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  1. Oct 07, 2024
  2. Oct 01, 2024
  3. Sep 30, 2024
  4. Sep 28, 2024
  5. Sep 26, 2024
    • MaxLastBreath's avatar
      Convert MaxTextureCacheCapacity to Dynamic MaxTextureCacheCapacity for High... · d86249cb
      MaxLastBreath authored
      Convert MaxTextureCacheCapacity to Dynamic MaxTextureCacheCapacity for High Resolution Mod support. (#7307)
      
      * Add Texture Size Capacity and 8GB Dram Build
      
      * Update AutoDeleteCache.cs
      
      * Dynamic Texture Cache (WIP)
      
      * Change to float Multiplier, in-case it needs fine-tuning.
      
      * Delete src/src.sln
      
      * Update AutoDeleteCache.cs
      
      * Format
      
      * Fix Formatting
      
      * Add DefaultTextureSizeCapacity and MemoryScaleFactor
      
      - Also remove redundant New Lines
      
      * Fix 4GB dram crashing
      
      * Format newline
      
      * Refractor
      
      - Added Initialize() function to TextureCache and AutoDeleteCache
      - Removed GetMaxTextureCapacity() function and instead added _maxCacheMemoryUsage
      - Added private const MaxTextureSizeCapacity to AutoDelete Cache
      - Added TextureCache.Initialize() to MemoryManager in order to fetch MaxGpuMemory at the right time.
      - Moved and Changed Logger.Info for Gpu Memory to Logger.Notice and Moved it to PrintGpuInformation function.
      - Opted to use a ternary operator for the Initialize function, I think it looks cleaner than bunch of if statements.
      
      * Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs
      
      Co-authored-by: default avatargdkchan <gab.dark.100@gmail.com>
      
      * maxMemory to CacheMemory, use Clamp instead of Ternary. Changed MinTextureCapacity 1GiB to 512 MiB
      
      * Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs
      
      Co-authored-by: default avatargdkchan <gab.dark.100@gmail.com>
      
      * Format comment
      
      * comment context
      
      * Increase TextureSize capacity for OpenGL back to 1024
      
      - Added a new const ulong for OpenGLTextureSizeCapacity
      
      * Fix changes from last commit.
      
      * Adjust last OpenGL changes.
      
      * Remove garbage VSC file
      
      * Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs
      
      Co-authored-by: default avatargdkchan <gab.dark.100@gmail.com>
      
      * Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs
      
      Co-authored-by: default avatargdkchan <gab.dark.100@gmail.com>
      
      * Update src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs
      
      Co-authored-by: default avatargdkchan <gab.dark.100@gmail.com>
      
      ---------
      
      Co-authored-by: default avatargdkchan <gab.dark.100@gmail.com>
      d86249cb
    • riperiperi's avatar
      GPU: Ensure all clip distances are initialized when used (#7363) · 04d68ca6
      riperiperi authored
      * GPU: Ensure all clip distances are initialized when used
      
      * Shader cache version
      04d68ca6
  6. Sep 24, 2024
  7. Sep 22, 2024
  8. Sep 20, 2024
  9. Sep 19, 2024
  10. Sep 18, 2024
  11. Sep 17, 2024
    • gdkchan's avatar
      Revert "Wait for async task to complete (#7122)" (#7318) · 062ef43e
      gdkchan authored
      This reverts commit ccf96bf5.
      062ef43e
    • gdkchan's avatar
      Change image format view handling to allow view incompatible formats (#7311) · eb8132b6
      gdkchan authored
      * Allow creating texture aliases on texture pool
      
      * Delete old image format override code
      
      * New format incompatible alias
      
      * Missing bounds check
      
      * GetForBinding now takes FormatInfo
      
      * Make FormatInfo struct more compact
      eb8132b6
    • TSRBerry's avatar
      Wait for async task to complete (#7122) · ccf96bf5
      TSRBerry authored
      This way exceptions thrown during the execution of CheckLaunchState()
      will correctly invoke the unhandled exception handler
      and cause Ryujinx to crash.
      ccf96bf5
    • ZenoArrows's avatar
      Add area sampling scaler to allow for super-sampled anti-aliasing. (#7304) · f39e89ec
      ZenoArrows authored
      * Add area sampling scaler to allow for super-sampled anti-aliasing.
      
      * Area scaling filter doesn't have a scaling level.
      
      * Add further clarification to the tooltip on how to achieve supersampling.
      
      * ShaderHelper: Merge the two CompileProgram functions.
      
      * Convert tabs to spaces in area scaling shaders
      
      * Fixup Vulkan and OpenGL project files.
      
      * AreaScaling: Replace texture() by texelFetch() and use integer vectors.
      
      No functional difference, but it cleans up the code a bit.
      
      * AreaScaling: Delete unused sharpening level member.
      
      Also rename _scale to _sharpeningLevel for clarity and consistency.
      
      * AreaScaling: Delete unused scaleX/scaleY uniforms.
      
      * AreaScaling: Force the alpha to 1 when storing the pixel.
      
      * AreaScaling: Remove left-over sharpening buffer.
      f39e89ec
    • gdkchan's avatar
      Change 6GB DRAM expansion to 8GB (#7313) · cf77c011
      gdkchan authored
      * Change 6GB DRAM expansion to 8GB
      
      * Update texts and tooltips
      cf77c011
  12. Sep 15, 2024
  13. Sep 12, 2024
  14. Sep 02, 2024
    • riperiperi's avatar
      Vulkan: Feedback loop detection and barriers (#7226) · ca59c3f4
      riperiperi authored
      * Vulkan: Feedback loop improvements
      
      This PR allows the Vulkan backend to detect attachment feedback loops. These are currently used in the following ways:
      
      - Partial use of VK_EXT_attachment_feedback_loop_layout
        - All renderable textures have AttachmentFeedbackLoopBitExt
        - Compile pipelines with Color/DepthStencil feedback loop flags when present
      - Support using FragmentBarrier for feedback loops (fixes regressions from https://github.com/Ryujinx/Ryujinx/pull/7012 )
      
      TODO:
      - AMD GPUs may need layout transitions for it to properly allow textures to be used in feedback loops.
      - Use dynamic state for feedback loops. The background pipeline will always miss since feedback loop state isn't known on the GPU project.
      - How is the barrier dependency flag used? (DXVK just ignores it, there's no vulkan validation...)
      - Improve subpass dependencies to fix validation errors
      
      * Mark field readonly
      
      * Add feedback loop dynamic state
      
      * fix: add MoltenVK resolver workaround
      
      fix: add MoltenVK resolver workaround
      
      * Formatting
      
      * Fix more complaints
      
      * RADV dcc workaround
      
      * Use dynamic state properly, cleanup.
      
      * Use aspects flags in more places
      ca59c3f4
  15. Sep 01, 2024
  16. Aug 31, 2024
    • Emmanuel Hansen's avatar
      Make HLE project AOT friendly (#7085) · 2c5c0392
      Emmanuel Hansen authored
      * add hle service generator
      
      remove usage of reflection in device state
      
      * remove rd.xml generation
      
      * make applet manager reflection free
      
      * fix typos
      
      * fix encoding
      
      * fix style report
      
      * remove rogue generator reference
      
      * remove double assignment
      2c5c0392
    • Emmanuel Hansen's avatar
      Replace ImageSharp with SkiaSharp everywhere (#7030) · e0acde04
      Emmanuel Hansen authored
      * replace ImageSharp with SkiaSharp for inline keyboard applet rendering
      
      * fix avalonia inline keyboard input
      
      * remove image sharp from gtk3 project
      
      * add skiasharp linux assets
      
      * fix whitespace
      
      * fix format
      
      * fix ico image offset when saving shortcut to windows
      e0acde04
  17. Aug 27, 2024
  18. Aug 21, 2024
  19. Aug 20, 2024
  20. Aug 17, 2024
  21. Aug 13, 2024
  22. Aug 12, 2024
  23. Aug 08, 2024
  24. Aug 06, 2024
    • jhorv's avatar
      Replace and remove obsolete ByteMemoryPool type (#7155) · 7969fb6b
      jhorv authored
      * refactor: replace usage of ByteMemoryPool with MemoryOwner<byte>
      
      * refactor: delete unused ByteMemoryPool and ByteMemoryPool.ByteMemoryPoolBuffer types
      
      * refactor: change IMemoryOwner<byte> return types to MemoryOwner<byte>
      
      * fix(perf): get span via `MemoryOwner<T>.Span` directly instead of `MemoryOwner<T>.Memory.Span`
      
      * fix(perf): get span via MemoryOwner<T>.Span directly instead of `MemoryOwner<T>.Memory.Span`
      
      * fix(perf): get span via MemoryOwner<T>.Span directly instead of `MemoryOwner<T>.Memory.Span`
      7969fb6b
  25. Aug 05, 2024
  26. Aug 04, 2024
  27. Aug 03, 2024
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