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2851 commits

Author SHA1 Message Date
TSRBerry
f4539c49d8
[Logger] Add print with stacktrace method (#5129)
* Add print with stacktrace method

* Adjust logging namespaces

* Add static keyword to DynamicObjectFormatter
2023-06-01 13:47:53 +00:00
dependabot[bot]
12c62fdbc2
nuget: bump DynamicData from 7.13.8 to 7.14.2 (#5148)
Bumps [DynamicData](https://github.com/reactiveui/DynamicData) from 7.13.8 to 7.14.2.
- [Release notes](https://github.com/reactiveui/DynamicData/releases)
- [Changelog](https://github.com/reactivemarbles/DynamicData/blob/main/ReleaseNotes.md)
- [Commits](https://github.com/reactiveui/DynamicData/compare/7.13.8...7.14.2)

---
updated-dependencies:
- dependency-name: DynamicData
  dependency-type: direct:production
  update-type: version-update:semver-minor
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2023-06-01 13:35:04 +00:00
TSRBerry
e3c6be5e29
Only run one workflow for a PR at a time (#5137) 2023-06-01 09:42:49 +02:00
riperiperi
4741a05df9
Vulkan: Include DepthMode in ProgramPipelineState (#5185) 2023-06-01 09:05:39 +02:00
riperiperi
c6676007bf
GPU: Dispose Renderer after running deferred actions (#5144)
* 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
2023-05-31 21:43:20 +00:00
yell0wsuit
92b0b7d753
Avalonia UI: Fix letter "x" in Ryujinx logo being cut off (#5176)
Also make the pronunciation center-aligned
2023-05-31 21:03:11 +00:00
gdkchan
232237bf28
Skip draws with zero vertex count (#5149) 2023-05-31 17:51:11 -03:00
gdkchan
c27e453fd3
Share ResourceManager vertex vertex A and B shaders (#5181) 2023-05-31 17:17:50 -03:00
Isaac Marovitz
0e037d0213
macOS Headless Fixes (#5167)
* Default hypervisor to disabled

* Include MVK on macOS

* Properly sign headless builds on macOS

* Force Vulkan on macOS

* Suggestions
2023-05-31 09:08:50 +02:00
Patrick Hovsepian
0dca1fbe12
Add Context Menu Option to Run Application (#5154) 2023-05-30 19:51:03 +01:00
TSRBerry
35d91a0e58
Linux: Automatically increase vm.max_map_count if it's too low (#4702)
* memory: Check results of pinvoke calls

* Increase vm.max_map_count when running Ryujinx

* Add SupportedOSPlatform attribute for WindowsApiException

* Revert increasing vm.max_map_count via script

* Add LinuxHelper to detect and increase vm.max_map_count

With GUI dialogs, this should be a bit more user-friendly.

* Supply arguments as a list to RunPkExec

* Add error logging in case RunPkExec() fails

* Prevent Gtk from crashing
2023-05-30 01:48:37 +02:00
dependabot[bot]
a73a5d7e85
nuget: bump Microsoft.NET.Test.Sdk from 17.5.0 to 17.6.0 (#4986)
Bumps [Microsoft.NET.Test.Sdk](https://github.com/microsoft/vstest) from 17.5.0 to 17.6.0.
- [Release notes](https://github.com/microsoft/vstest/releases)
- [Changelog](https://github.com/microsoft/vstest/blob/main/docs/releases.md)
- [Commits](https://github.com/microsoft/vstest/compare/v17.5.0...v17.6.0)

---
updated-dependencies:
- dependency-name: Microsoft.NET.Test.Sdk
  dependency-type: direct:production
  update-type: version-update:semver-minor
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2023-05-29 01:14:07 +02:00
gdkchan
832a5e8852
Make sure blend is disabled if render target has integer format (#5122)
* Make sure blend is disabled if render target has integer format

* Change approach to avoid permanently mutating state
2023-05-29 00:38:04 +02:00
gdkchan
96d1f0da2d
Workaround for MoltenVK barrier issues (#5118) 2023-05-29 00:24:35 +02:00
gdkchan
597388ecda
Fix incorrect vertex attribute format change (#5112)
* Fix incorrect vertex attribute format change

* Only change vertex format if the host supports the new format
2023-05-29 00:17:07 +02:00
Simon Wegendt
1cf6d7b7bb
Fix #5108: Allow surround sound for SDL2 in more scenarios (#5131) 2023-05-29 00:07:27 +02:00
subanz
7bc9d0cdad
Linux: Use gamemode if it is available when using Ryujinx.sh. (#4938)
* Linux: Detect if gamemode is installed and start it when launching Ryujinx.

When using the Ryujinx.sh script to start the emulator check if gamemoderun exists and use it if it does.

Gamemode mode on Linux changes some system settings to make performance during gaming more consistent mainly by changing the CPU governor to performance.

https://github.com/FeralInteractive/gamemode

* Removed if statement.

* Fix due to wrong assumption about the output of which.

Checks if the which output contains a no match response, otherwise use gamemoderun.

Using a case statement because it makes substring matching possible in sh and also it turns out that adding an empty string after env throws an error because env attempts to parse it as a paramater.

* Missed a couple semicolons.

* Different approach for checking if gamemode is available.

Should hopefully work across all implementations of which.

* Remove unneeded which command.

* Change code to keep launch command to a single line.
2023-05-28 23:54:22 +02:00
cstamford
dc0dbc50ab
Add support for VK_EXT_depth_clip_control. (#5027)
* 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>
2023-05-28 23:31:56 +02:00
Mary
994f4dc77d
chore: Update Avalonia to 0.10.21 (#5124) 2023-05-28 23:25:55 +02:00
yell0wsuit
c9e297b74c
About window: Add changelog link under ver. number (#5095) 2023-05-28 23:13:40 +02:00
Théo Arrouye
dd514a115c
Update LastPlayed date on emulation end. (#5056) 2023-05-28 23:03:27 +02:00
siegmund-heiss-ich
7e0b4bd538
Improve macOS updater (#5064)
* Fix macOS Updater (once again)

* Also fix my brain's issues

* Move set -e that lsof doesn't trigger exit 1

* Resolve yesterdays brain malfunction 2

* Revert "Move set -e that lsof doesn't trigger exit 1"

This reverts commit 589a630610fff26f6a549d82c73be61b74187327.

* Also check if PID exists

* Remove lsof and instead check for running processes

* Remove empty lines

* Increase max iterations

* Address feedback

* Remove obsolete check for child processes

* Update comments

* Update comments

* I swear this is the last commit

* lsof + ps check
2023-05-28 22:54:30 +02:00
Daniel Shala
378080eb87
Added Custom Path case when saving screenshots (#5086) 2023-05-28 22:44:46 +02:00
Mary
e8f5e97fa4 actions: revert timeout-minutes changes for PR workflow
Varibales aren't exposed to PRs...
2023-05-28 11:34:57 +02:00
Mary
f3873620a3 actions: Workaround YAML limitation for timeout-minutes
Because Github Actions wants an int, we use fromJSON to hack around
this.
2023-05-28 08:10:43 +02:00
TSRBerry
986ac9ff83
Use variables to configure job timeouts (#5123) 2023-05-28 08:02:30 +02:00
jhorv
42b9c1e8fe
Ryujinx.Ava: fixes for random hangs on exit (#4827)
* Attempt at fixing hang on exit by ending the WindowNotificationManager notification loop, so that the Thread running it can exit.

* explicitly apply the NotificationManager template to allow the notification loop to begin

* NotificationHelper - remove explicity call to ApplyTemplate(). Change to ManualResetEventSlim so we can cancel the Wait on it.

* add a timeout to AudioRenderSystem.Stop()'s waiting for the termination signal, log a warning if this timeout occurs, and continue execution

* NotifiationHelper - cancel first, the CompleteAdding()

* Remove AudioRenderSystem._terminationEvent, redundant

* NotificationHelper - use host.Closing event to trigger cancellation instead of _notifationManager.DetachedFromLogicalTree

* Change NotificationHelper to use an explicit Thread for background work.  Wait on the cancellationToken's WaitHandle so the Thread doesn't have to deal with async. Wrap foreach in try/catch (OperationCanceledException) to swallow the escaping exception from the GetConsumingEnumerable().

* adjust formatting of AsyncWorkQueue constructor to use object initializers consistently

* use AsyncWorkQueue to do everything I added in SetNotificationManager()

* Revert "use AsyncWorkQueue to do everything I added in SetNotificationManager()"

This reverts commit f0e78366b8776ec8e2fef8ab023c0db1833155d3.

* use AsyncWorkQueue to handle the Thread-related changes previously made to NotificationHelper.SetNotificationHelper(). Wrap it in Lazy<T> and force instantiation in the TemplateApplied event handler to accomodate for the fact that AsyncWorkQueue starts immediately, and the notification dispatch loop was being delayed by _templateAppliedEvent.

* impl changes suggested by AcK77

* impl changes suggested by AcK77 (more)
2023-05-26 23:57:43 +02:00
gdkchan
3b375525fb
Force reciprocal operation with value biased by constant to be precise on macOS (#5110)
* Force operations to be precise in some cases on SPIR-V

* Make it a bit more strict, add comments

* Shader cache version bump
2023-05-26 15:19:37 -03:00
gdkchan
e6658c133c
Fix resolution scaling of image operation coordinates (#5102)
* Fix resolution scaling of image operation coordinates

* Shader cache version bump
2023-05-25 23:42:49 -03:00
TSRBerry
5b42a4d2c4
Fix mod names (#5088) 2023-05-25 23:41:03 +02:00
gdkchan
8f0c89ffd6
Generate scaling helper functions on IR (#4714)
* Generate scaling helper functions on IR

* Delete unused code

* Split RewriteTextureSample and move gather bias add to an earlier pass

* Remove using

* Shader cache version bump
2023-05-25 17:46:58 -03:00
gdkchan
2c9715acf6
Truncate vertex attribute format if it exceeds stride on MoltenVK (#5094)
* Truncate vertex attribute format if it exceeds stride on MoltenVK

* Fix BGR format

* Move vertex attribute check to pipeline creation to avoid costs

* No need for this to be public
2023-05-25 17:03:51 -03:00
Isaac Marovitz
274af65f69
Update release.yml (#5058) 2023-05-25 16:17:37 +02:00
gdkchan
4ca78eded5
Vulkan: Do not set storage flag for multisample textures if not supported (#5060) 2023-05-23 10:41:37 +02:00
makigumo
6cb6b15612
Implement p2rc, p2ri, p2rr and r2p.cc shaders (#5031)
* implement P2rC, P2rI, P2rR shaders

* implement R2p.CC shader

* bump CodeGenVersion

* address feedback
2023-05-22 17:32:15 -03:00
gdkchan
2725e40838
Revert "Bump MVK Version (#5057)" (#5061)
This reverts commit c2e4c8f98e.
2023-05-22 17:12:11 -03:00
Isaac Marovitz
c2e4c8f98e
Bump MVK Version (#5057) 2023-05-22 14:41:08 -03:00
Isaac Marovitz
b53e7ffd46
Ava UI: Input Menu Redesign (#4990)
* Cleanup

* Remove redundant locales

* Start SVG Fixes…

Better +/- buttons

Fix the grips

Bumpers

Better directional pad

More SVG stuff

Grip adjustments

Final stuff

* Make image bigger

* Border radius

* More cleanup

* Restructure

* Restructure Rumble View

* Use compiled bindings where possible

* Round those pesky corners

* Ack Suggestions

* More suggestions

* Update src/Ryujinx.Ava/UI/Views/Input/RumbleInputView.axaml.cs

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

---------

Co-authored-by: Ac_K <Acoustik666@gmail.com>
2023-05-22 01:16:20 +02:00
jhorv
ac66643346
Fix crash in SettingsViewModel when Vulkan isn't available (#4985)
* fix crash when Vulkan isn't available

* add VulkanRenderer.GetPhysicalDevices() overload that provides its own Vk API object and logs on failure

* adjustments per AcK77
2023-05-21 21:39:06 +02:00
jhorv
21e88f17f6
ServerBase thread safety (#4577)
* Add guard against ServerBase.Dispose() being called multiple times. Add reset event to avoid Dispose() being called while the ServerLoop is still running.

* remove unused usings

* rework ServerBase to use one collection each for sessions and ports, and make all accesses thread-safe.

* fix Logger call

* use GetSessionObj(int) instead of using _sessions directly

* move _threadStopped check inside "dispose once" test

* - Replace _threadStopped event with attempt to Join() the ending thread (if that isn't the current thread) instead.

- Use the instance-local _selfProcess and (new) _selfThread variables to avoid suggesting that the current KProcess and KThread could change. Per gdkchan, they can't currently, and this old IPC system will be removed before that changes.

- Re-order Dispose() so that the Interlocked _isDisposed check is the last check before disposing, to increase the likelihood that multiple callers will result in one of them succeeding.

* code style suggestions per AcK77

* add infinite wait for thread termination
2023-05-21 21:28:51 +02:00
gdkchan
5626f2ca1c
Replace ShaderBindings with new ResourceLayout structure for Vulkan (#5025)
* 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
2023-05-21 14:04:21 -03:00
gdkchan
402f05b8ef
Replace constant buffer access on shader with new Load instruction (#4646) 2023-05-20 16:19:26 -03:00
gdkchan
fb27042e01
Limit compute storage buffer size (#5028) 2023-05-20 16:15:07 +00:00
riperiperi
69a9de33d3
SPIR-V: Only allow implicit LOD sampling on fragment (#5026) 2023-05-20 15:52:26 +02:00
Isaac Marovitz
bba51c2eeb
Fix macOS Update Script (#5014)
* Update updater.sh

* Better script

* Revert "Better script"

This reverts commit 9bf6be863892e5e10c2f2dba45f1d0a60daca688.
2023-05-19 21:20:01 +02:00
gdkchan
fc26189fe1
Eliminate redundant multiplications by gl_FragCoord.w on the shader (#4578)
* Eliminate redundant multiplications by gl_FragCoord.w on the shader

* Shader cache version bump
2023-05-19 11:52:31 -03:00
dependabot[bot]
a40c90e7dd
nuget: bump DynamicData from 7.13.5 to 7.13.8 (#5001)
Bumps [DynamicData](https://github.com/reactiveui/DynamicData) from 7.13.5 to 7.13.8.
- [Release notes](https://github.com/reactiveui/DynamicData/releases)
- [Changelog](https://github.com/reactivemarbles/DynamicData/blob/main/ReleaseNotes.md)
- [Commits](https://github.com/reactiveui/DynamicData/compare/7.13.5...7.13.8)

---
updated-dependencies:
- dependency-name: DynamicData
  dependency-type: direct:production
  update-type: version-update:semver-patch
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2023-05-19 06:52:44 +02:00
gdkchan
f864a49014
Fix Vulkan blit-like operations swizzle (#5003) 2023-05-18 18:16:03 -03:00
riperiperi
ecbf303266
GPU: Avoid using garbage size for non-cb0 storage buffers (#4999)
* GPU: Avoid using garbage size for non-cb0 storage buffers

In the depths area, Tears of the Kingdom uses a global memory access with address on constant buffer slot 6. This isn't standard and thus doesn't actually have a size 8 bytes after it, so we were reading back a garbage size that ended up very large (at least in version 1.1.0), and would synchronize a lot of data per frame.

This PR makes storage buffers created from addresses outside constant buffer slot 0 get their size as the number of bytes remaining in the GPU mapping starting at the given virtual address. This should bound the buffer to a reasonable size, and ideally stop it crossing into other memory.

* Limit max size

* Add TODO

* Feedback
2023-05-18 08:56:34 +02:00
Mary
b3bf05356b
ava: Fix crash when extracting sections from NCA with no data section (#5002)
Tested against Omega Strickers.
2023-05-17 19:27:49 +00:00