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ryujinx-fork/Ryujinx/Ui/Widgets/GameTableContextMenu.cs

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using Gtk;
using LibHac;
using LibHac.Account;
using LibHac.Common;
using LibHac.Fs;
using LibHac.Fs.Fsa;
using LibHac.Fs.Shim;
using LibHac.FsSystem;
using LibHac.Ns;
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using LibHac.Tools.Fs;
using LibHac.Tools.FsSystem;
using LibHac.Tools.FsSystem.NcaUtils;
using Ryujinx.Common.Configuration;
using Ryujinx.Common.Logging;
using Ryujinx.HLE.FileSystem;
using Ryujinx.HLE.HOS;
using Ryujinx.HLE.HOS.Services.Account.Acc;
Avalonia UI - Part 1 (#3270) * avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
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using Ryujinx.Ui.Common.Configuration;
using Ryujinx.Ui.Common.Helper;
using Ryujinx.Ui.Helper;
using Ryujinx.Ui.Windows;
using System;
using System.Buffers;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
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using System.Reflection;
using System.Threading;
namespace Ryujinx.Ui.Widgets
{
public partial class GameTableContextMenu : Menu
{
private readonly MainWindow _parent;
private readonly VirtualFileSystem _virtualFileSystem;
private readonly AccountManager _accountManager;
private readonly HorizonClient _horizonClient;
private readonly BlitStruct<ApplicationControlProperty> _controlData;
private readonly string _titleFilePath;
private readonly string _titleName;
private readonly string _titleIdText;
private readonly ulong _titleId;
private MessageDialog _dialog;
private bool _cancel;
public GameTableContextMenu(MainWindow parent, VirtualFileSystem virtualFileSystem, AccountManager accountManager, HorizonClient horizonClient, string titleFilePath, string titleName, string titleId, BlitStruct<ApplicationControlProperty> controlData)
{
_parent = parent;
InitializeComponent();
_virtualFileSystem = virtualFileSystem;
_accountManager = accountManager;
_horizonClient = horizonClient;
_titleFilePath = titleFilePath;
_titleName = titleName;
_titleIdText = titleId;
_controlData = controlData;
if (!ulong.TryParse(_titleIdText, NumberStyles.HexNumber, CultureInfo.InvariantCulture, out _titleId))
{
GtkDialog.CreateErrorDialog("The selected game did not have a valid Title Id");
return;
}
_openSaveUserDirMenuItem.Sensitive = !Utilities.IsZeros(controlData.ByteSpan) && controlData.Value.UserAccountSaveDataSize > 0;
_openSaveDeviceDirMenuItem.Sensitive = !Utilities.IsZeros(controlData.ByteSpan) && controlData.Value.DeviceSaveDataSize > 0;
_openSaveBcatDirMenuItem.Sensitive = !Utilities.IsZeros(controlData.ByteSpan) && controlData.Value.BcatDeliveryCacheStorageSize > 0;
string fileExt = System.IO.Path.GetExtension(_titleFilePath).ToLower();
bool hasNca = fileExt == ".nca" || fileExt == ".nsp" || fileExt == ".pfs0" || fileExt == ".xci";
_extractRomFsMenuItem.Sensitive = hasNca;
_extractExeFsMenuItem.Sensitive = hasNca;
_extractLogoMenuItem.Sensitive = hasNca;
PopupAtPointer(null);
}
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private bool TryFindSaveData(string titleName, ulong titleId, BlitStruct<ApplicationControlProperty> controlHolder, in SaveDataFilter filter, out ulong saveDataId)
{
saveDataId = default;
Result result = _horizonClient.Fs.FindSaveDataWithFilter(out SaveDataInfo saveDataInfo, SaveDataSpaceId.User, in filter);
if (ResultFs.TargetNotFound.Includes(result))
{
ref ApplicationControlProperty control = ref controlHolder.Value;
Logger.Info?.Print(LogClass.Application, $"Creating save directory for Title: {titleName} [{titleId:x16}]");
if (Utilities.IsZeros(controlHolder.ByteSpan))
{
// If the current application doesn't have a loaded control property, create a dummy one
// and set the savedata sizes so a user savedata will be created.
control = ref new BlitStruct<ApplicationControlProperty>(1).Value;
// The set sizes don't actually matter as long as they're non-zero because we use directory savedata.
control.UserAccountSaveDataSize = 0x4000;
control.UserAccountSaveDataJournalSize = 0x4000;
Logger.Warning?.Print(LogClass.Application, "No control file was found for this game. Using a dummy one instead. This may cause inaccuracies in some games.");
}
Uid user = new Uid((ulong)_accountManager.LastOpenedUser.UserId.High, (ulong)_accountManager.LastOpenedUser.UserId.Low);
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result = _horizonClient.Fs.EnsureApplicationSaveData(out _, new LibHac.Ncm.ApplicationId(titleId), in control, in user);
if (result.IsFailure())
{
GtkDialog.CreateErrorDialog($"There was an error creating the specified savedata: {result.ToStringWithName()}");
return false;
}
// Try to find the savedata again after creating it
result = _horizonClient.Fs.FindSaveDataWithFilter(out saveDataInfo, SaveDataSpaceId.User, in filter);
}
if (result.IsSuccess())
{
saveDataId = saveDataInfo.SaveDataId;
return true;
}
GtkDialog.CreateErrorDialog($"There was an error finding the specified savedata: {result.ToStringWithName()}");
return false;
}
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private void OpenSaveDir(in SaveDataFilter saveDataFilter)
{
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if (!TryFindSaveData(_titleName, _titleId, _controlData, in saveDataFilter, out ulong saveDataId))
{
return;
}
string saveRootPath = System.IO.Path.Combine(_virtualFileSystem.GetNandPath(), $"user/save/{saveDataId:x16}");
if (!Directory.Exists(saveRootPath))
{
// Inconsistent state. Create the directory
Directory.CreateDirectory(saveRootPath);
}
string committedPath = System.IO.Path.Combine(saveRootPath, "0");
string workingPath = System.IO.Path.Combine(saveRootPath, "1");
// If the committed directory exists, that path will be loaded the next time the savedata is mounted
if (Directory.Exists(committedPath))
{
OpenHelper.OpenFolder(committedPath);
}
else
{
// If the working directory exists and the committed directory doesn't,
// the working directory will be loaded the next time the savedata is mounted
if (!Directory.Exists(workingPath))
{
Directory.CreateDirectory(workingPath);
}
OpenHelper.OpenFolder(workingPath);
}
}
private void ExtractSection(NcaSectionType ncaSectionType, int programIndex = 0)
{
FileChooserNative fileChooser = new FileChooserNative("Choose the folder to extract into", _parent, FileChooserAction.SelectFolder, "Extract", "Cancel");
ResponseType response = (ResponseType)fileChooser.Run();
string destination = fileChooser.Filename;
New shader cache implementation (#3194) * New shader cache implementation * Remove some debug code * Take transform feedback varying count into account * Create shader cache directory if it does not exist + fragment output map related fixes * Remove debug code * Only check texture descriptors if the constant buffer is bound * Also check CPU VA on GetSpanMapped * Remove more unused code and move cache related code * XML docs + remove more unused methods * Better codegen for TransformFeedbackDescriptor.AsSpan * Support migration from old cache format, remove more unused code Shader cache rebuild now also rewrites the shared toc and data files * Fix migration error with BRX shaders * Add a limit to the async translation queue Avoid async translation threads not being able to keep up and the queue growing very large * Re-create specialization state on recompile This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access * Make shader cache more error resilient * Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc * Address early PR feedback * Fix rebase * Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly * Handle some missing exceptions * Make shader cache purge delete both old and new shader caches * Register textures on new specialization state * Translate and compile shaders in forward order (eliminates diffs due to different binding numbers) * Limit in-flight shader compilation to the maximum number of compilation threads * Replace ParallelDiskCacheLoader state changed event with a callback function * Better handling for invalid constant buffer 1 data length * Do not create the old cache directory structure if the old cache does not exist * Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented) * Replace rectangle texture with just coordinate normalization * Skip incompatible shaders that are missing texture information, instead of crashing This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable * Fix coordinates normalization on cubemap textures * Check if title ID is null before combining shader cache path * More robust constant buffer address validation on spec state * More robust constant buffer address validation on spec state (2) * Regenerate shader cache with one stream, rather than one per shader. * Only create shader cache directory during initialization * Logging improvements * Proper shader program disposal * PR feedback, and add a comment on serialized structs * XML docs for RegisterTexture Co-authored-by: riperiperi <rhy3756547@hotmail.com>
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fileChooser.Dispose();
if (response == ResponseType.Accept)
{
Thread extractorThread = new Thread(() =>
{
Gtk.Application.Invoke(delegate
{
_dialog = new MessageDialog(null, DialogFlags.DestroyWithParent, MessageType.Info, ButtonsType.Cancel, null)
{
Title = "Ryujinx - NCA Section Extractor",
Avalonia UI - Part 1 (#3270) * avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
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Icon = new Gdk.Pixbuf(Assembly.GetAssembly(typeof(ConfigurationState)), "Ryujinx.Ui.Common.Resources.Logo_Ryujinx.png"),
SecondaryText = $"Extracting {ncaSectionType} section from {System.IO.Path.GetFileName(_titleFilePath)}...",
WindowPosition = WindowPosition.Center
};
int dialogResponse = _dialog.Run();
if (dialogResponse == (int)ResponseType.Cancel || dialogResponse == (int)ResponseType.DeleteEvent)
{
_cancel = true;
_dialog.Dispose();
}
});
using (FileStream file = new FileStream(_titleFilePath, FileMode.Open, FileAccess.Read))
{
Nca mainNca = null;
Nca patchNca = null;
if ((System.IO.Path.GetExtension(_titleFilePath).ToLower() == ".nsp") ||
(System.IO.Path.GetExtension(_titleFilePath).ToLower() == ".pfs0") ||
(System.IO.Path.GetExtension(_titleFilePath).ToLower() == ".xci"))
{
PartitionFileSystem pfs;
if (System.IO.Path.GetExtension(_titleFilePath) == ".xci")
{
Xci xci = new Xci(_virtualFileSystem.KeySet, file.AsStorage());
pfs = xci.OpenPartition(XciPartitionType.Secure);
}
else
{
pfs = new PartitionFileSystem(file.AsStorage());
}
foreach (DirectoryEntryEx fileEntry in pfs.EnumerateEntries("/", "*.nca"))
{
using var ncaFile = new UniqueRef<IFile>();
pfs.OpenFile(ref ncaFile.Ref(), fileEntry.FullPath.ToU8Span(), OpenMode.Read).ThrowIfFailure();
Nca nca = new Nca(_virtualFileSystem.KeySet, ncaFile.Release().AsStorage());
if (nca.Header.ContentType == NcaContentType.Program)
{
int dataIndex = Nca.GetSectionIndexFromType(NcaSectionType.Data, NcaContentType.Program);
if (nca.SectionExists(NcaSectionType.Data) && nca.Header.GetFsHeader(dataIndex).IsPatchSection())
{
patchNca = nca;
}
else
{
mainNca = nca;
}
}
}
}
else if (System.IO.Path.GetExtension(_titleFilePath).ToLower() == ".nca")
{
mainNca = new Nca(_virtualFileSystem.KeySet, file.AsStorage());
}
if (mainNca == null)
{
Logger.Error?.Print(LogClass.Application, "Extraction failure. The main NCA is not present in the selected file.");
Gtk.Application.Invoke(delegate
{
GtkDialog.CreateErrorDialog("Extraction failure. The main NCA is not present in the selected file.");
});
return;
}
(Nca updatePatchNca, _) = ApplicationLoader.GetGameUpdateData(_virtualFileSystem, mainNca.Header.TitleId.ToString("x16"), programIndex, out _);
if (updatePatchNca != null)
{
patchNca = updatePatchNca;
}
int index = Nca.GetSectionIndexFromType(ncaSectionType, mainNca.Header.ContentType);
IFileSystem ncaFileSystem = patchNca != null ? mainNca.OpenFileSystemWithPatch(patchNca, index, IntegrityCheckLevel.ErrorOnInvalid)
: mainNca.OpenFileSystem(index, IntegrityCheckLevel.ErrorOnInvalid);
FileSystemClient fsClient = _horizonClient.Fs;
string source = DateTime.Now.ToFileTime().ToString()[10..];
string output = DateTime.Now.ToFileTime().ToString()[10..];
using var uniqueSourceFs = new UniqueRef<IFileSystem>(ncaFileSystem);
using var uniqueOutputFs = new UniqueRef<IFileSystem>(new LocalFileSystem(destination));
fsClient.Register(source.ToU8Span(), ref uniqueSourceFs.Ref());
fsClient.Register(output.ToU8Span(), ref uniqueOutputFs.Ref());
(Result? resultCode, bool canceled) = CopyDirectory(fsClient, $"{source}:/", $"{output}:/");
if (!canceled)
{
if (resultCode.Value.IsFailure())
{
Logger.Error?.Print(LogClass.Application, $"LibHac returned error code: {resultCode.Value.ErrorCode}");
Gtk.Application.Invoke(delegate
{
_dialog?.Dispose();
GtkDialog.CreateErrorDialog("Extraction failed. Read the log file for further information.");
});
}
else if (resultCode.Value.IsSuccess())
{
Gtk.Application.Invoke(delegate
{
_dialog?.Dispose();
MessageDialog dialog = new MessageDialog(null, DialogFlags.DestroyWithParent, MessageType.Info, ButtonsType.Ok, null)
{
Title = "Ryujinx - NCA Section Extractor",
Avalonia UI - Part 1 (#3270) * avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
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Icon = new Gdk.Pixbuf(Assembly.GetAssembly(typeof(ConfigurationState)), "Ryujinx.Ui.Common.Resources.Logo_Ryujinx.png"),
SecondaryText = "Extraction completed successfully.",
WindowPosition = WindowPosition.Center
};
dialog.Run();
dialog.Dispose();
});
}
}
fsClient.Unmount(source.ToU8Span());
fsClient.Unmount(output.ToU8Span());
}
});
extractorThread.Name = "GUI.NcaSectionExtractorThread";
extractorThread.IsBackground = true;
extractorThread.Start();
}
}
private (Result? result, bool canceled) CopyDirectory(FileSystemClient fs, string sourcePath, string destPath)
{
Result rc = fs.OpenDirectory(out DirectoryHandle sourceHandle, sourcePath.ToU8Span(), OpenDirectoryMode.All);
if (rc.IsFailure()) return (rc, false);
using (sourceHandle)
{
foreach (DirectoryEntryEx entry in fs.EnumerateEntries(sourcePath, "*", SearchOptions.Default))
{
if (_cancel)
{
return (null, true);
}
string subSrcPath = PathTools.Normalize(PathTools.Combine(sourcePath, entry.Name));
string subDstPath = PathTools.Normalize(PathTools.Combine(destPath, entry.Name));
if (entry.Type == DirectoryEntryType.Directory)
{
fs.EnsureDirectoryExists(subDstPath);
(Result? result, bool canceled) = CopyDirectory(fs, subSrcPath, subDstPath);
if (canceled || result.Value.IsFailure())
{
return (result, canceled);
}
}
if (entry.Type == DirectoryEntryType.File)
{
fs.CreateOrOverwriteFile(subDstPath, entry.Size);
rc = CopyFile(fs, subSrcPath, subDstPath);
if (rc.IsFailure()) return (rc, false);
}
}
}
return (Result.Success, false);
}
public Result CopyFile(FileSystemClient fs, string sourcePath, string destPath)
{
Result rc = fs.OpenFile(out FileHandle sourceHandle, sourcePath.ToU8Span(), OpenMode.Read);
if (rc.IsFailure()) return rc;
using (sourceHandle)
{
rc = fs.OpenFile(out FileHandle destHandle, destPath.ToU8Span(), OpenMode.Write | OpenMode.AllowAppend);
if (rc.IsFailure()) return rc;
using (destHandle)
{
const int maxBufferSize = 1024 * 1024;
rc = fs.GetFileSize(out long fileSize, sourceHandle);
if (rc.IsFailure()) return rc;
int bufferSize = (int)Math.Min(maxBufferSize, fileSize);
byte[] buffer = ArrayPool<byte>.Shared.Rent(bufferSize);
try
{
for (long offset = 0; offset < fileSize; offset += bufferSize)
{
int toRead = (int)Math.Min(fileSize - offset, bufferSize);
Span<byte> buf = buffer.AsSpan(0, toRead);
rc = fs.ReadFile(out long _, sourceHandle, offset, buf);
if (rc.IsFailure()) return rc;
rc = fs.WriteFile(destHandle, offset, buf, WriteOption.None);
if (rc.IsFailure()) return rc;
}
}
finally
{
ArrayPool<byte>.Shared.Return(buffer);
}
rc = fs.FlushFile(destHandle);
if (rc.IsFailure()) return rc;
}
}
return Result.Success;
}
//
// Events
//
private void OpenSaveUserDir_Clicked(object sender, EventArgs args)
{
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var userId = new LibHac.Fs.UserId((ulong)_accountManager.LastOpenedUser.UserId.High, (ulong)_accountManager.LastOpenedUser.UserId.Low);
var saveDataFilter = SaveDataFilter.Make(_titleId, saveType: default, userId, saveDataId: default, index: default);
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OpenSaveDir(in saveDataFilter);
}
private void OpenSaveDeviceDir_Clicked(object sender, EventArgs args)
{
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var saveDataFilter = SaveDataFilter.Make(_titleId, SaveDataType.Device, userId: default, saveDataId: default, index: default);
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OpenSaveDir(in saveDataFilter);
}
private void OpenSaveBcatDir_Clicked(object sender, EventArgs args)
{
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var saveDataFilter = SaveDataFilter.Make(_titleId, SaveDataType.Bcat, userId: default, saveDataId: default, index: default);
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OpenSaveDir(in saveDataFilter);
}
private void ManageTitleUpdates_Clicked(object sender, EventArgs args)
{
new TitleUpdateWindow(_parent, _virtualFileSystem, _titleIdText, _titleName).Show();
}
private void ManageDlc_Clicked(object sender, EventArgs args)
{
new DlcWindow(_virtualFileSystem, _titleIdText, _titleName).Show();
}
private void ManageCheats_Clicked(object sender, EventArgs args)
{
new CheatWindow(_virtualFileSystem, _titleId, _titleName).Show();
}
private void OpenTitleModDir_Clicked(object sender, EventArgs args)
{
string modsBasePath = _virtualFileSystem.ModLoader.GetModsBasePath();
string titleModsPath = _virtualFileSystem.ModLoader.GetTitleDir(modsBasePath, _titleIdText);
OpenHelper.OpenFolder(titleModsPath);
}
private void OpenTitleSdModDir_Clicked(object sender, EventArgs args)
{
string sdModsBasePath = _virtualFileSystem.ModLoader.GetSdModsBasePath();
string titleModsPath = _virtualFileSystem.ModLoader.GetTitleDir(sdModsBasePath, _titleIdText);
OpenHelper.OpenFolder(titleModsPath);
}
private void ExtractRomFs_Clicked(object sender, EventArgs args)
{
ExtractSection(NcaSectionType.Data);
}
private void ExtractExeFs_Clicked(object sender, EventArgs args)
{
ExtractSection(NcaSectionType.Code);
}
private void ExtractLogo_Clicked(object sender, EventArgs args)
{
ExtractSection(NcaSectionType.Logo);
}
private void OpenPtcDir_Clicked(object sender, EventArgs args)
{
string ptcDir = System.IO.Path.Combine(AppDataManager.GamesDirPath, _titleIdText, "cache", "cpu");
New shader cache implementation (#3194) * New shader cache implementation * Remove some debug code * Take transform feedback varying count into account * Create shader cache directory if it does not exist + fragment output map related fixes * Remove debug code * Only check texture descriptors if the constant buffer is bound * Also check CPU VA on GetSpanMapped * Remove more unused code and move cache related code * XML docs + remove more unused methods * Better codegen for TransformFeedbackDescriptor.AsSpan * Support migration from old cache format, remove more unused code Shader cache rebuild now also rewrites the shared toc and data files * Fix migration error with BRX shaders * Add a limit to the async translation queue Avoid async translation threads not being able to keep up and the queue growing very large * Re-create specialization state on recompile This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access * Make shader cache more error resilient * Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc * Address early PR feedback * Fix rebase * Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly * Handle some missing exceptions * Make shader cache purge delete both old and new shader caches * Register textures on new specialization state * Translate and compile shaders in forward order (eliminates diffs due to different binding numbers) * Limit in-flight shader compilation to the maximum number of compilation threads * Replace ParallelDiskCacheLoader state changed event with a callback function * Better handling for invalid constant buffer 1 data length * Do not create the old cache directory structure if the old cache does not exist * Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented) * Replace rectangle texture with just coordinate normalization * Skip incompatible shaders that are missing texture information, instead of crashing This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable * Fix coordinates normalization on cubemap textures * Check if title ID is null before combining shader cache path * More robust constant buffer address validation on spec state * More robust constant buffer address validation on spec state (2) * Regenerate shader cache with one stream, rather than one per shader. * Only create shader cache directory during initialization * Logging improvements * Proper shader program disposal * PR feedback, and add a comment on serialized structs * XML docs for RegisterTexture Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-04-10 13:49:44 +00:00
string mainPath = System.IO.Path.Combine(ptcDir, "0");
string backupPath = System.IO.Path.Combine(ptcDir, "1");
if (!Directory.Exists(ptcDir))
{
Directory.CreateDirectory(ptcDir);
Directory.CreateDirectory(mainPath);
Directory.CreateDirectory(backupPath);
}
OpenHelper.OpenFolder(ptcDir);
}
private void OpenShaderCacheDir_Clicked(object sender, EventArgs args)
{
string shaderCacheDir = System.IO.Path.Combine(AppDataManager.GamesDirPath, _titleIdText, "cache", "shader");
if (!Directory.Exists(shaderCacheDir))
{
Directory.CreateDirectory(shaderCacheDir);
}
OpenHelper.OpenFolder(shaderCacheDir);
}
New shader cache implementation (#3194) * New shader cache implementation * Remove some debug code * Take transform feedback varying count into account * Create shader cache directory if it does not exist + fragment output map related fixes * Remove debug code * Only check texture descriptors if the constant buffer is bound * Also check CPU VA on GetSpanMapped * Remove more unused code and move cache related code * XML docs + remove more unused methods * Better codegen for TransformFeedbackDescriptor.AsSpan * Support migration from old cache format, remove more unused code Shader cache rebuild now also rewrites the shared toc and data files * Fix migration error with BRX shaders * Add a limit to the async translation queue Avoid async translation threads not being able to keep up and the queue growing very large * Re-create specialization state on recompile This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access * Make shader cache more error resilient * Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc * Address early PR feedback * Fix rebase * Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly * Handle some missing exceptions * Make shader cache purge delete both old and new shader caches * Register textures on new specialization state * Translate and compile shaders in forward order (eliminates diffs due to different binding numbers) * Limit in-flight shader compilation to the maximum number of compilation threads * Replace ParallelDiskCacheLoader state changed event with a callback function * Better handling for invalid constant buffer 1 data length * Do not create the old cache directory structure if the old cache does not exist * Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented) * Replace rectangle texture with just coordinate normalization * Skip incompatible shaders that are missing texture information, instead of crashing This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable * Fix coordinates normalization on cubemap textures * Check if title ID is null before combining shader cache path * More robust constant buffer address validation on spec state * More robust constant buffer address validation on spec state (2) * Regenerate shader cache with one stream, rather than one per shader. * Only create shader cache directory during initialization * Logging improvements * Proper shader program disposal * PR feedback, and add a comment on serialized structs * XML docs for RegisterTexture Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-04-10 13:49:44 +00:00
private void PurgePtcCache_Clicked(object sender, EventArgs args)
{
DirectoryInfo mainDir = new DirectoryInfo(System.IO.Path.Combine(AppDataManager.GamesDirPath, _titleIdText, "cache", "cpu", "0"));
DirectoryInfo backupDir = new DirectoryInfo(System.IO.Path.Combine(AppDataManager.GamesDirPath, _titleIdText, "cache", "cpu", "1"));
MessageDialog warningDialog = GtkDialog.CreateConfirmationDialog("Warning", $"You are about to delete the PPTC cache for :\n\n<b>{_titleName}</b>\n\nAre you sure you want to proceed?");
List<FileInfo> cacheFiles = new List<FileInfo>();
if (mainDir.Exists)
New shader cache implementation (#3194) * New shader cache implementation * Remove some debug code * Take transform feedback varying count into account * Create shader cache directory if it does not exist + fragment output map related fixes * Remove debug code * Only check texture descriptors if the constant buffer is bound * Also check CPU VA on GetSpanMapped * Remove more unused code and move cache related code * XML docs + remove more unused methods * Better codegen for TransformFeedbackDescriptor.AsSpan * Support migration from old cache format, remove more unused code Shader cache rebuild now also rewrites the shared toc and data files * Fix migration error with BRX shaders * Add a limit to the async translation queue Avoid async translation threads not being able to keep up and the queue growing very large * Re-create specialization state on recompile This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access * Make shader cache more error resilient * Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc * Address early PR feedback * Fix rebase * Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly * Handle some missing exceptions * Make shader cache purge delete both old and new shader caches * Register textures on new specialization state * Translate and compile shaders in forward order (eliminates diffs due to different binding numbers) * Limit in-flight shader compilation to the maximum number of compilation threads * Replace ParallelDiskCacheLoader state changed event with a callback function * Better handling for invalid constant buffer 1 data length * Do not create the old cache directory structure if the old cache does not exist * Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented) * Replace rectangle texture with just coordinate normalization * Skip incompatible shaders that are missing texture information, instead of crashing This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable * Fix coordinates normalization on cubemap textures * Check if title ID is null before combining shader cache path * More robust constant buffer address validation on spec state * More robust constant buffer address validation on spec state (2) * Regenerate shader cache with one stream, rather than one per shader. * Only create shader cache directory during initialization * Logging improvements * Proper shader program disposal * PR feedback, and add a comment on serialized structs * XML docs for RegisterTexture Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-04-10 13:49:44 +00:00
{
cacheFiles.AddRange(mainDir.EnumerateFiles("*.cache"));
}
if (backupDir.Exists)
{
cacheFiles.AddRange(backupDir.EnumerateFiles("*.cache"));
}
if (cacheFiles.Count > 0 && warningDialog.Run() == (int)ResponseType.Yes)
{
foreach (FileInfo file in cacheFiles)
{
New shader cache implementation (#3194) * New shader cache implementation * Remove some debug code * Take transform feedback varying count into account * Create shader cache directory if it does not exist + fragment output map related fixes * Remove debug code * Only check texture descriptors if the constant buffer is bound * Also check CPU VA on GetSpanMapped * Remove more unused code and move cache related code * XML docs + remove more unused methods * Better codegen for TransformFeedbackDescriptor.AsSpan * Support migration from old cache format, remove more unused code Shader cache rebuild now also rewrites the shared toc and data files * Fix migration error with BRX shaders * Add a limit to the async translation queue Avoid async translation threads not being able to keep up and the queue growing very large * Re-create specialization state on recompile This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access * Make shader cache more error resilient * Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc * Address early PR feedback * Fix rebase * Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly * Handle some missing exceptions * Make shader cache purge delete both old and new shader caches * Register textures on new specialization state * Translate and compile shaders in forward order (eliminates diffs due to different binding numbers) * Limit in-flight shader compilation to the maximum number of compilation threads * Replace ParallelDiskCacheLoader state changed event with a callback function * Better handling for invalid constant buffer 1 data length * Do not create the old cache directory structure if the old cache does not exist * Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented) * Replace rectangle texture with just coordinate normalization * Skip incompatible shaders that are missing texture information, instead of crashing This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable * Fix coordinates normalization on cubemap textures * Check if title ID is null before combining shader cache path * More robust constant buffer address validation on spec state * More robust constant buffer address validation on spec state (2) * Regenerate shader cache with one stream, rather than one per shader. * Only create shader cache directory during initialization * Logging improvements * Proper shader program disposal * PR feedback, and add a comment on serialized structs * XML docs for RegisterTexture Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-04-10 13:49:44 +00:00
try
{
file.Delete();
}
catch(Exception e)
{
GtkDialog.CreateErrorDialog($"Error purging PPTC cache {file.Name}: {e}");
}
}
}
warningDialog.Dispose();
}
private void PurgeShaderCache_Clicked(object sender, EventArgs args)
{
DirectoryInfo shaderCacheDir = new DirectoryInfo(System.IO.Path.Combine(AppDataManager.GamesDirPath, _titleIdText, "cache", "shader"));
New shader cache implementation (#3194) * New shader cache implementation * Remove some debug code * Take transform feedback varying count into account * Create shader cache directory if it does not exist + fragment output map related fixes * Remove debug code * Only check texture descriptors if the constant buffer is bound * Also check CPU VA on GetSpanMapped * Remove more unused code and move cache related code * XML docs + remove more unused methods * Better codegen for TransformFeedbackDescriptor.AsSpan * Support migration from old cache format, remove more unused code Shader cache rebuild now also rewrites the shared toc and data files * Fix migration error with BRX shaders * Add a limit to the async translation queue Avoid async translation threads not being able to keep up and the queue growing very large * Re-create specialization state on recompile This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access * Make shader cache more error resilient * Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc * Address early PR feedback * Fix rebase * Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly * Handle some missing exceptions * Make shader cache purge delete both old and new shader caches * Register textures on new specialization state * Translate and compile shaders in forward order (eliminates diffs due to different binding numbers) * Limit in-flight shader compilation to the maximum number of compilation threads * Replace ParallelDiskCacheLoader state changed event with a callback function * Better handling for invalid constant buffer 1 data length * Do not create the old cache directory structure if the old cache does not exist * Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented) * Replace rectangle texture with just coordinate normalization * Skip incompatible shaders that are missing texture information, instead of crashing This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable * Fix coordinates normalization on cubemap textures * Check if title ID is null before combining shader cache path * More robust constant buffer address validation on spec state * More robust constant buffer address validation on spec state (2) * Regenerate shader cache with one stream, rather than one per shader. * Only create shader cache directory during initialization * Logging improvements * Proper shader program disposal * PR feedback, and add a comment on serialized structs * XML docs for RegisterTexture Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-04-10 13:49:44 +00:00
using MessageDialog warningDialog = GtkDialog.CreateConfirmationDialog("Warning", $"You are about to delete the shader cache for :\n\n<b>{_titleName}</b>\n\nAre you sure you want to proceed?");
New shader cache implementation (#3194) * New shader cache implementation * Remove some debug code * Take transform feedback varying count into account * Create shader cache directory if it does not exist + fragment output map related fixes * Remove debug code * Only check texture descriptors if the constant buffer is bound * Also check CPU VA on GetSpanMapped * Remove more unused code and move cache related code * XML docs + remove more unused methods * Better codegen for TransformFeedbackDescriptor.AsSpan * Support migration from old cache format, remove more unused code Shader cache rebuild now also rewrites the shared toc and data files * Fix migration error with BRX shaders * Add a limit to the async translation queue Avoid async translation threads not being able to keep up and the queue growing very large * Re-create specialization state on recompile This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access * Make shader cache more error resilient * Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc * Address early PR feedback * Fix rebase * Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly * Handle some missing exceptions * Make shader cache purge delete both old and new shader caches * Register textures on new specialization state * Translate and compile shaders in forward order (eliminates diffs due to different binding numbers) * Limit in-flight shader compilation to the maximum number of compilation threads * Replace ParallelDiskCacheLoader state changed event with a callback function * Better handling for invalid constant buffer 1 data length * Do not create the old cache directory structure if the old cache does not exist * Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented) * Replace rectangle texture with just coordinate normalization * Skip incompatible shaders that are missing texture information, instead of crashing This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable * Fix coordinates normalization on cubemap textures * Check if title ID is null before combining shader cache path * More robust constant buffer address validation on spec state * More robust constant buffer address validation on spec state (2) * Regenerate shader cache with one stream, rather than one per shader. * Only create shader cache directory during initialization * Logging improvements * Proper shader program disposal * PR feedback, and add a comment on serialized structs * XML docs for RegisterTexture Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-04-10 13:49:44 +00:00
List<DirectoryInfo> oldCacheDirectories = new List<DirectoryInfo>();
List<FileInfo> newCacheFiles = new List<FileInfo>();
if (shaderCacheDir.Exists)
{
New shader cache implementation (#3194) * New shader cache implementation * Remove some debug code * Take transform feedback varying count into account * Create shader cache directory if it does not exist + fragment output map related fixes * Remove debug code * Only check texture descriptors if the constant buffer is bound * Also check CPU VA on GetSpanMapped * Remove more unused code and move cache related code * XML docs + remove more unused methods * Better codegen for TransformFeedbackDescriptor.AsSpan * Support migration from old cache format, remove more unused code Shader cache rebuild now also rewrites the shared toc and data files * Fix migration error with BRX shaders * Add a limit to the async translation queue Avoid async translation threads not being able to keep up and the queue growing very large * Re-create specialization state on recompile This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access * Make shader cache more error resilient * Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc * Address early PR feedback * Fix rebase * Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly * Handle some missing exceptions * Make shader cache purge delete both old and new shader caches * Register textures on new specialization state * Translate and compile shaders in forward order (eliminates diffs due to different binding numbers) * Limit in-flight shader compilation to the maximum number of compilation threads * Replace ParallelDiskCacheLoader state changed event with a callback function * Better handling for invalid constant buffer 1 data length * Do not create the old cache directory structure if the old cache does not exist * Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented) * Replace rectangle texture with just coordinate normalization * Skip incompatible shaders that are missing texture information, instead of crashing This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable * Fix coordinates normalization on cubemap textures * Check if title ID is null before combining shader cache path * More robust constant buffer address validation on spec state * More robust constant buffer address validation on spec state (2) * Regenerate shader cache with one stream, rather than one per shader. * Only create shader cache directory during initialization * Logging improvements * Proper shader program disposal * PR feedback, and add a comment on serialized structs * XML docs for RegisterTexture Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-04-10 13:49:44 +00:00
oldCacheDirectories.AddRange(shaderCacheDir.EnumerateDirectories("*"));
newCacheFiles.AddRange(shaderCacheDir.GetFiles("*.toc"));
newCacheFiles.AddRange(shaderCacheDir.GetFiles("*.data"));
}
New shader cache implementation (#3194) * New shader cache implementation * Remove some debug code * Take transform feedback varying count into account * Create shader cache directory if it does not exist + fragment output map related fixes * Remove debug code * Only check texture descriptors if the constant buffer is bound * Also check CPU VA on GetSpanMapped * Remove more unused code and move cache related code * XML docs + remove more unused methods * Better codegen for TransformFeedbackDescriptor.AsSpan * Support migration from old cache format, remove more unused code Shader cache rebuild now also rewrites the shared toc and data files * Fix migration error with BRX shaders * Add a limit to the async translation queue Avoid async translation threads not being able to keep up and the queue growing very large * Re-create specialization state on recompile This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access * Make shader cache more error resilient * Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc * Address early PR feedback * Fix rebase * Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly * Handle some missing exceptions * Make shader cache purge delete both old and new shader caches * Register textures on new specialization state * Translate and compile shaders in forward order (eliminates diffs due to different binding numbers) * Limit in-flight shader compilation to the maximum number of compilation threads * Replace ParallelDiskCacheLoader state changed event with a callback function * Better handling for invalid constant buffer 1 data length * Do not create the old cache directory structure if the old cache does not exist * Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented) * Replace rectangle texture with just coordinate normalization * Skip incompatible shaders that are missing texture information, instead of crashing This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable * Fix coordinates normalization on cubemap textures * Check if title ID is null before combining shader cache path * More robust constant buffer address validation on spec state * More robust constant buffer address validation on spec state (2) * Regenerate shader cache with one stream, rather than one per shader. * Only create shader cache directory during initialization * Logging improvements * Proper shader program disposal * PR feedback, and add a comment on serialized structs * XML docs for RegisterTexture Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-04-10 13:49:44 +00:00
if ((oldCacheDirectories.Count > 0 || newCacheFiles.Count > 0) && warningDialog.Run() == (int)ResponseType.Yes)
{
New shader cache implementation (#3194) * New shader cache implementation * Remove some debug code * Take transform feedback varying count into account * Create shader cache directory if it does not exist + fragment output map related fixes * Remove debug code * Only check texture descriptors if the constant buffer is bound * Also check CPU VA on GetSpanMapped * Remove more unused code and move cache related code * XML docs + remove more unused methods * Better codegen for TransformFeedbackDescriptor.AsSpan * Support migration from old cache format, remove more unused code Shader cache rebuild now also rewrites the shared toc and data files * Fix migration error with BRX shaders * Add a limit to the async translation queue Avoid async translation threads not being able to keep up and the queue growing very large * Re-create specialization state on recompile This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access * Make shader cache more error resilient * Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc * Address early PR feedback * Fix rebase * Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly * Handle some missing exceptions * Make shader cache purge delete both old and new shader caches * Register textures on new specialization state * Translate and compile shaders in forward order (eliminates diffs due to different binding numbers) * Limit in-flight shader compilation to the maximum number of compilation threads * Replace ParallelDiskCacheLoader state changed event with a callback function * Better handling for invalid constant buffer 1 data length * Do not create the old cache directory structure if the old cache does not exist * Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented) * Replace rectangle texture with just coordinate normalization * Skip incompatible shaders that are missing texture information, instead of crashing This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable * Fix coordinates normalization on cubemap textures * Check if title ID is null before combining shader cache path * More robust constant buffer address validation on spec state * More robust constant buffer address validation on spec state (2) * Regenerate shader cache with one stream, rather than one per shader. * Only create shader cache directory during initialization * Logging improvements * Proper shader program disposal * PR feedback, and add a comment on serialized structs * XML docs for RegisterTexture Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-04-10 13:49:44 +00:00
foreach (DirectoryInfo directory in oldCacheDirectories)
{
try
{
directory.Delete(true);
}
catch (Exception e)
{
GtkDialog.CreateErrorDialog($"Error purging shader cache at {directory.Name}: {e}");
}
}
New shader cache implementation (#3194) * New shader cache implementation * Remove some debug code * Take transform feedback varying count into account * Create shader cache directory if it does not exist + fragment output map related fixes * Remove debug code * Only check texture descriptors if the constant buffer is bound * Also check CPU VA on GetSpanMapped * Remove more unused code and move cache related code * XML docs + remove more unused methods * Better codegen for TransformFeedbackDescriptor.AsSpan * Support migration from old cache format, remove more unused code Shader cache rebuild now also rewrites the shared toc and data files * Fix migration error with BRX shaders * Add a limit to the async translation queue Avoid async translation threads not being able to keep up and the queue growing very large * Re-create specialization state on recompile This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access * Make shader cache more error resilient * Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc * Address early PR feedback * Fix rebase * Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly * Handle some missing exceptions * Make shader cache purge delete both old and new shader caches * Register textures on new specialization state * Translate and compile shaders in forward order (eliminates diffs due to different binding numbers) * Limit in-flight shader compilation to the maximum number of compilation threads * Replace ParallelDiskCacheLoader state changed event with a callback function * Better handling for invalid constant buffer 1 data length * Do not create the old cache directory structure if the old cache does not exist * Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented) * Replace rectangle texture with just coordinate normalization * Skip incompatible shaders that are missing texture information, instead of crashing This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable * Fix coordinates normalization on cubemap textures * Check if title ID is null before combining shader cache path * More robust constant buffer address validation on spec state * More robust constant buffer address validation on spec state (2) * Regenerate shader cache with one stream, rather than one per shader. * Only create shader cache directory during initialization * Logging improvements * Proper shader program disposal * PR feedback, and add a comment on serialized structs * XML docs for RegisterTexture Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-04-10 13:49:44 +00:00
foreach (FileInfo file in newCacheFiles)
{
try
{
file.Delete();
}
catch (Exception e)
{
GtkDialog.CreateErrorDialog($"Error purging shader cache at {file.Name}: {e}");
}
}
}
}
}
}