Ryujinx was not hinting application name, so on some platforms (e.g.
Linux) volume control shows Ryujinx as 'SDL Application'. This can cause
confusion.
This commit fixes name in volume control applets on some platforms.
see: https://wiki.libsdl.org/SDL2/SDL_HINT_APP_NAME
* Add Texture Size Capacity and 8GB Dram Build
* Update AutoDeleteCache.cs
* Dynamic Texture Cache (WIP)
* Change to float Multiplier, in-case it needs fine-tuning.
* Delete src/src.sln
* Update AutoDeleteCache.cs
* Format
* Fix Formatting
* Add DefaultTextureSizeCapacity and MemoryScaleFactor
- Also remove redundant New Lines
* Fix 4GB dram crashing
* Format newline
* Refractor
- Added Initialize() function to TextureCache and AutoDeleteCache
- Removed GetMaxTextureCapacity() function and instead added _maxCacheMemoryUsage
- Added private const MaxTextureSizeCapacity to AutoDelete Cache
- Added TextureCache.Initialize() to MemoryManager in order to fetch MaxGpuMemory at the right time.
- Moved and Changed Logger.Info for Gpu Memory to Logger.Notice and Moved it to PrintGpuInformation function.
- Opted to use a ternary operator for the Initialize function, I think it looks cleaner than bunch of if statements.
* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* maxMemory to CacheMemory, use Clamp instead of Ternary. Changed MinTextureCapacity 1GiB to 512 MiB
* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Format comment
* comment context
* Increase TextureSize capacity for OpenGL back to 1024
- Added a new const ulong for OpenGLTextureSizeCapacity
* Fix changes from last commit.
* Adjust last OpenGL changes.
* Remove garbage VSC file
* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
---------
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* refactor(perf): pass MemoryOwner<byte> around as itself rather than IMemoryOwner<byte>
* fix(perf): get span via MemoryOwner<byte>.Span property instead of through Memory property
* fix: incorrect comment change
* Allow creating texture aliases on texture pool
* Delete old image format override code
* New format incompatible alias
* Missing bounds check
* GetForBinding now takes FormatInfo
* Make FormatInfo struct more compact
This way exceptions thrown during the execution of CheckLaunchState()
will correctly invoke the unhandled exception handler
and cause Ryujinx to crash.
* Add area sampling scaler to allow for super-sampled anti-aliasing.
* Area scaling filter doesn't have a scaling level.
* Add further clarification to the tooltip on how to achieve supersampling.
* ShaderHelper: Merge the two CompileProgram functions.
* Convert tabs to spaces in area scaling shaders
* Fixup Vulkan and OpenGL project files.
* AreaScaling: Replace texture() by texelFetch() and use integer vectors.
No functional difference, but it cleans up the code a bit.
* AreaScaling: Delete unused sharpening level member.
Also rename _scale to _sharpeningLevel for clarity and consistency.
* AreaScaling: Delete unused scaleX/scaleY uniforms.
* AreaScaling: Force the alpha to 1 when storing the pixel.
* AreaScaling: Remove left-over sharpening buffer.
Watermarks are actually applied by the OS, not the game,
as the tooltip previously wrongly stated.
However, per #5952, games can also react to screenshots,
which also is not supported.
This triggers the same raw screenshot as the keyboard hotkey,
i.e. the game is not informed of the intent to screenshot,
so it cannot add watermarks etc.
The button can be configured using both the regular UI and GTK.
Includes English and German translations.
An alternate approach is proposed in draft PR #4503:
Allow triggering all hotkeys using the gamepad.
Re: #5952
* Vulkan: Feedback loop improvements
This PR allows the Vulkan backend to detect attachment feedback loops. These are currently used in the following ways:
- Partial use of VK_EXT_attachment_feedback_loop_layout
- All renderable textures have AttachmentFeedbackLoopBitExt
- Compile pipelines with Color/DepthStencil feedback loop flags when present
- Support using FragmentBarrier for feedback loops (fixes regressions from https://github.com/Ryujinx/Ryujinx/pull/7012 )
TODO:
- AMD GPUs may need layout transitions for it to properly allow textures to be used in feedback loops.
- Use dynamic state for feedback loops. The background pipeline will always miss since feedback loop state isn't known on the GPU project.
- How is the barrier dependency flag used? (DXVK just ignores it, there's no vulkan validation...)
- Improve subpass dependencies to fix validation errors
* Mark field readonly
* Add feedback loop dynamic state
* fix: add MoltenVK resolver workaround
fix: add MoltenVK resolver workaround
* Formatting
* Fix more complaints
* RADV dcc workaround
* Use dynamic state properly, cleanup.
* Use aspects flags in more places
TryDequeue checks for _disposed before taking the lock. If another
thread calls Dispose before it takes the lock, it won't get woken up by
the PulseAll call, and will deadlock in Monitor.Wait.
Double-checking _disposed with the lock taken should avoid this.
While building I got some warnings, so I updated the dependency.
`warning NU1903: Package 'SixLabors.ImageSharp' 2.1.8 has a known high severity vulnerability, https://github.com/advisories/GHSA-63p8-c4ww-9cg7`
* Fix arbitrary sorting by "Favorite" in the UI by making it the same as sorting alphabetically while giving favorites priority.
* Use a more engineered solution rather than string hacks.
* Address code style warnings. Add null checking. Make title name comparison case insensitive.
* one more style fix
---------
Co-authored-by: Logan Stromberg <lostromb@microsoft.com>
* refactor: replace usage of ByteMemoryPool with MemoryOwner<byte>
* refactor: delete unused ByteMemoryPool and ByteMemoryPool.ByteMemoryPoolBuffer types
* refactor: change IMemoryOwner<byte> return types to MemoryOwner<byte>
* fix(perf): get span via `MemoryOwner<T>.Span` directly instead of `MemoryOwner<T>.Memory.Span`
* fix(perf): get span via MemoryOwner<T>.Span directly instead of `MemoryOwner<T>.Memory.Span`
* fix(perf): get span via MemoryOwner<T>.Span directly instead of `MemoryOwner<T>.Memory.Span`
* optimization: Load application metadata only for applications with IDs
* Load applications when necessary
This prevents loading applications when launching an application
directly from the command line (or a shortcut).
Instead, applications will be loaded after the emulation was stopped by the user.
* Show the title in the configured language when launching an application
* Rename DesiredTitleLanguage to DesiredLanguage
* chore: replace `ByteMemoryPool` usage with `MemoryOwner<byte>`
* refactor: `PixelConverter.ConvertR4G4ToR4G4B4A4()` - rename old `outputSpan` to `outputSpanUInt16`, reuse same output `Span<byte>` as newly-freed name `outputSpan`
* eliminate temporary buffer allocations
* chore, perf: use MemoryOwner<byte> instead of IMemoryOwner<byte>
* Don't load files from hidden subdirectories
* Catch FileNotFoundException in TryGetApplicationsFromFile()
* Skip non-existent files and bad symlinks when loading applications
Vulkan spec states that input topology should always be PatchList when a tessellation pipeline is present. The AMD GPU on windows crashes so hard it BSODs the machine if this isn't the case, so it's forced here just in case.
I'm not sure what providing a different topology here would even do, as you'd think it would always be a patch list input.
This barrier has always been missing, but it only became apparent when #7012 merged.
I also added some barriers in case the target buffer used here is used by other commands, though right now it isn't.
Fixes a regression where water would turn white on AMD GPUs with the proprietary driver. May fix other issues on this driver.
* Fix checking for the wrong update metadata file
* Apply the same fix for dlc.json
* Use the base application ids for updates and DLCs in the GUI too
This shouldn't actually change anything, since the program index part of the application id
should always be 0 for all applications currently seen by the GUI.
This was just done for completeness.