This allows changing base application directory behavior at build time via FORCE_EXTERNAL_BASE_DIR.
This is intended to be used by nixpkgs and flathub builds.
I also added the missing patch for macOS that we have on macos1 to avoid invalidating code signature.
* Move Ryujinx folder to Application Support on macOS
* Create a symlink to preserve back compat
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Remove extra whitespace
* Don’t create a symlink
* Update Ryujinx.Common/Configuration/AppDataManager.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Revert "Don’t create a symlink"
This reverts commit 31752fe8aba1deb32e75f949001ffb74a1e0f674.
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Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Use SIMD acceleration for audio upsampler filter kernel for a moderate speedup
* Address formatting. Implement AVX2 fast path for high quality resampling in ResamplerHelper
* now really, are we really getting the benefit of inlining 50+ line methods?
* adding unit tests for resampler + upsampler. The upsampler ones fail for some reason
* Fixing upsampler test. Apparently this algo only works at specific ratios
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Co-authored-by: Logan Stromberg <lostromb@microsoft.com>
I noticed that in Xenoblade 2, the game can end up spending a lot of time adding and removing tracking handles. One of the main causes of this is actually splitting existing handles, which does the following:
- Remove existing handle from list
- Update existing handle to end at split address, create new handle starting at split address
- Add updated handle (left) to list
- Add new handle (right) to list
This costs 1 deletion and 2 insertions. When there are more handles, this gets a lot more expensive, as insertions are done by copying all values to the right, and deletions by copying values to the left.
This PR simply allows it to look up the handle being split, and replace its entry with the new end address without insertion or deletion. This makes a split only cost one insertion and a binary search lookup (very cheap). This isn't all of the cost on Xenoblade 2, but it does significantly reduce it.
There might be something else to this - we could find a way to reduce the handle count for the game (merging on deletion? buffer deletion?), we could use a different structure for virtual regions, as the current one is optimal for buffer lookups which nearly always read, memory tracking has more of a balance between read/write. That's for a later date though, this was an easy improvment.
* Add blend microcode registers
* Add advanced blend support using host extension
* Remove debug message
* Use pre-generated table for blend functions
* XML docs
* Rename AdvancedBlendMode to AdvancedBlendOp for consistency
* Remove redundant code
* Fix some advanced blend related issues on Vulkan
* Formatting
* Clear CPU side data on GPU buffer clears
* Implement tracked fill operation that can signal other resource types except buffer
* Fix tests, add missing XML doc
* PR feedback
* ava: Refactor Updater.cs
Fix typos
Remove unused usings
Rename variables to follow naming scheme
* ava: Set file permissions when extracting update files
* gtk: Apply the same refactor to Updater.cs
* updater: Replace assert with if statement
* updater: Remove await usings again
* vulkan: Respect VK_KHR_portability_subset vertex stride alignment
We were hardcoding alignment to 4, but by specs it can be any values that
is a power of 2.
This also enable VK_KHR_portability_subset if present as per specs
requirements.
* address gdkchan's comment
* Make NeedsVertexBufferAlignment internal
This started as an attempt to remove vkGetPhysicalDeviceMemoryProperties
in FindSuitableMemoryTypeIndex (As this could have some overhead and
shouldn't change at runtime) and turned in a little bigger cleanup.
* vulkan: Enforce Vulkan 1.2+ at instance API level and 1.1+ at device level
This ensure we don't end up trying to initialize with anything currently incompatible.
* Address riperiperi's comment
I was forcing some types of texture to partially update when investigating performance with games that stream in data, and noticed that partially loading texture data was really broken on both backends.
Fixes Vulkan texture set by getting the correct expected size for the texture. Fixes partial upload on both backends for both Texture 2D Array and Cubemap using the wrong offset and uploading to the first layer/level for a handle. 3D might also be affected.
This might fix textures randomly having incorrect data in games that render to it - jumbled in the case of OpenGL, and outdated/black in the case of Vulkan. This case typically happens in UE4 games.
* Log shader compile errors with Warning level
These are infrequent enough that I think it's worth dumping any errors into the log. They also keep causing graphical glitches, and the only indication that anything went wrong is a debug log that is never enabled.
* Add maximum length for shader log
* Replace unicorn bindings with Nuget package
* Use nameof for ValueSource args
* Remove redundant code from test projects
* Fix wrong values for EmuStart()
Add notes to address this later again
* Improve formatting
* Fix formatting/alignment issues
The AutoFlushCounter would flush command buffers on any attachment change (write mask or bindings change) if there was a pending query. This is to get query results as soon as possible for draw skips, but it's assuming that a full occlusion query _pass_ happened, that we want to flush it's data before getting onto draws, rather than the queries being randomly interspersed throughout a pass that also draws.
Xenoblade 2 repeatedly switches between performing a samples passed query and outputting to a render target on each draw, and flips the write mask to do so. Flushing the command buffer every 2 draws isn't ideal, so it's best that we only do this if the pattern matches the large block style of occlusion query.
This change makes this flush only happen after a few consecutive query reports. "Consecutive" is interrupted by attachment changes or command buffer flush.
This doesn't really solve the issue where it resets more queries than it uses, it just stops the game doing it as often. I'm not sure of the best way to do that. The cost of resetting could probably be reduced by using query pools with more than one element and resetting in bulk.
* Handle mismatching texture size with copy dependencies
* Create copy and render textures with the minimum possible size
* Only align width for comparisons, assume that height is always exact
* Fix IsExactMatch size check
* Allow sampler and copy textures to match textures with larger width
* Delete texture ChangeSize related code
* Move AdjustSize to TextureInfo and give it a better name, adjust usages
* Fix GetMinimumWidthInGob when minimumWidth > width
* Only update render targets that are actually cleared for clear
Avoids creating textures with incorrect sizes
* Delete UpdateRenderTargetState method that is not needed anymore
Clears now only ever sets the render targets that will be cleared rather than all of them
* Support safe blit on non-2D textures (except multisample)
* Change safe blit with different levels and layers to match CmdBlitImage path
* Remove now unused variables
* Multisample safe blit support