Commit Graph

1798 Commits

Author SHA1 Message Date
lynxnb
ddfa9013a9 Use a proper tag for AppItem in intent extras and arguments 2023-02-27 19:56:53 +01:00
lynxnb
2f4778247c Use per-game settings during emulation 2023-02-27 19:56:53 +01:00
lynxnb
1a11aaa651 Add per-game settings configuration functionality 2023-02-27 19:56:53 +01:00
lynxnb
0467614dc0 Add per-game support to EmulationSettings
Implements support for retrieving per-game emulation settings
2023-02-27 19:56:53 +01:00
lynxnb
cd426d9f18 Split PreferenceSettings into AppSettings and EmulationSettings
`PreferenceSettings` was removed in favor of:
* `AppSettings`: stores general purpose settings mostly used for UI configuration and state
* `EmulationSettings`: stores emulation-related settings, most of these are passed to native emulation code
2023-02-27 19:56:53 +01:00
lynxnb
854ea1a42d Make NativeSettings a serializable data class 2023-02-27 19:56:53 +01:00
lynxnb
ee98aaaed1 Add a method to return format in AppItem 2023-02-27 19:56:53 +01:00
lynxnb
d1fd44e32e Move preference fragment to a separate file for modularity 2023-02-27 19:56:53 +01:00
lynxnb
a683978e8c Split preferences to multiple files for reusability 2023-02-27 19:56:53 +01:00
lynxnb
e7c176a8e5 Reorder preferences and introduce new categories 2023-02-27 19:56:53 +01:00
lynxnb
a1ca84f95e Move Kotlin settings to a dedicate package 2023-02-27 19:56:53 +01:00
lynxnb
180d1efd4d Revert "Toggle DisableFrameThrottling setting by clicking on FPS"
This commit reverts PR #2037. Passing `NativeSettings` to emulation code through a member reference, instead of a local variable, caused unpredictable crashes when using custom GPU drivers (v615+) on some Qualcomm SoCs.
The exact cause of the issue remains unknown, my best guess is that it was caused by an incorrect optimization performed on the Kotlin bytecode in release mode, which caused an issue when reading memory that had been forked, because of running emulation in a separate process.
Runtime settings modification will be reimplemented in the future via an alternative method.
2023-02-27 19:00:52 +01:00
PixelyIon
22f8cc5970 Stub indirect layer VI service functions
Indirect layers are used by the game to render layer on its own, the game allocates a buffer with the size from `GetIndirectLayerImageRequiredMemoryInfo` and uses `GetIndirectLayerImageMap` to draw the applet contents into the buffer. 

As we don't LLE applet implementations nor do our HLE implementations draw equivalent applets, we cannot submit this to the guest. As a result, these functions are stubbed with the framebuffer being cleared to red. 

Stubbing these functions allows titles such as Dark Souls to not crash while initializing indirect layers.
2023-02-22 23:23:08 +05:30
lynxnb
dba191d2dc Fix deadlock on settings in PresentationEngine after callback
Accessing the settings class during the execution of the `OnChangedCallback` results in a deadlock, as accesses to values are protected by a mutex. Instead, we now keep a local copy of the relevant settings and update those with the new value.
2023-02-20 21:45:30 +00:00
lynxnb
fc9b34846c Fix KtSettings JNI usage
* Use a global ref for NativeSettings JNI instance
* Always use the JNI env from the JNI call to ensure it's safe to use in the current thread
2023-02-20 21:45:30 +00:00
lynxnb
5b0a397165 Update native settings after toggling frame throttling 2023-02-20 21:45:30 +00:00
Matesic Darko
f850271e2d toggle DisableFrameThrottling setting by clicking on FPS display
s/jSurface/vkSurface
2023-02-20 21:45:30 +00:00
TheASVigilante
3168e8efc0 Address review 2023-02-20 18:17:35 +00:00
TheASVigilante
b780e2b755 Deallocate Unmapped memory pages
Reduces memory usage buildup over time, may affect performance.
2023-02-20 18:17:35 +00:00
Billy Laws
7296f8503d Enable always attempt to enable robustness 2023-02-20 18:01:49 +00:00
Billy Laws
d45f9e4d26 Loosen some texture WaR sync when possible
By keeping track of the stages reading the image we can do more fine-grained WaR prevention, as opposed to waiting for all commands to complete.
2023-02-20 18:01:49 +00:00
Billy Laws
6ee8a919e5 Use pipeline barriers, as opposed to an ext dependency for RP barrier
Allows for waiting on compute shaders, which are not a graphics stage.
2023-02-20 18:01:49 +00:00
Billy Laws
ee68facc5d Apply RP barrier masks for every draw, rather than the 1st in RP
I missed that addSubpass was only called once-per-subpass, meaning that if a new barrier req was discovered several draws into the RP it wouldn't be applied. Split out barriers into a seperate function to avoid this.
2023-02-20 18:01:49 +00:00
Billy Laws
bb20b145a8 Hash subpass dependencies in RP cache 2023-02-20 18:01:49 +00:00
Billy Laws
99bf7dbb36 Implement usage based implicit renderpass barrier generation
Full pipeline barriers between every RP can be extremely expensive on HW, by analysing the inputs and outputs of a draw it's possible to construct a much more optimal barrier that only syncs what is neccessary.
2023-02-20 18:01:49 +00:00
Billy Laws
7a759326b3 Don't break RPs on view pointer changes
Sometimes view pointers may change despite the underlying Vulkan image view not actually changing, so use vk::ImageViews for tracking to keep RP breaks to a minimum.
2023-02-20 18:01:49 +00:00
Billy Laws
a02e1a2536 R.I.P. Subpasses 2023-02-20 18:01:49 +00:00
Billy Laws
a47f010653 Add an option to allow CPU writes when fast readback is used 2023-02-20 18:01:49 +00:00
Billy Laws
2d56ed053d Implement all remaining ASTC formats 2023-02-20 18:01:49 +00:00
Billy Laws
d93c96de83 Fix sign error when decoding bc5s images
Using an unsigned loop counter caused an implicit conversion breaking the decoder logic.
2023-02-20 18:01:49 +00:00
Billy Laws
2d97b9fc2c Keep track of buffer dirtiness within an execution 2023-02-20 18:01:49 +00:00
Billy Laws
6ea1483c9a Fix a race with multiple threads pushing data into circular queue
If the 'end' changes when waiting for data to be consumed our 'waitNext' would be invalid leading to a deadlock.
2023-02-20 18:01:49 +00:00
Billy Laws
f55b135243 Assert on geometry stream usage 2023-02-20 18:01:49 +00:00
Billy Laws
2e64199640 Add host shader replacement and dumping support
This is useful for debugging, but shouldn't generally be used as bindings in SPIR-V etc are unstable.
2023-02-20 18:01:49 +00:00
Billy Laws
02786839a5 Flush pipeline after texture uploads 2023-02-20 18:01:49 +00:00
Billy Laws
ffdd50bdf3 Fix geometry and compute shaders on mali GPUs 2023-02-20 18:01:49 +00:00
mk73ds
cb62e15748 Ignore new layer creations instead of replacing previous ones while waiting for proper multiple layers support. 2023-02-18 12:06:37 +00:00
Erwin Spitaler
2855d12f31 quick and dirty implementation for GetFreeSpaceSize 2023-02-18 12:06:18 +00:00
Abandoned Cart
b20c6e9fc4 onBackPressed -> onBackPressedDispatcher 2023-02-16 14:50:02 +01:00
MrPurple666
bc3c49bc28 Add TIC format: 0x58D24946
Cult of the Lamb must be in-game and should fix some textures in Bayonetta 3

Co-authored-by: neogan-bot <neogan-bot@users.noreply.github.com>
2023-02-13 12:10:29 +00:00
PixelyIon
3407f5a6d1 Fix Depth RT layer stride
The layer stride provided by the depth register in Maxwell3D needs to be shifted by 2, this caused the stride to be 1/4th of what it needed to be resulting in OOB access.
2023-02-13 12:02:29 +00:00
PixelyIon
df3b961d5d Fix mipmapped GOB dimensions calculation
When calculating mip-level dimensions in terms of GOBs, they need to be divided by 2 while rounding upwards rather than downwards. This fixes corrupted textures and OOB access on lower mip levels across a substantial amount of titles, reducing arbitrary crashes as a result.
2023-02-13 12:02:29 +00:00
Billy Laws
bff232f326 Update edge names 2023-02-07 16:52:33 +00:00
Billy Laws
754a9dfd77 Avoid storing guest shader hash in generated spirv
This accidentally broke VK spec and could harm driver caching.
2023-02-07 16:50:46 +00:00
german77
9e1c9caa36 input: Fix motion orientation based on phone orientation 2023-02-07 16:16:41 +00:00
german77
56d43a70c0 Implement SixAxis sensor 2023-02-07 16:16:41 +00:00
lynxnb
85a711c420 Suppress warnings in AndroidManifest 2023-02-06 15:04:20 +01:00
PixelyIon
2cdff40bcb Add debug log for SVC CancelSynchronization
This SVC was missing a log which makes it harder to trace issues to it, it has been added to assist with future debugging.
2023-02-05 18:07:11 +05:30
Billy Laws
94ac457ce0 Ensure mappings are always aligned to big page size when deallocated and
mapped

Since we align up when allocating, not doing so when deallocating would result in a gradual buildup of boundary pages that eventually fill the whole address space.
2023-02-04 23:10:45 +00:00
Billy Laws
d659b4f55e Swap min and max depth when negative scale is used
Fixes Super Mario 3D All Stars rendering.
2023-02-04 23:10:45 +00:00
Billy Laws
198e9e8e48 Avoid page faults when using the fallback shader size
These occured in some homebrew otherwise.
2023-02-04 23:10:45 +00:00
Billy Laws
10e7e6272a Pass in pipeline tessellation state to Vulkan 2023-02-04 23:10:45 +00:00
Billy Laws
12c88babd0 Fix address space allocator slow path to avoid OOB 2023-02-04 23:10:45 +00:00
Billy Laws
4a4f6df792 Stub GetBufferHistory transaction 2023-02-04 23:10:45 +00:00
Billy Laws
3795ecceff Stub IdleTickCount GetInfo result 2023-02-04 23:10:45 +00:00
Billy Laws
3ef84b27c3 Avoid pipeline cache warning 2023-02-04 23:10:45 +00:00
Billy Laws
bb3baa888d Add a hack to disable shader subgroup shuffles
These are about 100x as expensive on adreno than nvidia due to the lack of a dedicated instruction, since some games work fine without them add a hack to disable them.
2023-02-04 23:10:45 +00:00
Billy Laws
568306195f Prevent Vulkan guest crashes by avoiding intermediate syncpt event signal state
The vulkan guest driver doesn't expect a 0xB return code from SyncptEventWait, even though this is valid when an event is being signalled. Just ignore the intermediate state instead as doing so avoids races without causing any more.
2023-02-04 23:10:45 +00:00
Billy Laws
fcb8f2a229 Apply texture shader compiler generated descriptor shifts
These were missed on a hades version upgrade.
2023-02-04 23:10:45 +00:00
Billy Laws
bbef006051 Simplify free descriptor set accounting and update ratios
Slightly reduces descriptor usage in Breath of The Wild
2023-02-04 23:10:45 +00:00
Billy Laws
5e862cf5f7 Bail out early if the new pipeline key matches that of the current one
Prevents the transition cache of some pipelines from getting full of copies of itself in cases where an update happens redundantly.
2023-02-04 23:10:45 +00:00
Billy Laws
3e971d4043 Wait for pipeline compilation to finish before loading the guest
The excessive blocking caused by initial compilation happening async to the guest caused issues in some cases, now we have a Vulkan pipeline cache to speed it up we can wait for a full compile before launch without too many issues.
2023-02-04 23:10:45 +00:00
Billy Laws
be6f08cd97 Add debug pipeline statistics recording for finding redundant pipelines 2023-02-04 23:10:45 +00:00
Billy Laws
6333a92b53 Only include active RTs in pipeline state key
This was causing a buildup of many redundant pipelines in SMO as a depth-only shader was being called without previous RTs being unbound.
2023-02-04 23:10:45 +00:00
Billy Laws
9d3a9f63d5 Move graphics piplines away from storing hades shader info struct
By only using what we need, and mirroring the descriptor structs to allow for much tighter packing (while keeping the same member names) we can reduce pipeline memory to about 1/3 of what it was before.
2023-02-04 23:10:45 +00:00
Billy Laws
dd92cb1536 Implement support for (de)serialising VkPipelineCaches to/from storage
Significantly improves launch times in games with many shader combinations, giving an 5x speedup in some cases.
2023-02-04 23:10:45 +00:00
Billy Laws
db173083d7 Update edge credits 2023-02-04 23:10:45 +00:00
PabloG02
35617930d5 Fix rebase 2023-01-28 11:57:19 +00:00
PabloG02
8b9d6f79ab Add option to enable/disable shader cache 2023-01-28 11:57:19 +00:00
PixelyIon
8bfda0d84d Fix hole punching in mappings with SVC UnmapPhysicalMemory
Certain titles such as Super Smash Bros Ultimate can use SVC `UnmapPhysicalMemory` to punch holes into physical memory mappings, this wasn't handled correctly as we completely deleted the portion after the hole. It has now been fixed which results in these titles which depend on this behavior to work now.
2023-01-23 21:28:59 +00:00
hacobot.dev
ff1e62df7a deleted unnecessary convertion 2023-01-23 21:28:49 +00:00
hacobot.dev
75f6f5e31c pull request requested changes 2023-01-23 21:28:49 +00:00
hacobot.dev
7cd13916a3 Main activity is now refreshing when the group checkbox is changed 2023-01-23 21:28:49 +00:00
hacobot.dev
b67bfe3848 Added functionality to make optional to group games by format and sort 2023-01-23 21:28:49 +00:00
Billy Laws
6b9be2edd4 Add note about circular queue append contiguosity guarantees 2023-01-20 21:19:04 +00:00
PabloG02
535eafb57a Add Android 13 themed icon 2023-01-20 21:08:33 +00:00
PabloG02
d544ccf5ea Stub INotificationServicesForApplication 2023-01-20 21:08:12 +00:00
PabloG02
2fa5ea451e Stub IPrepoService::SaveReportWithUserOld2 2023-01-20 21:08:12 +00:00
PabloG02
7327cdbde9 Stub some functions in IDeliveryCacheStorageService 2023-01-20 21:08:12 +00:00
PabloG02
c53d99d393 Stub IDeliveryCacheFileService and IDeliveryCacheDirectoryService 2023-01-20 21:08:12 +00:00
PabloG02
299d11d86f Stub IApplicationFunctions::GetNotificationStorageChannelEvent 2023-01-20 21:08:12 +00:00
Billy Laws
7c623f8301 Use a spinlock for thread waiter mutex
Since the waitermutex is only ever locked for a short amount of time, spinning in contention-heavy scenarios ends up quite a bit more efficient than a kernel wait.
2023-01-20 21:07:59 +00:00
Billy Laws
e2463b7619 Adjust gpfifo WFI to only do a pipeline barrier 2023-01-20 21:07:59 +00:00
Billy Laws
2b282ece1a Add more fine-grained buffer recreation locking 2023-01-20 21:07:59 +00:00
Billy Laws
85a23e73ba Implement a shared spinlock and use it for GPU VMM 2023-01-20 21:07:59 +00:00
Billy Laws
fd5c141dbf Correct GetNpadIrCameraHandle return value 2023-01-20 21:07:59 +00:00
Billy Laws
a8b32c3cef Cleanup helper pipeline cache code 2023-01-20 21:07:59 +00:00
Billy Laws
1f99d63a80 Incr transition cache size 2023-01-20 21:07:59 +00:00
Billy Laws
262f92900d Ensure unmapped VMM ranges return an invalid span 2023-01-20 21:07:59 +00:00
Billy Laws
0a608fb4b2 Update to latest hades 2023-01-20 21:07:59 +00:00
Billy Laws
44f6aada18 Always set blend state for all colour attachments 2023-01-20 21:07:59 +00:00
Billy Laws
177925be93 Avoid OOB memory acceses when trying to read OOB TICs
Some games pass in invalid texture handles (0xffff) when they don't need the texture so return the null texture in this case.
2023-01-20 21:07:59 +00:00
Billy Laws
d8a4a2b08d Use a spinlock for GPU waiter thread 2023-01-20 21:07:59 +00:00
Billy Laws
f1aed86177 Add a workaround for split-mapping shaders
Some games split shaders across multiple mappings and *also* miss the end header, so read a suitably large amount and hope that's enough for now.
2023-01-20 21:07:59 +00:00
Billy Laws
704660bbeb Store render nodes in a linearly allocated linked list
This is much faster in reldebug builds than boost::stable_vector while still providing iterator stability
2023-01-20 21:07:59 +00:00
Billy Laws
326c05a5de Add guest shader replacement and dumping support 2023-01-20 21:07:59 +00:00
Billy Laws
2f6d27e8d7 Rework circular queue locking
Should now be (hopefully) race-free, also switch to a spinlock to avoid any locking overhead.
2023-01-20 21:07:59 +00:00
lynxnb
5d527cb965 Add CNTFRQ_EL0 workaround value for Exynos 1280 2023-01-15 10:16:01 +00:00
PabloG02
ea0217de47 Add TIC format: 0x78D24952 2023-01-13 18:05:22 +00:00
Abandoned Cart
88b3f371f4 Display a preview of the current profile picture
This removes the need to concatenate the variable multiple times, recycles the scaled bitmap after it has been stored, addresses the Android Studio complaint about that method name, and generates a preview of the current profile image as the preference icon.
2023-01-13 14:28:20 +01:00