoring around the old IRAdapter, now renamed to PreAllocator

* Optimize the LowestBitSet method

* Add CLZ support and fix CLS implementation

* Add missing Equals and GetHashCode overrides on some structs, misc small tweaks

* Implement the ByteSwap IR instruction, and some refactoring on the assembler

* Implement the DivideUI IR instruction and fix 64-bits IDIV

* Correct constant operand type on CSINC

* Move division instructions implementation to InstEmitDiv

* Fix destination type for the ConditionalSelect IR instruction

* Implement UMULH and SMULH, with new IR instructions

* Fix some issues with shift instructions

* Fix constant types for BFM instructions

* Fix up new tests using the new V128 struct

* Update tests

* Move DIV tests to a separate file

* Add support for calls, and some instructions that depends on them

* Start adding support for SIMD & FP types, along with some of the related ARM instructions

* Fix some typos and the divide instruction with FP operands

* Fix wrong method call on Clz_V

* Implement ARM FP & SIMD move instructions, Saddlv_V, and misc. fixes

* Implement SIMD logical instructions and more misc. fixes

* Fix PSRAD x86 instruction encoding, TRN, UABD and UABDL implementations

* Implement float conversion instruction, merge in LDj3SNuD fixes, and some other misc. fixes

* Implement SIMD shift instruction and fix Dup_V

* Add SCVTF and UCVTF (vector, fixed-point) variants to the opcode table

* Fix check with tolerance on tester

* Implement FP & SIMD comparison instructions, and some fixes

* Update FCVT (Scalar) encoding on the table to support the Half-float variants

* Support passing V128 structs, some cleanup on the register allocator, merge LDj3SNuD fixes

* Use old memory access methods, made a start on SIMD memory insts support, some fixes

* Fix float constant passed to functions, save and restore non-volatile XMM registers, other fixes

* Fix arguments count with struct return values, other fixes

* More instructions

* Misc. fixes and integrate LDj3SNuD fixes

* Update tests

* Add a faster linear scan allocator, unwinding support on windows, and other changes

* Update Ryujinx.HLE

* Update Ryujinx.Graphics

* Fix V128 return pointer passing, RCX is clobbered

* Update Ryujinx.Tests

* Update ITimeZoneService

* Stop using GetFunctionPointer as that can't be called from native code, misc. fixes and tweaks

* Use generic GetFunctionPointerForDelegate method and other tweaks

* Some refactoring on the code generator, assert on invalid operations and use a separate enum for intrinsics

* Remove some unused code on the assembler

* Fix REX.W prefix regression on float conversion instructions, add some sort of profiler

* Add hardware capability detection

* Fix regression on Sha1h and revert Fcm** changes

* Add SSE2-only paths on vector extract and insert, some refactoring on the pre-allocator

* Fix silly mistake introduced on last commit on CpuId

* Generate inline stack probes when the stack allocation is too large

* Initial support for the System-V ABI

* Support multiple destination operands

* Fix SSE2 VectorInsert8 path, and other fixes

* Change placement of XMM callee save and restore code to match other compilers

* Rename Dest to Destination and Inst to Instruction

* Fix a regression related to calls and the V128 type

* Add an extra space on comments to match code style

* Some refactoring

* Fix vector insert FP32 SSE2 path

* Port over the ARM32 instructions

* Avoid memory protection races on JIT Cache

* Another fix on VectorInsert FP32 (thanks to LDj3SNuD

* Float operands don't need to use the same register when VEX is supported

* Add a new register allocator, higher quality code for hot code (tier up), and other tweaks

* Some nits, small improvements on the pre allocator

* CpuThreadState is gone

* Allow changing CPU emulators with a config entry

* Add runtime identifiers on the ARMeilleure project

* Allow switching between CPUs through a config entry (pt. 2)

* Change win10-x64 to win-x64 on projects

* Update the Ryujinx project to use ARMeilleure

* Ensure that the selected register is valid on the hybrid allocator

* Allow exiting on returns to 0 (should fix test regression)

* Remove register assignments for most used variables on the hybrid allocator

* Do not use fixed registers as spill temp

* Add missing namespace and remove unneeded using

* Address PR feedback

* Fix types, etc

* Enable AssumeStrictAbiCompliance by default

* Ensure that Spill and Fill don't load or store any more than necessary
2019-08-08 21:56:22 +03:00
BaronKiko
a07086c280 Built in profiling (#567)
* Profiler initial setup

* Capture actual timing data

* Profiling data dumped to file on close

* Support for multiple sessions under the same name

* Service profiling

* Sort output for easier read

* csv output

* Split session into 2 seperate values

* Refactor name to category

* Basic profiling window dummy. Toggle with F1 or set key with config
No actual data displayed yet, just a pretty triangle

* Simple font rendering

* Display some actual timing data

* Fix font bearing being ignored

* x bearing and advance. Fixed y bearing calc

* Different coloured lines to make reading easier

* Scrolling

* Multiple columns for name

* Column titles

* display in ms rather than ticks

* Bars to display times

* Sortable columns

* Regex filtering

* Better instant timing calculation
Fixed minor regex bug

* Better filtering
Better max value calculation
Skip some rendering to reduce profiler weight

* Variable update rate

* Show/hide inactive button
Some other touchups

* Add missing project reference

* Hide inactive and pause

* Fix viewport errors

* Update initial window position

* Variable name cleanup

* Disable timing dump by default

* Internal Profile refactor and cleanup

* Timing info cleanup

* Profile config cleanup

* Settings cleanup

* Button refactor

* Profile refactor

* Profile window cleanup

* Window manager refactor

* Font service cleanup

* Fixed bug in profiling method where method was called twice without profiling enabled

* Allow update rates of less than 1hz

* Stop using window.run because it's apparently not great for performance.
Some other performance things, should only draw a new frame when something has changed

* Improved time tracking to keep history

* Profile window was getting too long so I added regions and split bar rendering out into partial class

* Dummy graph view with button to toggle

* Realtime graphing initial commit

* Display totals on new bar

* Simple zooming support with arrow keys

* Limit graph zoom and label start and stop

* Added support for timing flags

* Stop data running away when paused and frame updated

* Manual step button

* Update at when flag issued (ie every frame)

* Removed useless finish profiling call

* Enable and disable profiling at compile time.

* Better plage for frame swap flag, also kept enough flags to cover larger time spans

* No more stopwatches created, uses PerformanceCounter now

* public and internal fields to props

* Move visible update to update rather than draw as it causes a lockup if called from draw
Also added profile window disposal so closing main window closes profiler too

* Fixed optimization settings for profiled builds

* Appveyer script guess to add profiling builds

* Quotes

* 1 less quote

* Maybe escape space?

* Specify config

* Different approach

* Fix file paths

* Fix another path

* Better artifact naming

* Missing -

* test  string

* Removed for, to test

* readd for

* moved dashes around so artifacts can begin with letters

* quote env vars

* martix

* Removed configs

* Much more efficient capture, ConcurrentDictionary was causing too much overhead

* Skip repeating pixels during draw

* Stop ram usage getting too high. Compensating for cleanup doing more now

* Profile CPU, execute skipped because it's just too much work

* Fixed bug with skipping draws. Furthest needed to be reset every loop

* Less distracting colour for timing flags

* Removed profile method function. It just doesn't play nice with conditional compilation so best to remove it now before it's used a lot

* Null check for category, group and item

* Forgot to reset instant count/time

* Increment line when blank

* Fix threading conflict
Fixed instant count and time. Now accuratly represents the total time and count in the buffer

* Fixed bug in time rendering where times were being trimmed to an int.
Also added  microsecond/millisecond formatting to reduce the number of decimal places needed

* Support for multiple profiling levels

* Sometimes it would have to wait a long time for lock to clear so moved it to a tryenter and skip if already locked

* Dumb bug regarding clearing of timestamps. Start is already removed so no need to add it to the start

* Optimisations in drawing routine:
Only calculate bar top and bottom once per bar rather than once per timestamp
Pre-calculate the right side of the graph as it was being calculated multiple times per bar
Skip rendering timestamps that occupy the same pixel space now uses the raw timestamp to decide. While technically not as accurate it's much easier as the right side of the bar doesn't have to be calculated for a skipped timestamp

* Couple alignment changes

* Custom equals overload for profile config. The default implpmentation was just too slow

* Bump cleanup thread priority. It clears the timer queue so it need to be run frequently

* Fixed bug with scrolling caused by recent rendering optimisations. Simply forgot to increment the line index on a skipped line

* Stopped blocking memory disposal so much. Also parralised(?) cleanup call

* Uses Arial for font.

* Enable AA

* Inital seperated config support

* Fix profile input from keyboard

* Check toggle visible key from profiler

* Can't use conditional here as _profileWindow doesn't exist it non-profiling build

* Removed junk from merge in sln

* Fromatting cleanup for review

* Fiked small bug caused by race condition

* Added multiple flags with colours
Added way to set max flags

* Fixed flag times
Dispays time flags in window

* Colors for text frame times

* enable and disable flags button added
better fix for race crash

* Re factored npad out

* Explicitly specified type in foreach

* Removed extra line

* Added s to fix nit

* Comment to clarify default time

* Another s nit

* Ordering nit

* Uses Interlocked.Increment over lock

* Unindented #if's and #regions

* Comment to clarify these are indexes in the list

* Uses iequatable over override equals to avoid conversion and checks at runtime

* Removed no longer used variable
2019-04-26 14:53:10 +10:00
jduncanator
d306115750 Logger and Configuration Refactoring (#573)
* Logging: Refactor log targets into Ryujinx.Common

* Logger: Implement JSON Log Target

* Logger: Optimize Console/File logging targets

Implement a simple ObjectPool to pool up StringBuilders to avoid causing excessive GCing of gen1/2 items when large amounts of log entries are being generated.

We can also pre-determine the async overflow action at initialization time, allowing for an easy optimization in the message enqueue function, avoiding a number of comparisons.

* Logger: Implement LogFormatters

* Config: Refactor configuration file and loading

* Config: Rename to .jsonc to avoid highlighting issues in VSC and GitHub

* Resolve style nits

* Config: Resolve incorrect default key binding

* Config: Also update key binding default in schema

* Tidy up namespace imports

* Config: Update CONFIG.md to reflect new Config file
2019-02-11 09:00:32 -03:00
ReinUsesLisp
b3a4662be1 Move logging to Ryujinx.Common and make it a static class (#413) 2018-10-17 14:15:50 -03:00
Ac_K
7542f4a65f
Add Ryujinx.Tests.Unicorn project to Ryujinx.sln 2018-09-14 03:27:43 +02:00
gdkchan
76f3b1b3a4 Rename Ryujinx.Core to Ryujinx.HLE and add a separate project for a future LLE implementation 2018-06-10 21:46:42 -03:00
gdkchan
b19c474082 Added more shader instructions, including BFE, BRA (partial), FMNMX, ISCADD, SHL, LD_C, some shader related fixes, added support for texture component selection 2018-05-17 15:25:42 -03:00
gdkchan
e922c3627a Rename IpcServices -> Services 2018-03-20 17:00:00 -03:00
emmauss
62b827f474 Split main project into core,graphics and chocolarm4 subproject (#29) 2018-02-20 17:09:23 -03:00
Merry
1bfe6a9c22 Add some tests (#18)
* Add tests

* Add some simple Alu instruction tests

* travis: Run tests

* CpuTest: Add TearDown
2018-02-15 21:04:38 -03:00
gdkchan
b7e1d9930d aloha 2018-02-04 20:08:20 -03:00