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using Ryujinx.Common ;
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using Ryujinx.Common.Configuration ;
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using Ryujinx.Common.Configuration.Hid ;
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using Ryujinx.Common.Configuration.Hid.Controller ;
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using Ryujinx.Common.Configuration.Hid.Keyboard ;
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using Ryujinx.Common.Logging ;
using Ryujinx.Configuration.System ;
using Ryujinx.Configuration.Ui ;
using System ;
using System.Collections.Generic ;
namespace Ryujinx.Configuration
{
public class ConfigurationState
{
/// <summary>
/// UI configuration section
/// </summary>
public class UiSection
{
public class Columns
{
public ReactiveObject < bool > FavColumn { get ; private set ; }
public ReactiveObject < bool > IconColumn { get ; private set ; }
public ReactiveObject < bool > AppColumn { get ; private set ; }
public ReactiveObject < bool > DevColumn { get ; private set ; }
public ReactiveObject < bool > VersionColumn { get ; private set ; }
public ReactiveObject < bool > TimePlayedColumn { get ; private set ; }
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public ReactiveObject < bool > LastPlayedColumn { get ; private set ; }
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public ReactiveObject < bool > FileExtColumn { get ; private set ; }
public ReactiveObject < bool > FileSizeColumn { get ; private set ; }
public ReactiveObject < bool > PathColumn { get ; private set ; }
public Columns ( )
{
FavColumn = new ReactiveObject < bool > ( ) ;
IconColumn = new ReactiveObject < bool > ( ) ;
AppColumn = new ReactiveObject < bool > ( ) ;
DevColumn = new ReactiveObject < bool > ( ) ;
VersionColumn = new ReactiveObject < bool > ( ) ;
TimePlayedColumn = new ReactiveObject < bool > ( ) ;
LastPlayedColumn = new ReactiveObject < bool > ( ) ;
FileExtColumn = new ReactiveObject < bool > ( ) ;
FileSizeColumn = new ReactiveObject < bool > ( ) ;
PathColumn = new ReactiveObject < bool > ( ) ;
}
}
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public class ColumnSortSettings
{
public ReactiveObject < int > SortColumnId { get ; private set ; }
public ReactiveObject < bool > SortAscending { get ; private set ; }
public ColumnSortSettings ( )
{
SortColumnId = new ReactiveObject < int > ( ) ;
SortAscending = new ReactiveObject < bool > ( ) ;
}
}
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/// <summary>
/// Used to toggle columns in the GUI
/// </summary>
public Columns GuiColumns { get ; private set ; }
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/// <summary>
/// Used to configure column sort settings in the GUI
/// </summary>
public ColumnSortSettings ColumnSort { get ; private set ; }
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/// <summary>
/// A list of directories containing games to be used to load games into the games list
/// </summary>
public ReactiveObject < List < string > > GameDirs { get ; private set ; }
/// <summary>
/// Enable or disable custom themes in the GUI
/// </summary>
public ReactiveObject < bool > EnableCustomTheme { get ; private set ; }
/// <summary>
/// Path to custom GUI theme
/// </summary>
public ReactiveObject < string > CustomThemePath { get ; private set ; }
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/// <summary>
/// Start games in fullscreen mode
/// </summary>
public ReactiveObject < bool > StartFullscreen { get ; private set ; }
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public UiSection ( )
{
GuiColumns = new Columns ( ) ;
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ColumnSort = new ColumnSortSettings ( ) ;
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GameDirs = new ReactiveObject < List < string > > ( ) ;
EnableCustomTheme = new ReactiveObject < bool > ( ) ;
CustomThemePath = new ReactiveObject < string > ( ) ;
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StartFullscreen = new ReactiveObject < bool > ( ) ;
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}
}
/// <summary>
/// Logger configuration section
/// </summary>
public class LoggerSection
{
/// <summary>
/// Enables printing debug log messages
/// </summary>
public ReactiveObject < bool > EnableDebug { get ; private set ; }
/// <summary>
/// Enables printing stub log messages
/// </summary>
public ReactiveObject < bool > EnableStub { get ; private set ; }
/// <summary>
/// Enables printing info log messages
/// </summary>
public ReactiveObject < bool > EnableInfo { get ; private set ; }
/// <summary>
/// Enables printing warning log messages
/// </summary>
public ReactiveObject < bool > EnableWarn { get ; private set ; }
/// <summary>
/// Enables printing error log messages
/// </summary>
public ReactiveObject < bool > EnableError { get ; private set ; }
/// <summary>
/// Enables printing guest log messages
/// </summary>
public ReactiveObject < bool > EnableGuest { get ; private set ; }
/// <summary>
/// Enables printing FS access log messages
/// </summary>
public ReactiveObject < bool > EnableFsAccessLog { get ; private set ; }
/// <summary>
/// Controls which log messages are written to the log targets
/// </summary>
public ReactiveObject < LogClass [ ] > FilteredClasses { get ; private set ; }
/// <summary>
/// Enables or disables logging to a file on disk
/// </summary>
public ReactiveObject < bool > EnableFileLog { get ; private set ; }
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/// <summary>
/// Controls which OpenGL log messages are recorded in the log
/// </summary>
public ReactiveObject < GraphicsDebugLevel > GraphicsDebugLevel { get ; private set ; }
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public LoggerSection ( )
{
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EnableDebug = new ReactiveObject < bool > ( ) ;
EnableStub = new ReactiveObject < bool > ( ) ;
EnableInfo = new ReactiveObject < bool > ( ) ;
EnableWarn = new ReactiveObject < bool > ( ) ;
EnableError = new ReactiveObject < bool > ( ) ;
EnableGuest = new ReactiveObject < bool > ( ) ;
EnableFsAccessLog = new ReactiveObject < bool > ( ) ;
FilteredClasses = new ReactiveObject < LogClass [ ] > ( ) ;
EnableFileLog = new ReactiveObject < bool > ( ) ;
EnableFileLog . Event + = static ( sender , e ) = > LogValueChange ( sender , e , nameof ( EnableFileLog ) ) ;
GraphicsDebugLevel = new ReactiveObject < GraphicsDebugLevel > ( ) ;
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}
}
/// <summary>
/// System configuration section
/// </summary>
public class SystemSection
{
/// <summary>
/// Change System Language
/// </summary>
public ReactiveObject < Language > Language { get ; private set ; }
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/// <summary>
/// Change System Region
/// </summary>
public ReactiveObject < Region > Region { get ; private set ; }
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/// <summary>
/// Change System TimeZone
/// </summary>
public ReactiveObject < string > TimeZone { get ; private set ; }
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/// <summary>
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/// System Time Offset in Seconds
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/// </summary>
public ReactiveObject < long > SystemTimeOffset { get ; private set ; }
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/// <summary>
/// Enables or disables Docked Mode
/// </summary>
public ReactiveObject < bool > EnableDockedMode { get ; private set ; }
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/// <summary>
/// Enables or disables profiled translation cache persistency
/// </summary>
public ReactiveObject < bool > EnablePtc { get ; private set ; }
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/// <summary>
/// Enables integrity checks on Game content files
/// </summary>
public ReactiveObject < bool > EnableFsIntegrityChecks { get ; private set ; }
/// <summary>
/// Enables FS access log output to the console. Possible modes are 0-3
/// </summary>
public ReactiveObject < int > FsGlobalAccessLogMode { get ; private set ; }
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/// <summary>
/// The selected audio backend
/// </summary>
public ReactiveObject < AudioBackend > AudioBackend { get ; private set ; }
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/// <summary>
/// The audio backend volume
/// </summary>
public ReactiveObject < float > AudioVolume { get ; private set ; }
POWER - Performance Optimizations With Extensive Ramifications (#2286)
* Refactoring of KMemoryManager class
* Replace some trivial uses of DRAM address with VA
* Get rid of GetDramAddressFromVa
* Abstracting more operations on derived page table class
* Run auto-format on KPageTableBase
* Managed to make TryConvertVaToPa private, few uses remains now
* Implement guest physical pages ref counting, remove manual freeing
* Make DoMmuOperation private and call new abstract methods only from the base class
* Pass pages count rather than size on Map/UnmapMemory
* Change memory managers to take host pointers
* Fix a guest memory leak and simplify KPageTable
* Expose new methods for host range query and mapping
* Some refactoring of MapPagesFromClientProcess to allow proper page ref counting and mapping without KPageLists
* Remove more uses of AddVaRangeToPageList, now only one remains (shared memory page checking)
* Add a SharedMemoryStorage class, will be useful for host mapping
* Sayonara AddVaRangeToPageList, you served us well
* Start to implement host memory mapping (WIP)
* Support memory tracking through host exception handling
* Fix some access violations from HLE service guest memory access and CPU
* Fix memory tracking
* Fix mapping list bugs, including a race and a error adding mapping ranges
* Simple page table for memory tracking
* Simple "volatile" region handle mode
* Update UBOs directly (experimental, rough)
* Fix the overlap check
* Only set non-modified buffers as volatile
* Fix some memory tracking issues
* Fix possible race in MapBufferFromClientProcess (block list updates were not locked)
* Write uniform update to memory immediately, only defer the buffer set.
* Fix some memory tracking issues
* Pass correct pages count on shared memory unmap
* Armeilleure Signal Handler v1 + Unix changes
Unix currently behaves like windows, rather than remapping physical
* Actually check if the host platform is unix
* Fix decommit on linux.
* Implement windows 10 placeholder shared memory, fix a buffer issue.
* Make PTC version something that will never match with master
* Remove testing variable for block count
* Add reference count for memory manager, fix dispose
Can still deadlock with OpenAL
* Add address validation, use page table for mapped check, add docs
Might clean up the page table traversing routines.
* Implement batched mapping/tracking.
* Move documentation, fix tests.
* Cleanup uniform buffer update stuff.
* Remove unnecessary assignment.
* Add unsafe host mapped memory switch
On by default. Would be good to turn this off for untrusted code (homebrew, exefs mods) and give the user the option to turn it on manually, though that requires some UI work.
* Remove C# exception handlers
They have issues due to current .NET limitations, so the meilleure one fully replaces them for now.
* Fix MapPhysicalMemory on the software MemoryManager.
* Null check for GetHostAddress, docs
* Add configuration for setting memory manager mode (not in UI yet)
* Add config to UI
* Fix type mismatch on Unix signal handler code emit
* Fix 6GB DRAM mode.
The size can be greater than `uint.MaxValue` when the DRAM is >4GB.
* Address some feedback.
* More detailed error if backing memory cannot be mapped.
* SetLastError on all OS functions for consistency
* Force pages dirty with UBO update instead of setting them directly.
Seems to be much faster across a few games. Need retesting.
* Rebase, configuration rework, fix mem tracking regression
* Fix race in FreePages
* Set memory managers null after decrementing ref count
* Remove readonly keyword, as this is now modified.
* Use a local variable for the signal handler rather than a register.
* Fix bug with buffer resize, and index/uniform buffer binding.
Should fix flickering in games.
* Add InvalidAccessHandler to MemoryTracking
Doesn't do anything yet
* Call invalid access handler on unmapped read/write.
Same rules as the regular memory manager.
* Make unsafe mapped memory its own MemoryManagerType
* Move FlushUboDirty into UpdateState.
* Buffer dirty cache, rather than ubo cache
Much cleaner, may be reusable for Inline2Memory updates.
* This doesn't return anything anymore.
* Add sigaction remove methods, correct a few function signatures.
* Return empty list of physical regions for size 0.
* Also on AddressSpaceManager
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-05-24 20:52:44 +00:00
/// <summary>
/// The selected memory manager mode
/// </summary>
public ReactiveObject < MemoryManagerMode > MemoryManagerMode { get ; private set ; }
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/// <summary>
/// Defines the amount of RAM available on the emulated system, and how it is distributed
/// </summary>
public ReactiveObject < bool > ExpandRam { get ; private set ; }
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/// <summary>
/// Enable or disable ignoring missing services
/// </summary>
public ReactiveObject < bool > IgnoreMissingServices { get ; private set ; }
public SystemSection ( )
{
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Language = new ReactiveObject < Language > ( ) ;
Region = new ReactiveObject < Region > ( ) ;
TimeZone = new ReactiveObject < string > ( ) ;
SystemTimeOffset = new ReactiveObject < long > ( ) ;
EnableDockedMode = new ReactiveObject < bool > ( ) ;
EnableDockedMode . Event + = static ( sender , e ) = > LogValueChange ( sender , e , nameof ( EnableDockedMode ) ) ;
EnablePtc = new ReactiveObject < bool > ( ) ;
EnablePtc . Event + = static ( sender , e ) = > LogValueChange ( sender , e , nameof ( EnablePtc ) ) ;
EnableFsIntegrityChecks = new ReactiveObject < bool > ( ) ;
EnableFsIntegrityChecks . Event + = static ( sender , e ) = > LogValueChange ( sender , e , nameof ( EnableFsIntegrityChecks ) ) ;
FsGlobalAccessLogMode = new ReactiveObject < int > ( ) ;
FsGlobalAccessLogMode . Event + = static ( sender , e ) = > LogValueChange ( sender , e , nameof ( FsGlobalAccessLogMode ) ) ;
AudioBackend = new ReactiveObject < AudioBackend > ( ) ;
AudioBackend . Event + = static ( sender , e ) = > LogValueChange ( sender , e , nameof ( AudioBackend ) ) ;
POWER - Performance Optimizations With Extensive Ramifications (#2286)
* Refactoring of KMemoryManager class
* Replace some trivial uses of DRAM address with VA
* Get rid of GetDramAddressFromVa
* Abstracting more operations on derived page table class
* Run auto-format on KPageTableBase
* Managed to make TryConvertVaToPa private, few uses remains now
* Implement guest physical pages ref counting, remove manual freeing
* Make DoMmuOperation private and call new abstract methods only from the base class
* Pass pages count rather than size on Map/UnmapMemory
* Change memory managers to take host pointers
* Fix a guest memory leak and simplify KPageTable
* Expose new methods for host range query and mapping
* Some refactoring of MapPagesFromClientProcess to allow proper page ref counting and mapping without KPageLists
* Remove more uses of AddVaRangeToPageList, now only one remains (shared memory page checking)
* Add a SharedMemoryStorage class, will be useful for host mapping
* Sayonara AddVaRangeToPageList, you served us well
* Start to implement host memory mapping (WIP)
* Support memory tracking through host exception handling
* Fix some access violations from HLE service guest memory access and CPU
* Fix memory tracking
* Fix mapping list bugs, including a race and a error adding mapping ranges
* Simple page table for memory tracking
* Simple "volatile" region handle mode
* Update UBOs directly (experimental, rough)
* Fix the overlap check
* Only set non-modified buffers as volatile
* Fix some memory tracking issues
* Fix possible race in MapBufferFromClientProcess (block list updates were not locked)
* Write uniform update to memory immediately, only defer the buffer set.
* Fix some memory tracking issues
* Pass correct pages count on shared memory unmap
* Armeilleure Signal Handler v1 + Unix changes
Unix currently behaves like windows, rather than remapping physical
* Actually check if the host platform is unix
* Fix decommit on linux.
* Implement windows 10 placeholder shared memory, fix a buffer issue.
* Make PTC version something that will never match with master
* Remove testing variable for block count
* Add reference count for memory manager, fix dispose
Can still deadlock with OpenAL
* Add address validation, use page table for mapped check, add docs
Might clean up the page table traversing routines.
* Implement batched mapping/tracking.
* Move documentation, fix tests.
* Cleanup uniform buffer update stuff.
* Remove unnecessary assignment.
* Add unsafe host mapped memory switch
On by default. Would be good to turn this off for untrusted code (homebrew, exefs mods) and give the user the option to turn it on manually, though that requires some UI work.
* Remove C# exception handlers
They have issues due to current .NET limitations, so the meilleure one fully replaces them for now.
* Fix MapPhysicalMemory on the software MemoryManager.
* Null check for GetHostAddress, docs
* Add configuration for setting memory manager mode (not in UI yet)
* Add config to UI
* Fix type mismatch on Unix signal handler code emit
* Fix 6GB DRAM mode.
The size can be greater than `uint.MaxValue` when the DRAM is >4GB.
* Address some feedback.
* More detailed error if backing memory cannot be mapped.
* SetLastError on all OS functions for consistency
* Force pages dirty with UBO update instead of setting them directly.
Seems to be much faster across a few games. Need retesting.
* Rebase, configuration rework, fix mem tracking regression
* Fix race in FreePages
* Set memory managers null after decrementing ref count
* Remove readonly keyword, as this is now modified.
* Use a local variable for the signal handler rather than a register.
* Fix bug with buffer resize, and index/uniform buffer binding.
Should fix flickering in games.
* Add InvalidAccessHandler to MemoryTracking
Doesn't do anything yet
* Call invalid access handler on unmapped read/write.
Same rules as the regular memory manager.
* Make unsafe mapped memory its own MemoryManagerType
* Move FlushUboDirty into UpdateState.
* Buffer dirty cache, rather than ubo cache
Much cleaner, may be reusable for Inline2Memory updates.
* This doesn't return anything anymore.
* Add sigaction remove methods, correct a few function signatures.
* Return empty list of physical regions for size 0.
* Also on AddressSpaceManager
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-05-24 20:52:44 +00:00
MemoryManagerMode = new ReactiveObject < MemoryManagerMode > ( ) ;
MemoryManagerMode . Event + = static ( sender , e ) = > LogValueChange ( sender , e , nameof ( MemoryManagerMode ) ) ;
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ExpandRam = new ReactiveObject < bool > ( ) ;
ExpandRam . Event + = static ( sender , e ) = > LogValueChange ( sender , e , nameof ( ExpandRam ) ) ;
IgnoreMissingServices = new ReactiveObject < bool > ( ) ;
IgnoreMissingServices . Event + = static ( sender , e ) = > LogValueChange ( sender , e , nameof ( IgnoreMissingServices ) ) ;
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AudioVolume = new ReactiveObject < float > ( ) ;
AudioVolume . Event + = static ( sender , e ) = > LogValueChange ( sender , e , nameof ( AudioVolume ) ) ;
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}
}
/// <summary>
/// Hid configuration section
/// </summary>
public class HidSection
{
/// <summary>
/// Enable or disable keyboard support (Independent from controllers binding)
/// </summary>
public ReactiveObject < bool > EnableKeyboard { get ; private set ; }
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/// <summary>
/// Enable or disable mouse support (Independent from controllers binding)
/// </summary>
public ReactiveObject < bool > EnableMouse { get ; private set ; }
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/// <summary>
/// Hotkey Keyboard Bindings
/// </summary>
public ReactiveObject < KeyboardHotkeys > Hotkeys { get ; private set ; }
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/// <summary>
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/// Input device configuration.
/// NOTE: This ReactiveObject won't issue an event when the List has elements added or removed.
/// TODO: Implement a ReactiveList class.
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/// </summary>
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public ReactiveObject < List < InputConfig > > InputConfig { get ; private set ; }
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public HidSection ( )
{
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EnableKeyboard = new ReactiveObject < bool > ( ) ;
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EnableMouse = new ReactiveObject < bool > ( ) ;
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Hotkeys = new ReactiveObject < KeyboardHotkeys > ( ) ;
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InputConfig = new ReactiveObject < List < InputConfig > > ( ) ;
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}
}
/// <summary>
/// Graphics configuration section
/// </summary>
public class GraphicsSection
{
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-26 22:31:29 +00:00
/// <summary>
/// Whether or not backend threading is enabled. The "Auto" setting will determine whether threading should be enabled at runtime.
/// </summary>
public ReactiveObject < BackendThreading > BackendThreading { get ; private set ; }
2020-03-30 21:38:52 +00:00
/// <summary>
/// Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide.
/// </summary>
public ReactiveObject < float > MaxAnisotropy { get ; private set ; }
2020-12-16 02:19:07 +00:00
/// <summary>
/// Aspect Ratio applied to the renderer window.
/// </summary>
public ReactiveObject < AspectRatio > AspectRatio { get ; private set ; }
2020-07-07 02:41:07 +00:00
/// <summary>
/// Resolution Scale. An integer scale applied to applicable render targets. Values 1-4, or -1 to use a custom floating point scale instead.
/// </summary>
public ReactiveObject < int > ResScale { get ; private set ; }
/// <summary>
/// Custom Resolution Scale. A custom floating point scale applied to applicable render targets. Only active when Resolution Scale is -1.
/// </summary>
public ReactiveObject < float > ResScaleCustom { get ; private set ; }
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/// <summary>
/// Dumps shaders in this local directory
/// </summary>
public ReactiveObject < string > ShadersDumpPath { get ; private set ; }
/// <summary>
/// Enables or disables Vertical Sync
/// </summary>
public ReactiveObject < bool > EnableVsync { get ; private set ; }
2020-11-12 23:15:34 +00:00
/// <summary>
/// Enables or disables Shader cache
/// </summary>
public ReactiveObject < bool > EnableShaderCache { get ; private set ; }
2019-12-21 19:52:31 +00:00
public GraphicsSection ( )
{
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-26 22:31:29 +00:00
BackendThreading = new ReactiveObject < BackendThreading > ( ) ;
BackendThreading . Event + = static ( sender , e ) = > LogValueChange ( sender , e , nameof ( BackendThreading ) ) ;
2021-04-13 19:58:47 +00:00
ResScale = new ReactiveObject < int > ( ) ;
ResScale . Event + = static ( sender , e ) = > LogValueChange ( sender , e , nameof ( ResScale ) ) ;
ResScaleCustom = new ReactiveObject < float > ( ) ;
ResScaleCustom . Event + = static ( sender , e ) = > LogValueChange ( sender , e , nameof ( ResScaleCustom ) ) ;
MaxAnisotropy = new ReactiveObject < float > ( ) ;
MaxAnisotropy . Event + = static ( sender , e ) = > LogValueChange ( sender , e , nameof ( MaxAnisotropy ) ) ;
AspectRatio = new ReactiveObject < AspectRatio > ( ) ;
AspectRatio . Event + = static ( sender , e ) = > LogValueChange ( sender , e , nameof ( AspectRatio ) ) ;
ShadersDumpPath = new ReactiveObject < string > ( ) ;
EnableVsync = new ReactiveObject < bool > ( ) ;
EnableVsync . Event + = static ( sender , e ) = > LogValueChange ( sender , e , nameof ( EnableVsync ) ) ;
EnableShaderCache = new ReactiveObject < bool > ( ) ;
EnableShaderCache . Event + = static ( sender , e ) = > LogValueChange ( sender , e , nameof ( EnableShaderCache ) ) ;
2019-12-21 19:52:31 +00:00
}
}
/// <summary>
/// The default configuration instance
/// </summary>
public static ConfigurationState Instance { get ; private set ; }
/// <summary>
/// The Ui section
/// </summary>
public UiSection Ui { get ; private set ; }
/// <summary>
/// The Logger section
/// </summary>
public LoggerSection Logger { get ; private set ; }
/// <summary>
/// The System section
/// </summary>
public SystemSection System { get ; private set ; }
/// <summary>
/// The Graphics section
/// </summary>
public GraphicsSection Graphics { get ; private set ; }
/// <summary>
/// The Hid section
/// </summary>
public HidSection Hid { get ; private set ; }
/// <summary>
/// Enables or disables Discord Rich Presence
/// </summary>
public ReactiveObject < bool > EnableDiscordIntegration { get ; private set ; }
2020-09-29 20:05:25 +00:00
/// <summary>
/// Checks for updates when Ryujinx starts when enabled
/// </summary>
public ReactiveObject < bool > CheckUpdatesOnStart { get ; private set ; }
2021-01-14 22:30:52 +00:00
/// <summary>
/// Show "Confirm Exit" Dialog
/// </summary>
public ReactiveObject < bool > ShowConfirmExit { get ; private set ; }
2021-02-15 21:48:21 +00:00
/// <summary>
/// Hide Cursor on Idle
/// </summary>
public ReactiveObject < bool > HideCursorOnIdle { get ; private set ; }
2019-12-21 19:52:31 +00:00
private ConfigurationState ( )
{
Ui = new UiSection ( ) ;
Logger = new LoggerSection ( ) ;
System = new SystemSection ( ) ;
Graphics = new GraphicsSection ( ) ;
Hid = new HidSection ( ) ;
EnableDiscordIntegration = new ReactiveObject < bool > ( ) ;
2020-09-29 20:05:25 +00:00
CheckUpdatesOnStart = new ReactiveObject < bool > ( ) ;
2021-01-14 22:30:52 +00:00
ShowConfirmExit = new ReactiveObject < bool > ( ) ;
2021-02-15 21:48:21 +00:00
HideCursorOnIdle = new ReactiveObject < bool > ( ) ;
2019-12-21 19:52:31 +00:00
}
public ConfigurationFileFormat ToFileFormat ( )
{
ConfigurationFileFormat configurationFile = new ConfigurationFileFormat
{
2020-03-25 22:23:21 +00:00
Version = ConfigurationFileFormat . CurrentVersion ,
2021-04-30 19:39:42 +00:00
EnableFileLog = Logger . EnableFileLog ,
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-26 22:31:29 +00:00
BackendThreading = Graphics . BackendThreading ,
2020-07-07 02:41:07 +00:00
ResScale = Graphics . ResScale ,
ResScaleCustom = Graphics . ResScaleCustom ,
2020-03-30 21:38:52 +00:00
MaxAnisotropy = Graphics . MaxAnisotropy ,
2020-12-16 02:19:07 +00:00
AspectRatio = Graphics . AspectRatio ,
2019-12-21 19:52:31 +00:00
GraphicsShadersDumpPath = Graphics . ShadersDumpPath ,
LoggingEnableDebug = Logger . EnableDebug ,
LoggingEnableStub = Logger . EnableStub ,
LoggingEnableInfo = Logger . EnableInfo ,
LoggingEnableWarn = Logger . EnableWarn ,
LoggingEnableError = Logger . EnableError ,
LoggingEnableGuest = Logger . EnableGuest ,
LoggingEnableFsAccessLog = Logger . EnableFsAccessLog ,
LoggingFilteredClasses = Logger . FilteredClasses ,
2020-08-02 14:41:24 +00:00
LoggingGraphicsDebugLevel = Logger . GraphicsDebugLevel ,
2019-12-21 19:52:31 +00:00
SystemLanguage = System . Language ,
2020-03-19 22:37:55 +00:00
SystemRegion = System . Region ,
2020-03-25 22:23:21 +00:00
SystemTimeZone = System . TimeZone ,
2020-04-16 23:18:54 +00:00
SystemTimeOffset = System . SystemTimeOffset ,
2019-12-21 19:52:31 +00:00
DockedMode = System . EnableDockedMode ,
EnableDiscordIntegration = EnableDiscordIntegration ,
2020-09-29 20:05:25 +00:00
CheckUpdatesOnStart = CheckUpdatesOnStart ,
2021-01-14 22:30:52 +00:00
ShowConfirmExit = ShowConfirmExit ,
2021-02-15 21:48:21 +00:00
HideCursorOnIdle = HideCursorOnIdle ,
2019-12-21 19:52:31 +00:00
EnableVsync = Graphics . EnableVsync ,
2020-11-12 23:15:34 +00:00
EnableShaderCache = Graphics . EnableShaderCache ,
2020-06-16 18:28:02 +00:00
EnablePtc = System . EnablePtc ,
2019-12-21 19:52:31 +00:00
EnableFsIntegrityChecks = System . EnableFsIntegrityChecks ,
FsGlobalAccessLogMode = System . FsGlobalAccessLogMode ,
2020-07-03 23:16:49 +00:00
AudioBackend = System . AudioBackend ,
2021-12-23 16:33:56 +00:00
AudioVolume = System . AudioVolume ,
POWER - Performance Optimizations With Extensive Ramifications (#2286)
* Refactoring of KMemoryManager class
* Replace some trivial uses of DRAM address with VA
* Get rid of GetDramAddressFromVa
* Abstracting more operations on derived page table class
* Run auto-format on KPageTableBase
* Managed to make TryConvertVaToPa private, few uses remains now
* Implement guest physical pages ref counting, remove manual freeing
* Make DoMmuOperation private and call new abstract methods only from the base class
* Pass pages count rather than size on Map/UnmapMemory
* Change memory managers to take host pointers
* Fix a guest memory leak and simplify KPageTable
* Expose new methods for host range query and mapping
* Some refactoring of MapPagesFromClientProcess to allow proper page ref counting and mapping without KPageLists
* Remove more uses of AddVaRangeToPageList, now only one remains (shared memory page checking)
* Add a SharedMemoryStorage class, will be useful for host mapping
* Sayonara AddVaRangeToPageList, you served us well
* Start to implement host memory mapping (WIP)
* Support memory tracking through host exception handling
* Fix some access violations from HLE service guest memory access and CPU
* Fix memory tracking
* Fix mapping list bugs, including a race and a error adding mapping ranges
* Simple page table for memory tracking
* Simple "volatile" region handle mode
* Update UBOs directly (experimental, rough)
* Fix the overlap check
* Only set non-modified buffers as volatile
* Fix some memory tracking issues
* Fix possible race in MapBufferFromClientProcess (block list updates were not locked)
* Write uniform update to memory immediately, only defer the buffer set.
* Fix some memory tracking issues
* Pass correct pages count on shared memory unmap
* Armeilleure Signal Handler v1 + Unix changes
Unix currently behaves like windows, rather than remapping physical
* Actually check if the host platform is unix
* Fix decommit on linux.
* Implement windows 10 placeholder shared memory, fix a buffer issue.
* Make PTC version something that will never match with master
* Remove testing variable for block count
* Add reference count for memory manager, fix dispose
Can still deadlock with OpenAL
* Add address validation, use page table for mapped check, add docs
Might clean up the page table traversing routines.
* Implement batched mapping/tracking.
* Move documentation, fix tests.
* Cleanup uniform buffer update stuff.
* Remove unnecessary assignment.
* Add unsafe host mapped memory switch
On by default. Would be good to turn this off for untrusted code (homebrew, exefs mods) and give the user the option to turn it on manually, though that requires some UI work.
* Remove C# exception handlers
They have issues due to current .NET limitations, so the meilleure one fully replaces them for now.
* Fix MapPhysicalMemory on the software MemoryManager.
* Null check for GetHostAddress, docs
* Add configuration for setting memory manager mode (not in UI yet)
* Add config to UI
* Fix type mismatch on Unix signal handler code emit
* Fix 6GB DRAM mode.
The size can be greater than `uint.MaxValue` when the DRAM is >4GB.
* Address some feedback.
* More detailed error if backing memory cannot be mapped.
* SetLastError on all OS functions for consistency
* Force pages dirty with UBO update instead of setting them directly.
Seems to be much faster across a few games. Need retesting.
* Rebase, configuration rework, fix mem tracking regression
* Fix race in FreePages
* Set memory managers null after decrementing ref count
* Remove readonly keyword, as this is now modified.
* Use a local variable for the signal handler rather than a register.
* Fix bug with buffer resize, and index/uniform buffer binding.
Should fix flickering in games.
* Add InvalidAccessHandler to MemoryTracking
Doesn't do anything yet
* Call invalid access handler on unmapped read/write.
Same rules as the regular memory manager.
* Make unsafe mapped memory its own MemoryManagerType
* Move FlushUboDirty into UpdateState.
* Buffer dirty cache, rather than ubo cache
Much cleaner, may be reusable for Inline2Memory updates.
* This doesn't return anything anymore.
* Add sigaction remove methods, correct a few function signatures.
* Return empty list of physical regions for size 0.
* Also on AddressSpaceManager
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-05-24 20:52:44 +00:00
MemoryManagerMode = System . MemoryManagerMode ,
2021-04-04 12:06:59 +00:00
ExpandRam = System . ExpandRam ,
2019-12-21 19:52:31 +00:00
IgnoreMissingServices = System . IgnoreMissingServices ,
2020-06-26 10:30:16 +00:00
GuiColumns = new GuiColumns
2019-12-21 19:52:31 +00:00
{
FavColumn = Ui . GuiColumns . FavColumn ,
IconColumn = Ui . GuiColumns . IconColumn ,
AppColumn = Ui . GuiColumns . AppColumn ,
DevColumn = Ui . GuiColumns . DevColumn ,
VersionColumn = Ui . GuiColumns . VersionColumn ,
TimePlayedColumn = Ui . GuiColumns . TimePlayedColumn ,
LastPlayedColumn = Ui . GuiColumns . LastPlayedColumn ,
FileExtColumn = Ui . GuiColumns . FileExtColumn ,
FileSizeColumn = Ui . GuiColumns . FileSizeColumn ,
PathColumn = Ui . GuiColumns . PathColumn ,
} ,
2020-06-26 10:30:16 +00:00
ColumnSort = new ColumnSort
{
SortColumnId = Ui . ColumnSort . SortColumnId ,
SortAscending = Ui . ColumnSort . SortAscending
} ,
2019-12-21 19:52:31 +00:00
GameDirs = Ui . GameDirs ,
EnableCustomTheme = Ui . EnableCustomTheme ,
CustomThemePath = Ui . CustomThemePath ,
2020-12-01 22:02:27 +00:00
StartFullscreen = Ui . StartFullscreen ,
2019-12-21 19:52:31 +00:00
EnableKeyboard = Hid . EnableKeyboard ,
2021-06-24 00:09:08 +00:00
EnableMouse = Hid . EnableMouse ,
2020-06-26 10:30:16 +00:00
Hotkeys = Hid . Hotkeys ,
2021-04-14 10:28:43 +00:00
KeyboardConfig = new List < object > ( ) ,
ControllerConfig = new List < object > ( ) ,
InputConfig = Hid . InputConfig ,
2019-12-21 19:52:31 +00:00
} ;
return configurationFile ;
}
public void LoadDefault ( )
{
2021-04-30 19:39:42 +00:00
Logger . EnableFileLog . Value = true ;
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-26 22:31:29 +00:00
Graphics . BackendThreading . Value = BackendThreading . Auto ;
2020-07-07 02:41:07 +00:00
Graphics . ResScale . Value = 1 ;
Graphics . ResScaleCustom . Value = 1.0f ;
2020-12-01 20:44:04 +00:00
Graphics . MaxAnisotropy . Value = - 1.0f ;
2020-12-16 02:19:07 +00:00
Graphics . AspectRatio . Value = AspectRatio . Fixed16x9 ;
2019-12-21 19:52:31 +00:00
Graphics . ShadersDumpPath . Value = "" ;
Logger . EnableDebug . Value = false ;
Logger . EnableStub . Value = true ;
Logger . EnableInfo . Value = true ;
Logger . EnableWarn . Value = true ;
Logger . EnableError . Value = true ;
Logger . EnableGuest . Value = true ;
Logger . EnableFsAccessLog . Value = false ;
2020-12-16 02:19:07 +00:00
Logger . FilteredClasses . Value = Array . Empty < LogClass > ( ) ;
2020-08-02 14:41:24 +00:00
Logger . GraphicsDebugLevel . Value = GraphicsDebugLevel . None ;
2019-12-21 19:52:31 +00:00
System . Language . Value = Language . AmericanEnglish ;
2020-03-19 22:37:55 +00:00
System . Region . Value = Region . USA ;
2020-03-25 22:23:21 +00:00
System . TimeZone . Value = "UTC" ;
2020-04-16 23:18:54 +00:00
System . SystemTimeOffset . Value = 0 ;
2021-01-28 02:55:01 +00:00
System . EnableDockedMode . Value = true ;
2019-12-21 19:52:31 +00:00
EnableDiscordIntegration . Value = true ;
2020-09-29 20:05:25 +00:00
CheckUpdatesOnStart . Value = true ;
2021-01-14 22:30:52 +00:00
ShowConfirmExit . Value = true ;
2021-02-15 21:48:21 +00:00
HideCursorOnIdle . Value = false ;
2019-12-21 19:52:31 +00:00
Graphics . EnableVsync . Value = true ;
2020-11-12 23:15:34 +00:00
Graphics . EnableShaderCache . Value = true ;
2021-01-01 14:36:47 +00:00
System . EnablePtc . Value = true ;
2019-12-21 19:52:31 +00:00
System . EnableFsIntegrityChecks . Value = true ;
System . FsGlobalAccessLogMode . Value = 0 ;
2021-08-26 21:03:19 +00:00
System . AudioBackend . Value = AudioBackend . SDL2 ;
POWER - Performance Optimizations With Extensive Ramifications (#2286)
* Refactoring of KMemoryManager class
* Replace some trivial uses of DRAM address with VA
* Get rid of GetDramAddressFromVa
* Abstracting more operations on derived page table class
* Run auto-format on KPageTableBase
* Managed to make TryConvertVaToPa private, few uses remains now
* Implement guest physical pages ref counting, remove manual freeing
* Make DoMmuOperation private and call new abstract methods only from the base class
* Pass pages count rather than size on Map/UnmapMemory
* Change memory managers to take host pointers
* Fix a guest memory leak and simplify KPageTable
* Expose new methods for host range query and mapping
* Some refactoring of MapPagesFromClientProcess to allow proper page ref counting and mapping without KPageLists
* Remove more uses of AddVaRangeToPageList, now only one remains (shared memory page checking)
* Add a SharedMemoryStorage class, will be useful for host mapping
* Sayonara AddVaRangeToPageList, you served us well
* Start to implement host memory mapping (WIP)
* Support memory tracking through host exception handling
* Fix some access violations from HLE service guest memory access and CPU
* Fix memory tracking
* Fix mapping list bugs, including a race and a error adding mapping ranges
* Simple page table for memory tracking
* Simple "volatile" region handle mode
* Update UBOs directly (experimental, rough)
* Fix the overlap check
* Only set non-modified buffers as volatile
* Fix some memory tracking issues
* Fix possible race in MapBufferFromClientProcess (block list updates were not locked)
* Write uniform update to memory immediately, only defer the buffer set.
* Fix some memory tracking issues
* Pass correct pages count on shared memory unmap
* Armeilleure Signal Handler v1 + Unix changes
Unix currently behaves like windows, rather than remapping physical
* Actually check if the host platform is unix
* Fix decommit on linux.
* Implement windows 10 placeholder shared memory, fix a buffer issue.
* Make PTC version something that will never match with master
* Remove testing variable for block count
* Add reference count for memory manager, fix dispose
Can still deadlock with OpenAL
* Add address validation, use page table for mapped check, add docs
Might clean up the page table traversing routines.
* Implement batched mapping/tracking.
* Move documentation, fix tests.
* Cleanup uniform buffer update stuff.
* Remove unnecessary assignment.
* Add unsafe host mapped memory switch
On by default. Would be good to turn this off for untrusted code (homebrew, exefs mods) and give the user the option to turn it on manually, though that requires some UI work.
* Remove C# exception handlers
They have issues due to current .NET limitations, so the meilleure one fully replaces them for now.
* Fix MapPhysicalMemory on the software MemoryManager.
* Null check for GetHostAddress, docs
* Add configuration for setting memory manager mode (not in UI yet)
* Add config to UI
* Fix type mismatch on Unix signal handler code emit
* Fix 6GB DRAM mode.
The size can be greater than `uint.MaxValue` when the DRAM is >4GB.
* Address some feedback.
* More detailed error if backing memory cannot be mapped.
* SetLastError on all OS functions for consistency
* Force pages dirty with UBO update instead of setting them directly.
Seems to be much faster across a few games. Need retesting.
* Rebase, configuration rework, fix mem tracking regression
* Fix race in FreePages
* Set memory managers null after decrementing ref count
* Remove readonly keyword, as this is now modified.
* Use a local variable for the signal handler rather than a register.
* Fix bug with buffer resize, and index/uniform buffer binding.
Should fix flickering in games.
* Add InvalidAccessHandler to MemoryTracking
Doesn't do anything yet
* Call invalid access handler on unmapped read/write.
Same rules as the regular memory manager.
* Make unsafe mapped memory its own MemoryManagerType
* Move FlushUboDirty into UpdateState.
* Buffer dirty cache, rather than ubo cache
Much cleaner, may be reusable for Inline2Memory updates.
* This doesn't return anything anymore.
* Add sigaction remove methods, correct a few function signatures.
* Return empty list of physical regions for size 0.
* Also on AddressSpaceManager
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-05-24 20:52:44 +00:00
System . MemoryManagerMode . Value = MemoryManagerMode . HostMappedUnsafe ;
2021-04-04 12:06:59 +00:00
System . ExpandRam . Value = false ;
2019-12-21 19:52:31 +00:00
System . IgnoreMissingServices . Value = false ;
Ui . GuiColumns . FavColumn . Value = true ;
Ui . GuiColumns . IconColumn . Value = true ;
Ui . GuiColumns . AppColumn . Value = true ;
Ui . GuiColumns . DevColumn . Value = true ;
Ui . GuiColumns . VersionColumn . Value = true ;
Ui . GuiColumns . TimePlayedColumn . Value = true ;
Ui . GuiColumns . LastPlayedColumn . Value = true ;
Ui . GuiColumns . FileExtColumn . Value = true ;
Ui . GuiColumns . FileSizeColumn . Value = true ;
Ui . GuiColumns . PathColumn . Value = true ;
2020-06-26 10:30:16 +00:00
Ui . ColumnSort . SortColumnId . Value = 0 ;
Ui . ColumnSort . SortAscending . Value = false ;
2019-12-21 19:52:31 +00:00
Ui . GameDirs . Value = new List < string > ( ) ;
Ui . EnableCustomTheme . Value = false ;
Ui . CustomThemePath . Value = "" ;
2020-12-01 22:02:27 +00:00
Ui . StartFullscreen . Value = false ;
2019-12-21 19:52:31 +00:00
Hid . EnableKeyboard . Value = false ;
2021-06-24 00:09:08 +00:00
Hid . EnableMouse . Value = false ;
2020-06-26 10:30:16 +00:00
Hid . Hotkeys . Value = new KeyboardHotkeys
{
2021-06-28 20:09:43 +00:00
ToggleVsync = Key . Tab ,
2021-12-23 16:33:56 +00:00
ToggleMute = Key . F2 ,
2021-08-04 21:28:19 +00:00
Screenshot = Key . F8 ,
2021-09-11 20:08:25 +00:00
ShowUi = Key . F4 ,
Pause = Key . F5
2020-06-26 10:30:16 +00:00
} ;
2020-05-03 02:00:53 +00:00
Hid . InputConfig . Value = new List < InputConfig >
2019-12-21 19:52:31 +00:00
{
2021-04-14 10:28:43 +00:00
new StandardKeyboardInputConfig
{
Version = InputConfig . CurrentVersion ,
Backend = InputBackendType . WindowKeyboard ,
Id = "0" ,
PlayerIndex = PlayerIndex . Player1 ,
ControllerType = ControllerType . JoyconPair ,
LeftJoycon = new LeftJoyconCommonConfig < Key >
{
DpadUp = Key . Up ,
DpadDown = Key . Down ,
DpadLeft = Key . Left ,
DpadRight = Key . Right ,
ButtonMinus = Key . Minus ,
ButtonL = Key . E ,
ButtonZl = Key . Q ,
ButtonSl = Key . Unbound ,
ButtonSr = Key . Unbound
} ,
LeftJoyconStick = new JoyconConfigKeyboardStick < Key >
{
StickUp = Key . W ,
StickDown = Key . S ,
StickLeft = Key . A ,
StickRight = Key . D ,
StickButton = Key . F ,
} ,
RightJoycon = new RightJoyconCommonConfig < Key >
{
ButtonA = Key . Z ,
ButtonB = Key . X ,
ButtonX = Key . C ,
ButtonY = Key . V ,
ButtonPlus = Key . Plus ,
ButtonR = Key . U ,
ButtonZr = Key . O ,
ButtonSl = Key . Unbound ,
ButtonSr = Key . Unbound
} ,
RightJoyconStick = new JoyconConfigKeyboardStick < Key >
{
StickUp = Key . I ,
StickDown = Key . K ,
StickLeft = Key . J ,
StickRight = Key . L ,
StickButton = Key . H ,
}
}
2019-12-21 19:52:31 +00:00
} ;
}
2020-03-19 22:37:55 +00:00
public void Load ( ConfigurationFileFormat configurationFileFormat , string configurationFilePath )
2019-12-21 19:52:31 +00:00
{
2020-03-19 22:37:55 +00:00
bool configurationFileUpdated = false ;
2020-03-25 22:23:21 +00:00
if ( configurationFileFormat . Version < 0 | | configurationFileFormat . Version > ConfigurationFileFormat . CurrentVersion )
2019-12-21 19:52:31 +00:00
{
2020-08-03 23:32:53 +00:00
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Unsupported configuration version {configurationFileFormat.Version}, loading default." ) ;
2019-12-21 19:52:31 +00:00
LoadDefault ( ) ;
return ;
}
2020-03-19 22:37:55 +00:00
if ( configurationFileFormat . Version < 2 )
{
2020-08-03 23:32:53 +00:00
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 2." ) ;
2020-03-19 22:37:55 +00:00
configurationFileFormat . SystemRegion = Region . USA ;
configurationFileUpdated = true ;
}
2020-03-25 22:23:21 +00:00
if ( configurationFileFormat . Version < 3 )
{
2020-08-03 23:32:53 +00:00
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 3." ) ;
2020-03-25 22:23:21 +00:00
configurationFileFormat . SystemTimeZone = "UTC" ;
configurationFileUpdated = true ;
}
2020-03-30 21:38:52 +00:00
if ( configurationFileFormat . Version < 4 )
{
2020-08-03 23:32:53 +00:00
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 4." ) ;
2020-03-30 21:38:52 +00:00
configurationFileFormat . MaxAnisotropy = - 1 ;
configurationFileUpdated = true ;
}
2020-04-16 23:18:54 +00:00
if ( configurationFileFormat . Version < 5 )
{
2020-08-03 23:32:53 +00:00
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 5." ) ;
2020-04-16 23:18:54 +00:00
configurationFileFormat . SystemTimeOffset = 0 ;
configurationFileUpdated = true ;
}
2020-06-16 18:28:02 +00:00
if ( configurationFileFormat . Version < 8 )
{
2020-08-03 23:32:53 +00:00
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 8." ) ;
2020-06-16 18:28:02 +00:00
2021-01-01 14:36:47 +00:00
configurationFileFormat . EnablePtc = true ;
2020-06-16 18:28:02 +00:00
configurationFileUpdated = true ;
}
2020-06-26 10:30:16 +00:00
if ( configurationFileFormat . Version < 9 )
{
2020-08-03 23:32:53 +00:00
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 9." ) ;
2020-06-26 10:30:16 +00:00
configurationFileFormat . ColumnSort = new ColumnSort
{
SortColumnId = 0 ,
SortAscending = false
} ;
configurationFileFormat . Hotkeys = new KeyboardHotkeys
{
ToggleVsync = Key . Tab
} ;
configurationFileUpdated = true ;
}
2020-07-03 23:16:49 +00:00
if ( configurationFileFormat . Version < 10 )
2020-05-03 02:00:53 +00:00
{
2020-08-03 23:32:53 +00:00
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 10." ) ;
2020-07-03 23:16:49 +00:00
configurationFileFormat . AudioBackend = AudioBackend . OpenAl ;
configurationFileUpdated = true ;
2020-05-03 02:00:53 +00:00
}
2020-07-07 02:41:07 +00:00
if ( configurationFileFormat . Version < 11 )
{
2020-08-03 23:32:53 +00:00
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 11." ) ;
2020-07-07 02:41:07 +00:00
configurationFileFormat . ResScale = 1 ;
configurationFileFormat . ResScaleCustom = 1.0f ;
configurationFileUpdated = true ;
}
2020-08-02 14:41:24 +00:00
if ( configurationFileFormat . Version < 12 )
{
2020-08-03 23:32:53 +00:00
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 12." ) ;
2020-08-02 14:41:24 +00:00
configurationFileFormat . LoggingGraphicsDebugLevel = GraphicsDebugLevel . None ;
configurationFileUpdated = true ;
}
2020-09-29 20:05:25 +00:00
if ( configurationFileFormat . Version < 14 )
{
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 14." ) ;
configurationFileFormat . CheckUpdatesOnStart = true ;
configurationFileUpdated = true ;
}
2020-11-12 23:15:34 +00:00
if ( configurationFileFormat . Version < 16 )
{
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 16." ) ;
configurationFileFormat . EnableShaderCache = true ;
configurationFileUpdated = true ;
}
2020-12-01 22:02:27 +00:00
if ( configurationFileFormat . Version < 17 )
{
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 17." ) ;
configurationFileFormat . StartFullscreen = false ;
configurationFileUpdated = true ;
}
2020-12-16 02:19:07 +00:00
if ( configurationFileFormat . Version < 18 )
{
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 18." ) ;
configurationFileFormat . AspectRatio = AspectRatio . Fixed16x9 ;
configurationFileUpdated = true ;
}
2021-01-14 22:30:52 +00:00
if ( configurationFileFormat . Version < 20 )
{
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 20." ) ;
configurationFileFormat . ShowConfirmExit = true ;
configurationFileUpdated = true ;
}
2021-02-15 21:48:21 +00:00
if ( configurationFileFormat . Version < 22 )
{
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 22." ) ;
configurationFileFormat . HideCursorOnIdle = false ;
configurationFileUpdated = true ;
}
2021-04-14 10:28:43 +00:00
if ( configurationFileFormat . Version < 24 )
{
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 24." ) ;
configurationFileFormat . InputConfig = new List < InputConfig >
{
new StandardKeyboardInputConfig
{
Version = InputConfig . CurrentVersion ,
Backend = InputBackendType . WindowKeyboard ,
Id = "0" ,
PlayerIndex = PlayerIndex . Player1 ,
ControllerType = ControllerType . JoyconPair ,
LeftJoycon = new LeftJoyconCommonConfig < Key >
{
DpadUp = Key . Up ,
DpadDown = Key . Down ,
DpadLeft = Key . Left ,
DpadRight = Key . Right ,
ButtonMinus = Key . Minus ,
ButtonL = Key . E ,
ButtonZl = Key . Q ,
ButtonSl = Key . Unbound ,
ButtonSr = Key . Unbound
} ,
LeftJoyconStick = new JoyconConfigKeyboardStick < Key >
{
StickUp = Key . W ,
StickDown = Key . S ,
StickLeft = Key . A ,
StickRight = Key . D ,
StickButton = Key . F ,
} ,
RightJoycon = new RightJoyconCommonConfig < Key >
{
ButtonA = Key . Z ,
ButtonB = Key . X ,
ButtonX = Key . C ,
ButtonY = Key . V ,
ButtonPlus = Key . Plus ,
ButtonR = Key . U ,
ButtonZr = Key . O ,
ButtonSl = Key . Unbound ,
ButtonSr = Key . Unbound
} ,
RightJoyconStick = new JoyconConfigKeyboardStick < Key >
{
StickUp = Key . I ,
StickDown = Key . K ,
StickLeft = Key . J ,
StickRight = Key . L ,
StickButton = Key . H ,
}
}
} ;
configurationFileUpdated = true ;
}
2020-07-03 23:16:49 +00:00
2021-05-05 21:37:09 +00:00
if ( configurationFileFormat . Version < 25 )
{
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 25." ) ;
configurationFileUpdated = true ;
}
POWER - Performance Optimizations With Extensive Ramifications (#2286)
* Refactoring of KMemoryManager class
* Replace some trivial uses of DRAM address with VA
* Get rid of GetDramAddressFromVa
* Abstracting more operations on derived page table class
* Run auto-format on KPageTableBase
* Managed to make TryConvertVaToPa private, few uses remains now
* Implement guest physical pages ref counting, remove manual freeing
* Make DoMmuOperation private and call new abstract methods only from the base class
* Pass pages count rather than size on Map/UnmapMemory
* Change memory managers to take host pointers
* Fix a guest memory leak and simplify KPageTable
* Expose new methods for host range query and mapping
* Some refactoring of MapPagesFromClientProcess to allow proper page ref counting and mapping without KPageLists
* Remove more uses of AddVaRangeToPageList, now only one remains (shared memory page checking)
* Add a SharedMemoryStorage class, will be useful for host mapping
* Sayonara AddVaRangeToPageList, you served us well
* Start to implement host memory mapping (WIP)
* Support memory tracking through host exception handling
* Fix some access violations from HLE service guest memory access and CPU
* Fix memory tracking
* Fix mapping list bugs, including a race and a error adding mapping ranges
* Simple page table for memory tracking
* Simple "volatile" region handle mode
* Update UBOs directly (experimental, rough)
* Fix the overlap check
* Only set non-modified buffers as volatile
* Fix some memory tracking issues
* Fix possible race in MapBufferFromClientProcess (block list updates were not locked)
* Write uniform update to memory immediately, only defer the buffer set.
* Fix some memory tracking issues
* Pass correct pages count on shared memory unmap
* Armeilleure Signal Handler v1 + Unix changes
Unix currently behaves like windows, rather than remapping physical
* Actually check if the host platform is unix
* Fix decommit on linux.
* Implement windows 10 placeholder shared memory, fix a buffer issue.
* Make PTC version something that will never match with master
* Remove testing variable for block count
* Add reference count for memory manager, fix dispose
Can still deadlock with OpenAL
* Add address validation, use page table for mapped check, add docs
Might clean up the page table traversing routines.
* Implement batched mapping/tracking.
* Move documentation, fix tests.
* Cleanup uniform buffer update stuff.
* Remove unnecessary assignment.
* Add unsafe host mapped memory switch
On by default. Would be good to turn this off for untrusted code (homebrew, exefs mods) and give the user the option to turn it on manually, though that requires some UI work.
* Remove C# exception handlers
They have issues due to current .NET limitations, so the meilleure one fully replaces them for now.
* Fix MapPhysicalMemory on the software MemoryManager.
* Null check for GetHostAddress, docs
* Add configuration for setting memory manager mode (not in UI yet)
* Add config to UI
* Fix type mismatch on Unix signal handler code emit
* Fix 6GB DRAM mode.
The size can be greater than `uint.MaxValue` when the DRAM is >4GB.
* Address some feedback.
* More detailed error if backing memory cannot be mapped.
* SetLastError on all OS functions for consistency
* Force pages dirty with UBO update instead of setting them directly.
Seems to be much faster across a few games. Need retesting.
* Rebase, configuration rework, fix mem tracking regression
* Fix race in FreePages
* Set memory managers null after decrementing ref count
* Remove readonly keyword, as this is now modified.
* Use a local variable for the signal handler rather than a register.
* Fix bug with buffer resize, and index/uniform buffer binding.
Should fix flickering in games.
* Add InvalidAccessHandler to MemoryTracking
Doesn't do anything yet
* Call invalid access handler on unmapped read/write.
Same rules as the regular memory manager.
* Make unsafe mapped memory its own MemoryManagerType
* Move FlushUboDirty into UpdateState.
* Buffer dirty cache, rather than ubo cache
Much cleaner, may be reusable for Inline2Memory updates.
* This doesn't return anything anymore.
* Add sigaction remove methods, correct a few function signatures.
* Return empty list of physical regions for size 0.
* Also on AddressSpaceManager
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-05-24 20:52:44 +00:00
if ( configurationFileFormat . Version < 26 )
{
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 26." ) ;
configurationFileFormat . MemoryManagerMode = MemoryManagerMode . HostMappedUnsafe ;
configurationFileUpdated = true ;
}
2021-06-24 00:09:08 +00:00
if ( configurationFileFormat . Version < 27 )
{
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 27." ) ;
configurationFileFormat . EnableMouse = false ;
configurationFileUpdated = true ;
}
2021-06-28 20:09:43 +00:00
if ( configurationFileFormat . Version < 28 )
{
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 28." ) ;
configurationFileFormat . Hotkeys = new KeyboardHotkeys
{
ToggleVsync = Key . Tab ,
Screenshot = Key . F8
} ;
2021-08-04 21:28:19 +00:00
configurationFileUpdated = true ;
}
if ( configurationFileFormat . Version < 29 )
{
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 29." ) ;
configurationFileFormat . Hotkeys = new KeyboardHotkeys
{
ToggleVsync = Key . Tab ,
Screenshot = Key . F8 ,
ShowUi = Key . F4
} ;
2021-06-28 20:09:43 +00:00
configurationFileUpdated = true ;
}
2021-08-04 22:39:40 +00:00
if ( configurationFileFormat . Version < 30 )
{
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 30." ) ;
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-26 22:31:29 +00:00
foreach ( InputConfig config in configurationFileFormat . InputConfig )
2021-08-04 22:39:40 +00:00
{
if ( config is StandardControllerInputConfig controllerConfig )
{
controllerConfig . Rumble = new RumbleConfigController
{
EnableRumble = false ,
StrongRumble = 1f ,
WeakRumble = 1f
} ;
}
}
configurationFileUpdated = true ;
}
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-26 22:31:29 +00:00
if ( configurationFileFormat . Version < 31 )
{
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 31." ) ;
configurationFileFormat . BackendThreading = BackendThreading . Auto ;
configurationFileUpdated = true ;
}
2021-09-11 20:08:25 +00:00
if ( configurationFileFormat . Version < 32 )
{
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 32." ) ;
configurationFileFormat . Hotkeys = new KeyboardHotkeys
{
ToggleVsync = configurationFileFormat . Hotkeys . ToggleVsync ,
Screenshot = configurationFileFormat . Hotkeys . Screenshot ,
ShowUi = configurationFileFormat . Hotkeys . ShowUi ,
Pause = Key . F5
} ;
configurationFileUpdated = true ;
}
2021-12-23 16:33:56 +00:00
if ( configurationFileFormat . Version < 33 )
{
Common . Logging . Logger . Warning ? . Print ( LogClass . Application , $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 33." ) ;
configurationFileFormat . Hotkeys = new KeyboardHotkeys
{
ToggleVsync = configurationFileFormat . Hotkeys . ToggleVsync ,
Screenshot = configurationFileFormat . Hotkeys . Screenshot ,
ShowUi = configurationFileFormat . Hotkeys . ShowUi ,
Pause = configurationFileFormat . Hotkeys . Pause ,
ToggleMute = Key . F2
} ;
configurationFileFormat . AudioVolume = 1 ;
configurationFileUpdated = true ;
}
2021-04-30 19:39:42 +00:00
Logger . EnableFileLog . Value = configurationFileFormat . EnableFileLog ;
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-26 22:31:29 +00:00
Graphics . BackendThreading . Value = configurationFileFormat . BackendThreading ;
2020-07-07 02:41:07 +00:00
Graphics . ResScale . Value = configurationFileFormat . ResScale ;
Graphics . ResScaleCustom . Value = configurationFileFormat . ResScaleCustom ;
2020-03-30 21:38:52 +00:00
Graphics . MaxAnisotropy . Value = configurationFileFormat . MaxAnisotropy ;
2020-12-16 02:19:07 +00:00
Graphics . AspectRatio . Value = configurationFileFormat . AspectRatio ;
2019-12-21 19:52:31 +00:00
Graphics . ShadersDumpPath . Value = configurationFileFormat . GraphicsShadersDumpPath ;
Logger . EnableDebug . Value = configurationFileFormat . LoggingEnableDebug ;
Logger . EnableStub . Value = configurationFileFormat . LoggingEnableStub ;
Logger . EnableInfo . Value = configurationFileFormat . LoggingEnableInfo ;
Logger . EnableWarn . Value = configurationFileFormat . LoggingEnableWarn ;
Logger . EnableError . Value = configurationFileFormat . LoggingEnableError ;
Logger . EnableGuest . Value = configurationFileFormat . LoggingEnableGuest ;
Logger . EnableFsAccessLog . Value = configurationFileFormat . LoggingEnableFsAccessLog ;
Logger . FilteredClasses . Value = configurationFileFormat . LoggingFilteredClasses ;
2020-08-02 14:41:24 +00:00
Logger . GraphicsDebugLevel . Value = configurationFileFormat . LoggingGraphicsDebugLevel ;
2019-12-21 19:52:31 +00:00
System . Language . Value = configurationFileFormat . SystemLanguage ;
2020-03-19 22:37:55 +00:00
System . Region . Value = configurationFileFormat . SystemRegion ;
2020-03-25 22:23:21 +00:00
System . TimeZone . Value = configurationFileFormat . SystemTimeZone ;
2020-04-16 23:18:54 +00:00
System . SystemTimeOffset . Value = configurationFileFormat . SystemTimeOffset ;
2019-12-21 19:52:31 +00:00
System . EnableDockedMode . Value = configurationFileFormat . DockedMode ;
EnableDiscordIntegration . Value = configurationFileFormat . EnableDiscordIntegration ;
2020-09-29 20:05:25 +00:00
CheckUpdatesOnStart . Value = configurationFileFormat . CheckUpdatesOnStart ;
2021-01-14 22:30:52 +00:00
ShowConfirmExit . Value = configurationFileFormat . ShowConfirmExit ;
2021-02-15 21:48:21 +00:00
HideCursorOnIdle . Value = configurationFileFormat . HideCursorOnIdle ;
2019-12-21 19:52:31 +00:00
Graphics . EnableVsync . Value = configurationFileFormat . EnableVsync ;
2020-11-12 23:15:34 +00:00
Graphics . EnableShaderCache . Value = configurationFileFormat . EnableShaderCache ;
2020-06-16 18:28:02 +00:00
System . EnablePtc . Value = configurationFileFormat . EnablePtc ;
2019-12-21 19:52:31 +00:00
System . EnableFsIntegrityChecks . Value = configurationFileFormat . EnableFsIntegrityChecks ;
System . FsGlobalAccessLogMode . Value = configurationFileFormat . FsGlobalAccessLogMode ;
2020-07-03 23:16:49 +00:00
System . AudioBackend . Value = configurationFileFormat . AudioBackend ;
2021-12-23 16:33:56 +00:00
System . AudioVolume . Value = configurationFileFormat . AudioVolume ;
POWER - Performance Optimizations With Extensive Ramifications (#2286)
* Refactoring of KMemoryManager class
* Replace some trivial uses of DRAM address with VA
* Get rid of GetDramAddressFromVa
* Abstracting more operations on derived page table class
* Run auto-format on KPageTableBase
* Managed to make TryConvertVaToPa private, few uses remains now
* Implement guest physical pages ref counting, remove manual freeing
* Make DoMmuOperation private and call new abstract methods only from the base class
* Pass pages count rather than size on Map/UnmapMemory
* Change memory managers to take host pointers
* Fix a guest memory leak and simplify KPageTable
* Expose new methods for host range query and mapping
* Some refactoring of MapPagesFromClientProcess to allow proper page ref counting and mapping without KPageLists
* Remove more uses of AddVaRangeToPageList, now only one remains (shared memory page checking)
* Add a SharedMemoryStorage class, will be useful for host mapping
* Sayonara AddVaRangeToPageList, you served us well
* Start to implement host memory mapping (WIP)
* Support memory tracking through host exception handling
* Fix some access violations from HLE service guest memory access and CPU
* Fix memory tracking
* Fix mapping list bugs, including a race and a error adding mapping ranges
* Simple page table for memory tracking
* Simple "volatile" region handle mode
* Update UBOs directly (experimental, rough)
* Fix the overlap check
* Only set non-modified buffers as volatile
* Fix some memory tracking issues
* Fix possible race in MapBufferFromClientProcess (block list updates were not locked)
* Write uniform update to memory immediately, only defer the buffer set.
* Fix some memory tracking issues
* Pass correct pages count on shared memory unmap
* Armeilleure Signal Handler v1 + Unix changes
Unix currently behaves like windows, rather than remapping physical
* Actually check if the host platform is unix
* Fix decommit on linux.
* Implement windows 10 placeholder shared memory, fix a buffer issue.
* Make PTC version something that will never match with master
* Remove testing variable for block count
* Add reference count for memory manager, fix dispose
Can still deadlock with OpenAL
* Add address validation, use page table for mapped check, add docs
Might clean up the page table traversing routines.
* Implement batched mapping/tracking.
* Move documentation, fix tests.
* Cleanup uniform buffer update stuff.
* Remove unnecessary assignment.
* Add unsafe host mapped memory switch
On by default. Would be good to turn this off for untrusted code (homebrew, exefs mods) and give the user the option to turn it on manually, though that requires some UI work.
* Remove C# exception handlers
They have issues due to current .NET limitations, so the meilleure one fully replaces them for now.
* Fix MapPhysicalMemory on the software MemoryManager.
* Null check for GetHostAddress, docs
* Add configuration for setting memory manager mode (not in UI yet)
* Add config to UI
* Fix type mismatch on Unix signal handler code emit
* Fix 6GB DRAM mode.
The size can be greater than `uint.MaxValue` when the DRAM is >4GB.
* Address some feedback.
* More detailed error if backing memory cannot be mapped.
* SetLastError on all OS functions for consistency
* Force pages dirty with UBO update instead of setting them directly.
Seems to be much faster across a few games. Need retesting.
* Rebase, configuration rework, fix mem tracking regression
* Fix race in FreePages
* Set memory managers null after decrementing ref count
* Remove readonly keyword, as this is now modified.
* Use a local variable for the signal handler rather than a register.
* Fix bug with buffer resize, and index/uniform buffer binding.
Should fix flickering in games.
* Add InvalidAccessHandler to MemoryTracking
Doesn't do anything yet
* Call invalid access handler on unmapped read/write.
Same rules as the regular memory manager.
* Make unsafe mapped memory its own MemoryManagerType
* Move FlushUboDirty into UpdateState.
* Buffer dirty cache, rather than ubo cache
Much cleaner, may be reusable for Inline2Memory updates.
* This doesn't return anything anymore.
* Add sigaction remove methods, correct a few function signatures.
* Return empty list of physical regions for size 0.
* Also on AddressSpaceManager
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-05-24 20:52:44 +00:00
System . MemoryManagerMode . Value = configurationFileFormat . MemoryManagerMode ;
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System . ExpandRam . Value = configurationFileFormat . ExpandRam ;
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System . IgnoreMissingServices . Value = configurationFileFormat . IgnoreMissingServices ;
Ui . GuiColumns . FavColumn . Value = configurationFileFormat . GuiColumns . FavColumn ;
Ui . GuiColumns . IconColumn . Value = configurationFileFormat . GuiColumns . IconColumn ;
Ui . GuiColumns . AppColumn . Value = configurationFileFormat . GuiColumns . AppColumn ;
Ui . GuiColumns . DevColumn . Value = configurationFileFormat . GuiColumns . DevColumn ;
Ui . GuiColumns . VersionColumn . Value = configurationFileFormat . GuiColumns . VersionColumn ;
Ui . GuiColumns . TimePlayedColumn . Value = configurationFileFormat . GuiColumns . TimePlayedColumn ;
Ui . GuiColumns . LastPlayedColumn . Value = configurationFileFormat . GuiColumns . LastPlayedColumn ;
Ui . GuiColumns . FileExtColumn . Value = configurationFileFormat . GuiColumns . FileExtColumn ;
Ui . GuiColumns . FileSizeColumn . Value = configurationFileFormat . GuiColumns . FileSizeColumn ;
Ui . GuiColumns . PathColumn . Value = configurationFileFormat . GuiColumns . PathColumn ;
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Ui . ColumnSort . SortColumnId . Value = configurationFileFormat . ColumnSort . SortColumnId ;
Ui . ColumnSort . SortAscending . Value = configurationFileFormat . ColumnSort . SortAscending ;
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Ui . GameDirs . Value = configurationFileFormat . GameDirs ;
Ui . EnableCustomTheme . Value = configurationFileFormat . EnableCustomTheme ;
Ui . CustomThemePath . Value = configurationFileFormat . CustomThemePath ;
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Ui . StartFullscreen . Value = configurationFileFormat . StartFullscreen ;
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Hid . EnableKeyboard . Value = configurationFileFormat . EnableKeyboard ;
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Hid . EnableMouse . Value = configurationFileFormat . EnableMouse ;
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Hid . Hotkeys . Value = configurationFileFormat . Hotkeys ;
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Hid . InputConfig . Value = configurationFileFormat . InputConfig ;
if ( Hid . InputConfig . Value = = null )
{
Hid . InputConfig . Value = new List < InputConfig > ( ) ;
}
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if ( configurationFileUpdated )
{
ToFileFormat ( ) . SaveConfig ( configurationFilePath ) ;
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Common . Logging . Logger . Notice . Print ( LogClass . Application , $"Configuration file updated to version {ConfigurationFileFormat.CurrentVersion}" ) ;
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}
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}
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private static void LogValueChange < T > ( object sender , ReactiveEventArgs < T > eventArgs , string valueName )
{
Common . Logging . Logger . Info ? . Print ( LogClass . Configuration , $"{valueName} set to: {eventArgs.NewValue}" ) ;
}
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public static void Initialize ( )
{
if ( Instance ! = null )
{
throw new InvalidOperationException ( "Configuration is already initialized" ) ;
}
Instance = new ConfigurationState ( ) ;
}
}
}