ryujinx/Ryujinx.Graphics.Gpu/Engine
riperiperi 6e9bd4de13
GPU: Scale counter results before addition (#4471)
* GPU: Scale counter results before addition

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

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

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

* Fix issues when result is partially uploaded.

Drivers tend to write the low half first, then the high half. Retry if the high half is FFFFFFFF.
2023-03-12 18:01:15 +01:00
..
Compute
Dma
GPFifo Vulkan: Don't flush commands when creating most sync (#4087) 2022-12-29 15:39:04 +01:00
InlineToMemory Mark texture as modified and sync on I2M fast path (#4449) 2023-02-21 10:40:23 +01:00
MME Make structs readonly when applicable (#4002) 2022-12-05 14:47:39 +01:00
Threed GPU: Scale counter results before addition (#4471) 2023-03-12 18:01:15 +01:00
Twod Allow setting texture data from 1x to fix some textures resetting randomly (#2860) 2023-01-22 02:03:30 +00:00
Types
ConditionalRenderEnabled.cs
DeviceStateWithShadow.cs Use method overloads that support trimming. Mark some types to be trimming friendly (#4083) 2022-12-12 15:10:05 +01:00
MmeShadowScratch.cs
SetMmeShadowRamControlMode.cs
ShaderTexture.cs