* 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.
* Implement TreeMap from scratch.
Begin implementation of MemoryBlockManager
* Implement GetFreePosition using MemoryBlocks
* Implementation of Memory Management using a Tree.
Still some issues to work around, but promising thus far.
* Resolved invalid mapping issue.
Performance appears promising.
* Add tick metrics
* Use the logger instead
* Use debug loggin instead of info.
* Remove unnecessary code. Add descriptions of added functions.
* Improve memory allocation even further. As well as improve speed of position fetching.
* Add TreeDictionary to Ryujinx Commons
Removed Unnecessary Usigns
* Add a Performance Profiler + Improve ReserveFixed
* Begin transition to allocation in nvdrv
* Create singleton nvmemallocator
* Moved Allocation into Nv Related Files
As requested by gdkchan, any allocation of memory has been moved into the driver files.
Mapping remains in the GPU MemoryManager.
* Remove unnecessary usings
* Add missing descriptions
* Correct descriptions
* Fix formatting.
* Remove unnecessary whitespace
* Formatting / Convention Updates
* Changes / Fixes
Made syntax and convention changes as requested by gdkchan.
Fixed an issue where IsRegionUsed would return the wrong boolean.
Fixed an issue where GetFreePosition was asked for an address instead of a size.
* Undo commenting of Assert in shader cache
* Update Ryujinx.Common/Collections/TreeDictionary.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Resolved many suggestions
* Implement Improved TreeDictionary
Based off of Pseudo code and custom implementations.
* Rename _set to _dictionary
* Remove unused code
* Remove unused code.
* Remove unnecessary MapLow function.
* Resolve data-structure based issues
* Make adjustments to memory management.
Deactive de-allocation for now, it causes more harm than good.
* Minor refactorings + Re-implement deallocation
Also cleaned up unnecessary code.
* Add Tests for TreeDictionary
* Update data structure to properly balance the tree
* Experimental Implementation:
1. Reduce Time to Next Node to O(1) Runtime
2. Reduce While Loop Ct To 2 (In Most Cases)
* Address issues w/ Deallocating Memory
* Final Build
+ Fully Implement Dictionary Interface for new Data Structure
+ Cover All Memory Allocation Edge Cases, particularly w/ Games that De-Allocate a lot.
* Minor Corrections
Give TreeDictionary its own count (do not depend on inner dictionary)
Properly remove adjacent allocations
* Add AsList
* Fix bug where internal dictionary wasn't being updated w/ new node for overwritten key.
* Address comments in review.
* Fix issue where block wouldn't break out (Fixes UE4 issues)
* Update descriptions
* Update descriptions
* Reduce Node visibility to protect TreeDictionary Integrity + Remove usage of struct.
* Update tests to use new TreeDictionary implementation.
* Remove usage of dictionary in TreeDictionary
* Refactoring / Renaming
* Remove unneeded memoryblock class.
* Add space for while
* Add space for if
* Formatting / descriptions
* Clarified some descriptions
* Reduce visibility of memory allocator
* Edit method names to make more sense as memory blocks are no longer in use.
* Make names consistent.
* Protect against npe when sucessorof is called against keys that don't exist. (Not in use by memory manager, this is for other prs that might use this data structure)
* Possible edge-case resolve
* Update Ryujinx.Common/Collections/TreeDictionary.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Update Ryujinx.HLE/HOS/Services/Nv/NvMemoryAllocator.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Reduce # of unnecessary duplicate variables / Reduce visibility of variables only internally used.
* Rename count to _count
* Update Description of Add method.
* Fix copypasta
* Address comments
* Address comments
* Remove whitespace
* Address comments, condense variables.
* Consolidate vars
* Fix whitespace.
* Nit
* Fix exception msg
* Fix arrayIndex check
* Fix arrayIndex check + indexer
* Remove whitespace from cast
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* IPC refactor part 2: Use ReplyAndReceive on HLE services and remove special handling from kernel
* Fix for applet transfer memory + some nits
* Keep handles if possible to avoid server handle table exhaustion
* Fix IPC ZeroFill bug
* am: Correctly implement CreateManagedDisplayLayer and implement CreateManagedDisplaySeparableLayer
CreateManagedDisplaySeparableLayer is requires since 10.x+ when appletResourceUserId != 0
* Make it exit properly
* Make ServiceNotImplementedException show the full message again
* Allow yielding execution to avoid starving other threads
* Only wait if active
* Merge IVirtualMemoryManager and IAddressSpaceManager
* Fix Ro loading data from the wrong process
Co-authored-by: Thog <me@thog.eu>
This adds the guest GPU accessor to hashes computation.
As this change all the hashes from the cache, I added some migration
logic.
This is required for #1755.
* Allow copy destination to have a different scale from source
Will result in more scaled copy destinations, but allows scaling in some games that copy textures to the output framebuffer.
* Support copying multiple levels/layers
Uses glFramebufferTextureLayer to copy multiple layers, copies levels individually (and scales the regions).
Remove CopyArrayScaled, since the backend copy handles it now.
* shader cache: Fix Linux boot issues
This rollback the init logic back to previous state, and replicate the
way PTC handle initialization.
* shader cache: set default state of ready for translation event to false
* Fix cpu unit tests
* shader cache: Fix possible race causing crashes on manifest at startup
This fix a misplace function call ending up causing possibly two write
on the cache.info at the same time.
* shader cache: Make RemoveManifestEntries async too to be sure all operations are perform before starting the game
* shader cache: Fix invalid virtual address clean up
This fix an issue causing the virtual address of texture descriptors to
not be cleaned up when caching and instead cleaning texture format and swizzle.
This should fix duplicate high duplication in the cache for certain
games and possible texture corruption issues.
**THIS WILL INVALIDATE ALL SHADER CACHE LEVELS CONSIDERING THE NATURE OF THE ISSUE**
* shader cache: Address gdk's comment
* infra: Migrate to .NET 5
This migrate projects and CI to .NET 5
* Remove language version restrictions (now on 9.0 by default)
* infra: pin .NET 5 to avoid later issues
* infra: Cleanup csproj files
* infra: update dependencies
* infra: Add temporary workaround for a bug in Vector128.Create
see https://github.com/dotnet/runtime/issues/44704 for more informations
"Screen scissor" is the minimum size of all render targets, and is set when any render target is bound on NVN or OpenGL. Since it works on all active texture's real sizes, it is therefore more reliable than viewport 0's width, and is actually set before clear.
This fixes a regression with Hyrule Warriors: Age Of Calamity's cubemaps, which did not set viewport dimensions before clear. This resulted in attempting to create a cubemap with rectangular sides, which is logically and physically impossible. (also it just fails)
Here come Salieri, my implementation of a disk shader cache!
"I'm sure you know why I named it that."
"It doesn't really mean anything."
This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
* Size hints for copy regions and viewport dimensions to avoid data loss
* Reword comment.
* Use info for the rule rather than calculating aligned size.
* Reorder min/max, remove spaces
* Only report that commands are available when the queue is not empty.
* Address Feedback
Co-authored-by: FICTURE7 <FICTURE7@gmail.com>
Co-authored-by: FICTURE7 <FICTURE7@gmail.com>
* Fix transform feedback errors caused by host pause/resume
* Fix TFB being used as something else issue with copies
* This is supposed to be StreamCopy
* 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
* Use a better viewport flipping approach
* New approach to detect depth mode
* nit: Sort method on the OpenGL backend
* Adjust spacing on comment
* Unswap near and far parameters based on ScaleZ