Commit Graph

1515 Commits

Author SHA1 Message Date
Dima
413f162cf2 Stub some account functions 2022-11-18 12:52:25 +00:00
lynxnb
b209ae8e90 Account for stick flat area when retrieving axes value from a MotionEvent 2022-11-17 21:54:15 +01:00
lynxnb
c966220bab Zero-initialize axes history instead of using null values
Use zero initialization for axes history instead of using null values. Fixes the first axis event after launching a game being completely ignored.
2022-11-17 21:54:15 +01:00
lynxnb
3a657c44cc Don't ignore HAT axes input events
Capture HAT axes events ourselves instead of relying on the android framework to turn them into KeyCodes. Fixes handling of DPAD button presses on most controllers.
2022-11-17 21:54:15 +01:00
lynxnb
f1ec771944 Fix inverted axis polarity
In the case of axis value being zero, polarity would favor one side of the stick resulting in invalid values. Fix that by taking into account axis history when calculating polarity.
2022-11-17 21:54:15 +01:00
lynxnb
675e8dbb2e Move input handling code to a dedicated class 2022-11-17 21:54:15 +01:00
lybxlpsv
18861d73a3 Set systemUiVisibility during onResume for A11 2022-11-17 14:04:57 +01:00
Dima
262ee28611 Stub some bsd functions
Co-authored-by: Lunar-Pixel <83507264+Lunar-Pixel@users.noreply.github.com>
2022-11-15 16:24:33 +00:00
Dima
9afa8b881e Stub nsd:u/nsd:a and sfdnsres services 2022-11-15 16:24:33 +00:00
Billy Laws
01e27bd2dd Implement ldr:ro LoadModule 2022-11-15 16:23:40 +00:00
Billy Laws
e571066409 Stub ldr:ro IRoInterface
Some games initialise this service on startup however don't actually use it. Add a simple stub to allow such games to boot.
2022-11-15 16:23:40 +00:00
Billy Laws
1fc2641746 Stub the web applet 2022-11-13 11:37:18 +00:00
Billy Laws
021f82ef08 Stub ListOpenContextStoredUsers 2022-11-13 11:35:40 +00:00
Billy Laws
e7bab27d85 Fixup nvdrv channel private memory allocation
This was incorrectly allocated in words, rather than bytes, meaning that guest allocations could overwrite the private memory and break inline syncpt operations
2022-11-13 11:35:40 +00:00
Billy Laws
8b523fa1f0 Avoid inline syncpt increments sending OOB GpEntries
In cases where no wfi is required, the space where the WFI commands would go needs to be zeroed out to avoid the GPU reading uninitialised memory.
2022-11-13 11:35:40 +00:00
Billy Laws
cd0b2636e5 Prevent truncation of big page start in GetVaRegions 2022-11-13 11:35:40 +00:00
Billy Laws
f650f32bf0 Avoid duplicating NvDrv buffer unmap code 2022-11-13 11:35:40 +00:00
Billy Laws
001064b7bf Fix GraphicsBufferProducer recreation
We need to use a shared_ptr to ensure that the present callback doesn't do any UAFs, also unlocks the GBP during presentation as if the queue is full a deadlock could a rise where the present callback wouldn't be able to run due to the (waiting) DequeueBuffer thread holding the lock.
2022-11-13 11:35:40 +00:00
Billy Laws
29e89a3950 Fix crashes when opening non-existent directories 2022-11-13 11:35:40 +00:00
Billy Laws
ec139b3027 Fixup CancelBuffer fence handling 2022-11-13 11:35:40 +00:00
Billy Laws
7f24c7b857 Store KMemory object ptrs in memory class to avoid linear-time unmap
This is quite a horrible solution but fixing it properly would require a whole rewrite of how we handle memory.
2022-11-13 11:35:15 +00:00
lynxnb
cc71e7b56c Run emulation in a separate process
Exiting from emulation has always been a big issue for Skyline, with guest and host threads that would keep running in the background unless the app was manually killed. Running emulation in a separate process allows us to kill it when we are done, avoiding the need for complex exiting management code.
2022-11-11 11:49:33 +00:00
lynxnb
281562ccdb Fix FABs ripple effect in OnScreenEditActivity 2022-11-09 23:07:23 +05:30
lynxnb
56f6f8a362 Reword the unsupported gpu drivers message
The old message was being misinterpreted as if the device's gpu was not supported by the emulator. Reword that message to explicitly mention custom drivers.
2022-11-09 23:07:23 +05:30
lynxnb
e2a5da1d67 Fix AppDialog layout
* Add a drag indicator at the top
* Fix flex layout wrapping when buttons didn't fit on a single line
* Fix BottomSheetDialog peek height too small on landscape orientation
* General cleanup of the layout
2022-11-09 23:07:23 +05:30
lynxnb
4146261069 Create a unified style for section titles 2022-11-09 23:07:23 +05:30
lynxnb
86364a84a2 Allow content to be drawn behind the navigation bar 2022-11-09 23:07:23 +05:30
lynxnb
6a6e89f070 Make BottomSheetDialog go fullscreen when fully expanded 2022-11-09 23:07:23 +05:30
lynxnb
f93d3b78d3 Add a drag indicator element at the top of LicenceDialog
A new `DragIndicatorView` had been introduced, which draws a small drag handle element. When used inside a `BottomSheetDialog`, this view will add a callback for hiding the indicator when the dialog is fully expanded.
2022-11-09 23:07:23 +05:30
lynxnb
6848e69638 Improve design consistency across the app
Game images, buttons and dialogs now have a consistent corner radius, across all game list layouts.
2022-11-09 23:07:23 +05:30
lynxnb
f63fdf26c9 Partially revert 'Make all Dialogs use @color/backgroundColor as the background color'
This partially reverts commit 36a1f2a2ec.
2022-11-09 23:07:23 +05:30
lynxnb
dec04db647 AppListItem misc tweaks
* Restore text marquee on all layouts
* Text size and color tweaks
* List layout image has round corners
* Clean up unneeded attributes
2022-11-09 23:07:23 +05:30
lynxnb
5c76a57e6e Use NestedScrollView for licence dialogs and minor layout tweaks 2022-11-09 23:07:23 +05:30
Billy Laws
388245789f Restructure ConditionalVariableSignal to avoid potential deadlock
Since InsertThread can block for paused threads, we need to ensure we unlock syncWaiterMutex when calling it.
2022-11-09 23:02:26 +05:30
PixelyIon
f4a8328cef Implement Symbol Hooking
Symbol hooking is required for HLE implementations of certain features in the future such as `nvdec` and for more in-depth debugging of games as we can inspect them on a SDK function level which allows us to debug issues far more easily.
2022-11-07 23:56:22 +05:30
PixelyIon
8892eb08e6 Fix MoveRegister to clear when value is 0
The register wouldn't be cleared with a `MOVZ` when a value was zero due to the condition for writing an instruction requiring the `offsetValue` to be non-zero.
2022-11-07 23:56:22 +05:30
Billy Laws
f7ab3abb86 Allow load balancing when waiting on condvars 2022-11-06 20:47:26 +00:00
german77
b6e2fb894c service: bcat: Stub CreateDeliveryCacheStorageService 2022-11-06 20:39:41 +00:00
Billy Laws
80b65d5094 Update XDR names 2022-11-03 22:53:01 +00:00
Billy Laws
026bb04386 Impl some more texture formats 2022-11-02 17:46:07 +00:00
Billy Laws
133f08ed14 Stash new register value before executing deferred draws/updates
Since the register writes technically happen after the draw, issues can occur if they happen before: e.g. skyrim updates ctSelect and disables all RTs after a draw, but this would happen before it previously and crash the driver.
2022-11-02 17:46:07 +00:00
Billy Laws
c50852e546 Implement the draw(...)BeginEnd Maxwell3D draw registers
Used by guest Vulkan games and nouveau.
2022-11-02 17:46:07 +00:00
Billy Laws
270ef3e0d2 Implement GPFIFO semaphore acquire operations 2022-11-02 17:46:07 +00:00
Billy Laws
2ce146e28f Don't crash on the Grp0SetSubDevMask TertOp
Used by Vulkan games to set the SLI mask, not applicable to the switch.
2022-11-02 17:46:07 +00:00
Billy Laws
1d83dadefb Drop size restruction bypass for frequently synced buffers
In cases where large buffers are updated every draw this could seriously increase memory usage beyond 3GB in the megabuffer.
2022-11-02 17:46:07 +00:00
Billy Laws
1088ed514c Introduce texture usage system to ensure RPs are split when necessary
Vulkan doesn't allow sampling a texture and using it as an RT in the same RP, by tracking the texture usage status and splitting RPs when this occurs we can avoid such potential sync errors.
2022-11-02 17:46:07 +00:00
Billy Laws
2dd4698441 Adjust texture matching hacks 2022-11-02 17:46:07 +00:00
Billy Laws
4f5c9047ef Add some additional texture formats used by Vulkan games 2022-11-02 17:46:07 +00:00
Billy Laws
6a830dfac5 Use shader-compiler side {S,U}Scaled format emulation 2022-11-02 17:46:07 +00:00
Billy Laws
579fd04117 Fixup ReadTextureType shader compiler callback 2022-11-02 17:46:07 +00:00
Billy Laws
b04d18eba5 Add support for split mappings to I2M uploads
Used by Super Mario Sunshine and other Vulkan games.
2022-11-02 17:46:07 +00:00
Billy Laws
db5e208379 Clear images even when aspects mismatch 2022-11-02 17:46:07 +00:00
Billy Laws
3c8df327f1 Fixup subpass barriers and flags 2022-11-02 17:46:07 +00:00
Billy Laws
5ab80901c6 Drop some debug code 2022-11-02 17:46:07 +00:00
Billy Laws
4de89c8839 GPU NEW MARGEBAC 2022-11-02 17:46:07 +00:00
Billy Laws
7670c83405 Ensure textures are clean before paging them out 2022-11-02 17:46:07 +00:00
Billy Laws
1a2351386d Add u64 iova ctor 2022-11-02 17:46:07 +00:00
Billy Laws
93d43e0115 Fully fill in swizzle component mappings
Avoids the rest being default initialised to identity, which would break the intended effect of them.
2022-11-02 17:46:07 +00:00
Billy Laws
37ff0ab814 Add buffer manager support for accelerated copies
These will be sequenced on the GPU/CPU depending on what's optimal and avoid any serialisation
2022-11-02 17:46:07 +00:00
Billy Laws
cac287d9fd Implement accelerated uploads/copies through buffer manager
Previously, both I2M uploads and DMA copies would force GPU serialisation if they happened to hit a trap or were used to copy GPU dirty buffers. By using the buffer manager to implement them on the host GPU we can avoid such slowdowns entiely.
2022-11-02 17:46:07 +00:00
Billy Laws
c5ec484d9a Avoid redundantly passing executor in ctors when it's already in ChannelCtx 2022-11-02 17:46:07 +00:00
Billy Laws
463394ba72 Pass correct size for XFB buffers 2022-11-02 17:46:07 +00:00
Billy Laws
bd976676f4 Fix SNorm vertex formats 2022-11-02 17:46:07 +00:00
Billy Laws
b74098570f Zero-out unused XFB varyings before passing to hades 2022-11-02 17:46:07 +00:00
Billy Laws
22f3ba6b93 Mark XFB buffers as GPU dirty 2022-11-02 17:46:07 +00:00
Billy Laws
26aeeaecf5 Add constant buffer GPU write pipeline barrier 2022-11-02 17:46:07 +00:00
Billy Laws
0b5d9308c4 Be more careful about potentially-unneeded GPU->CPU syncs
These can be especially expensive so should be avoided as much as possible.
2022-11-02 17:46:07 +00:00
Billy Laws
e6530e2386 Delete graphics_context
F
2022-11-02 17:46:07 +00:00
Billy Laws
ac2e6c125b Switch to Roboto for Korean font 2022-11-02 17:46:07 +00:00
Billy Laws
b24a8465da Don't require depthClamp 2022-11-02 17:46:07 +00:00
Billy Laws
9055c98e09 Only enable debug/verbose logs in (rel)debug builds 2022-11-02 17:46:07 +00:00
Billy Laws
0ebdbcf0ff Don't lock stateMutex when updating buffer cycle 2022-11-02 17:46:07 +00:00
Billy Laws
dd360b8f75 Pass correct wait semaphore array size to queue submit 2022-11-02 17:46:07 +00:00
Billy Laws
c78a4b9699 Fixup buffer recreation to avoid deadlock when waiting on srcs 2022-11-02 17:46:07 +00:00
Billy Laws
d236bfe454 Enable depthClamp VK device feature 2022-11-02 17:46:07 +00:00
Billy Laws
95d849e1f6 Check FenceCycle signalled flag immediately before waiting
The lock release within the wait for submission means that another thread could end up signalling the cycle and then the VK wait still happen after when the lock has been reacquired.
2022-11-02 17:46:07 +00:00
Billy Laws
1a23b929a7 Avoid chaining cycles in buffer recreation
This had a chance of creating circular chains which obviously caused issues, just do a wait instead for now.
2022-11-02 17:46:07 +00:00
Billy Laws
6c0f084aae Introduce hack to ignore frequently read-back textures
Readback can be especially slow on mobile due to the varying load pattern it creates which often prevents the CPU/GPU from clocking up. Since some games perform texture readback but don't actually use it for anything significant implement a hack to skip it and significantly improve performance in such cases.
2022-11-02 17:46:07 +00:00
Billy Laws
e45e7546c8 Redesign buffer megabuffering
Due to the frequency at which is is called megabuffering performance is critical to the performance of the entire emulator, especially in high-drawcall-count scenarios. After the view redesign, megabuffering on a per-view level was no longer possible nor desirable, and thus megabuffering was modified to just copy for every usage of a view. This worked great at the time since there were other bottlenecks, however gpu-new has since removed almost all of them and megabuffering is now a major sore point. Fix this by megabuffering small chunks and storing them in a page-table like structure within the buffer, these chunks can be referenced by multiple views and will be smartly invalidated whenever the sequence number or execution number changes to avoid any sequencing issues. In addition to this, to help the case where almost the whole buffer is read every single frame across a set of multiple views, an optimisation to skip the chunked tracking and use one large single megabuffer allocation and one single memcpy has been introduced. This reduces the overall amount of time spent in memcpy since large memcpys are quicker.
2022-11-02 17:46:07 +00:00
Billy Laws
7ea9aa52f5 Speed up reported guest GPU time
Avoids triggering DRS in games in cases where it wouldn't actually benefit anything due to being CPU bottlenecked.
2022-11-02 17:46:07 +00:00
Billy Laws
31c2fb7d7a Fixup IDirectory read 2022-11-02 17:46:07 +00:00
Billy Laws
7491178a9e Pass base array layer to texture views 2022-11-02 17:46:07 +00:00
Billy Laws
ff57d2fbbf Enforce stronger format and weaker dimension texture compat checks
Rather than using just bpb for format compat, additionally check that the exact component bit layout matches since many games end up reusing RTs for unrelated textures. The texture size requirements have also been weaked to only check the resulting layer size as opposed to width/height - this is somewhat hacky but it gets around the problem of blocklinear alignment.
2022-11-02 17:46:07 +00:00
Billy Laws
14af383238 Only allow submitting swapchainImageCount images for host present at a time
Prevents situations where nothing would otherwise be waiting on the GPU and since presentation no longer blocks too many images would be submitted for presentation.
2022-11-02 17:46:07 +00:00
Billy Laws
bcd96ac77d Fixup A8R8G8B8 TIC format mapping
8-bit formats are inverted in TICs compared to Vulkan
2022-11-02 17:46:07 +00:00
Billy Laws
90466b8830 Implement depth clamp rasterisation state
Used in SMO for shadows.
2022-11-02 17:46:07 +00:00
Billy Laws
1cfc4278f9 Disable preserve buffer/texture attachment opt for now
Causes several issues and crashes in Pokemon without an obvious cause.
2022-11-02 17:46:07 +00:00
Billy Laws
e483cf9634 Use shader memory mirror when reading guest shaders
Avoids triggering any traps that may be present on the region
2022-11-02 17:46:07 +00:00
Billy Laws
f6e4328b5a Ensure blit src/dst textures are attached as execution cycle dependencies
Since they're not in the TIC pool they would otherwise be freed
2022-11-02 17:46:07 +00:00
Billy Laws
77a131df60 Support using in-app renderdoc API to capture individual executions 2022-11-02 17:46:07 +00:00
Billy Laws
576bc6f37e Add CommandExecutor slot count setting 2022-11-02 17:46:07 +00:00
Billy Laws
1a0819fb76 Use semaphores for presentation engine frame synchronisation
Avoids waits on the CPU which can be costly and confuse the scheduler, also reduces latency significantly.
2022-11-02 17:46:07 +00:00
Billy Laws
0670e0e0dc Support using Vulkan semaphores with fence cycles
In some cases like presentation, it may be possible to avoid waiting on the CPU by using a semaphore to indicate GPU completion. Due to the binary nature of Vulkan semaphores this requires a fair bit of code as we need to ensure semaphores are always unsignalled before they are waited on and signalled again. This is achieved with a special kind of chained cycle that can be added even after guest GPFIFO processing for a given cycle, the main cycle's semaphore can be waited and then the cycle for the wait attached to the main cycle and it will be waited on before signalling.
2022-11-02 17:46:07 +00:00
Billy Laws
5b72be88c3 Stub ldn:u service 2022-11-02 17:46:07 +00:00
Billy Laws
77d76ed05a Batch contiguous GMMU ranges into one 2022-11-02 17:46:07 +00:00
Billy Laws
e52dbf202f Pass more Maxwell3D registers into interconnect 2022-11-02 17:46:07 +00:00
Billy Laws
83c7ed314e Setup KThread pthread handle in StartThread
Avoids a race with starting the thread and the handle not being set yet
2022-11-02 17:46:07 +00:00
Billy Laws
9784ae23e9 Skip checking affinity before taking load-balance WaitScheduler path
The affinity mask may be set after the wait has began
2022-11-02 17:46:07 +00:00
Billy Laws
ad3195e06f Split out guest texture layer size calcs into a seperate func 2022-11-02 17:46:07 +00:00
Billy Laws
8fa83fdf13 Fix deswizzling non-pow2 block size formats
We need to use DivideCeil to avoid rounding off part of the texture.
Fixes texture in Nier Automata: Game of the YoRHa edition.
2022-11-02 17:46:07 +00:00