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7 Commits

Author SHA1 Message Date
Mary Guillemard
e59dba42ef Set PointSize in shader on OpenGL (#6292)
Previously we were only doing it for Vulkan, but it turns out that
not setting it when PROGRAM_POINT_SIZE is set is considered UB
on OpenGL Core.

Signed-off-by: Mary <mary@mary.zone>
2024-02-10 20:27:17 +01:00
Mary Guillemard
bd6937ae5c Make IOpenGLContext.HasContext context dependent (#6290)
This makes IOpenGLContext.HasContext not static and be implementable.

By doing this, we can support more than WGL and WGL.

This also allows the SDL2 headless version to run under Wayland.

Signed-off-by: Mary <mary@mary.zone>
2024-02-10 20:13:10 +01:00
jcm
b82e789d4f Load custom SDL mappings from application data folder (#6295)
Co-authored-by: jcm <butt@butts.com>
2024-02-10 19:41:02 +01:00
gdkchan
4a6724622e Force CPU copy for non-identity DMA remap (#6293) 2024-02-10 15:38:58 -03:00
Mary Guillemard
0c73eba3db misc: Update to Ryujinx.Graphics.Nvdec.Dependencies 5.0.3-build14 (#6279)
Signed-off-by: Mary Guillemard <mary@mary.zone>
2024-02-10 11:23:44 +01:00
Mary Guillemard
a082e14ede Revert "Bump Ava (#6271)"
This reverts commit dfc0819e72.

X popup position broke entirely (my fault oops), waiting for next release with a fix
(see https://github.com/AvaloniaUI/Avalonia/pull/14551)
2024-02-08 22:14:56 +01:00
Isaac Marovitz
d29da11d5f Remove SDC (#6275) 2024-02-08 20:36:59 +01:00
13 changed files with 42 additions and 50 deletions

View File

@@ -3,11 +3,11 @@
<ManagePackageVersionsCentrally>true</ManagePackageVersionsCentrally>
</PropertyGroup>
<ItemGroup>
<PackageVersion Include="Avalonia" Version="11.0.8" />
<PackageVersion Include="Avalonia.Controls.DataGrid" Version="11.0.8" />
<PackageVersion Include="Avalonia.Desktop" Version="11.0.8" />
<PackageVersion Include="Avalonia.Diagnostics" Version="11.0.8" />
<PackageVersion Include="Avalonia.Markup.Xaml.Loader" Version="11.0.8" />
<PackageVersion Include="Avalonia" Version="11.0.7" />
<PackageVersion Include="Avalonia.Controls.DataGrid" Version="11.0.7" />
<PackageVersion Include="Avalonia.Desktop" Version="11.0.7" />
<PackageVersion Include="Avalonia.Diagnostics" Version="11.0.7" />
<PackageVersion Include="Avalonia.Markup.Xaml.Loader" Version="11.0.7" />
<PackageVersion Include="Avalonia.Svg" Version="11.0.0.13" />
<PackageVersion Include="Avalonia.Svg.Skia" Version="11.0.0.13" />
<PackageVersion Include="CommandLineParser" Version="2.9.1" />
@@ -32,7 +32,7 @@
<PackageVersion Include="OpenTK.Audio.OpenAL" Version="4.8.2" />
<PackageVersion Include="OpenTK.Windowing.GraphicsLibraryFramework" Version="4.8.2" />
<PackageVersion Include="Ryujinx.Audio.OpenAL.Dependencies" Version="1.21.0.1" />
<PackageVersion Include="Ryujinx.Graphics.Nvdec.Dependencies" Version="5.0.1-build13" />
<PackageVersion Include="Ryujinx.Graphics.Nvdec.Dependencies" Version="5.0.3-build14" />
<PackageVersion Include="Ryujinx.Graphics.Vulkan.Dependencies.MoltenVK" Version="1.2.0" />
<PackageVersion Include="Ryujinx.GtkSharp" Version="3.24.24.59-ryujinx" />
<PackageVersion Include="Ryujinx.SDL2-CS" Version="2.30.0-build32" />

View File

@@ -56,6 +56,9 @@
<PackageReference Include="SPB" />
<PackageReference Include="SharpZipLib" />
<PackageReference Include="SixLabors.ImageSharp" />
<!--NOTE: DO NOT REMOVE, THIS IS REQUIRED AS A RESULT OF A TRIMMING ISSUE IN AVALONIA -->
<PackageReference Include="System.Drawing.Common" />
</ItemGroup>
<ItemGroup>

View File

@@ -29,6 +29,8 @@ namespace Ryujinx.Ava.UI.Renderer
_context.MakeCurrent(_window);
}
public bool HasContext() => _context.IsCurrent;
public static SPBOpenGLContext CreateBackgroundContext(OpenGLContextBase sharedContext)
{
OpenGLContextBase context = PlatformHelper.CreateOpenGLContext(FramebufferFormat.Default, 3, 3, OpenGLContextFlags.Compat, true, sharedContext);

View File

@@ -277,6 +277,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
ReadOnlySpan<byte> srcSpan = memoryManager.GetSpan(srcGpuVa + (ulong)srcBaseOffset, srcSize, true);
// If remapping is disabled, we always copy the components directly, in order.
// If it's enabled, but the mapping is just XYZW, we also copy them in order.
bool isIdentityRemap = !remap ||
(_state.State.SetRemapComponentsDstX == SetRemapComponentsDst.SrcX &&
(dstComponents < 2 || _state.State.SetRemapComponentsDstY == SetRemapComponentsDst.SrcY) &&
(dstComponents < 3 || _state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.SrcZ) &&
(dstComponents < 4 || _state.State.SetRemapComponentsDstW == SetRemapComponentsDst.SrcW));
bool completeSource = IsTextureCopyComplete(src, srcLinear, srcBpp, srcStride, xCount, yCount);
bool completeDest = IsTextureCopyComplete(dst, dstLinear, dstBpp, dstStride, xCount, yCount);
@@ -284,7 +292,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
// but only if we are doing a complete copy,
// and not for block linear to linear copies, since those are typically accessed from the CPU.
if (completeSource && completeDest && !(dstLinear && !srcLinear))
if (completeSource && completeDest && !(dstLinear && !srcLinear) && isIdentityRemap)
{
var target = memoryManager.Physical.TextureCache.FindTexture(
memoryManager,
@@ -353,14 +361,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
TextureParams srcParams = new(srcRegionX, srcRegionY, srcBaseOffset, srcBpp, srcLinear, srcCalculator);
TextureParams dstParams = new(dstRegionX, dstRegionY, dstBaseOffset, dstBpp, dstLinear, dstCalculator);
// If remapping is enabled, we always copy the components directly, in order.
// If it's enabled, but the mapping is just XYZW, we also copy them in order.
bool isIdentityRemap = !remap ||
(_state.State.SetRemapComponentsDstX == SetRemapComponentsDst.SrcX &&
(dstComponents < 2 || _state.State.SetRemapComponentsDstY == SetRemapComponentsDst.SrcY) &&
(dstComponents < 3 || _state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.SrcZ) &&
(dstComponents < 4 || _state.State.SetRemapComponentsDstW == SetRemapComponentsDst.SrcW));
if (isIdentityRemap)
{
// The order of the components doesn't change, so we can just copy directly

View File

@@ -30,6 +30,8 @@ namespace Ryujinx.Graphics.OpenGL
_thread.Start();
}
public bool HasContext() => _backgroundContext.HasContext();
private void Run()
{
InBackground = true;

View File

@@ -7,21 +7,6 @@ namespace Ryujinx.Graphics.OpenGL
{
void MakeCurrent();
// TODO: Support more APIs per platform.
static bool HasContext()
{
if (OperatingSystem.IsWindows())
{
return WGLHelper.GetCurrentContext() != IntPtr.Zero;
}
else if (OperatingSystem.IsLinux())
{
return GLXHelper.GetCurrentContext() != IntPtr.Zero;
}
else
{
return false;
}
}
bool HasContext();
}
}

View File

@@ -248,7 +248,7 @@ namespace Ryujinx.Graphics.OpenGL
{
// alwaysBackground is ignored, since we cannot switch from the current context.
if (IOpenGLContext.HasContext())
if (_window.BackgroundContext.HasContext())
{
action(); // We have a context already - use that (assuming it is the main one).
}

View File

@@ -80,9 +80,10 @@ namespace Ryujinx.Graphics.Shader.Translation
return;
}
if (TranslatorContext.Definitions.Stage == ShaderStage.Vertex && TranslatorContext.Options.TargetApi == TargetApi.Vulkan)
// Vulkan requires the point size to be always written on the shader if the primitive topology is points.
// OpenGL requires the point size to be always written on the shader if PROGRAM_POINT_SIZE is set.
if (TranslatorContext.Definitions.Stage == ShaderStage.Vertex)
{
// Vulkan requires the point size to be always written on the shader if the primitive topology is points.
this.Store(StorageKind.Output, IoVariable.PointSize, null, ConstF(TranslatorContext.Definitions.PointSize));
}

View File

@@ -96,6 +96,8 @@ namespace Ryujinx.Headless.SDL2.OpenGL
}
}
public bool HasContext() => SDL_GL_GetCurrentContext() != IntPtr.Zero;
public void Dispose()
{
SDL_GL_DeleteContext(_context);

View File

@@ -1,3 +1,4 @@
using Ryujinx.Common.Configuration;
using Ryujinx.Common.Logging;
using System;
using System.Collections.Concurrent;
@@ -93,7 +94,7 @@ namespace Ryujinx.SDL2.Common
SDL_EventState(SDL_EventType.SDL_CONTROLLERSENSORUPDATE, SDL_DISABLE);
string gamepadDbPath = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "SDL_GameControllerDB.txt");
string gamepadDbPath = Path.Combine(AppDataManager.BaseDirPath, "SDL_GameControllerDB.txt");
if (File.Exists(gamepadDbPath))
{

View File

@@ -2,15 +2,13 @@ using Ryujinx.Common;
using Ryujinx.Common.Configuration;
using ShellLink;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.Formats.Png;
using SixLabors.ImageSharp.PixelFormats;
using SixLabors.ImageSharp.Processing;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;
using System.IO;
using System.Runtime.Versioning;
using Image = System.Drawing.Image;
namespace Ryujinx.Ui.Common.Helper
{
@@ -23,12 +21,9 @@ namespace Ryujinx.Ui.Common.Helper
iconPath += ".ico";
MemoryStream iconDataStream = new(iconData);
using Image image = Image.FromStream(iconDataStream);
using Bitmap bitmap = new(128, 128);
using System.Drawing.Graphics graphic = System.Drawing.Graphics.FromImage(bitmap);
graphic.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphic.DrawImage(image, 0, 0, 128, 128);
SaveBitmapAsIcon(bitmap, iconPath);
var image = Image.Load(iconDataStream);
image.Mutate(x => x.Resize(128, 128));
SaveBitmapAsIcon(image, iconPath);
var shortcut = Shortcut.CreateShortcut(basePath, GetArgsString(applicationFilePath), iconPath, 0);
shortcut.StringData.NameString = cleanedAppName;
@@ -42,7 +37,7 @@ namespace Ryujinx.Ui.Common.Helper
var desktopFile = EmbeddedResources.ReadAllText("Ryujinx.Ui.Common/shortcut-template.desktop");
iconPath += ".png";
var image = SixLabors.ImageSharp.Image.Load<Rgba32>(iconData);
var image = Image.Load<Rgba32>(iconData);
image.SaveAsPng(iconPath);
using StreamWriter outputFile = new(Path.Combine(desktopPath, cleanedAppName + ".desktop"));
@@ -83,7 +78,7 @@ namespace Ryujinx.Ui.Common.Helper
}
const string IconName = "icon.png";
var image = SixLabors.ImageSharp.Image.Load<Rgba32>(iconData);
var image = Image.Load<Rgba32>(iconData);
image.SaveAsPng(Path.Combine(resourceFolderPath, IconName));
// plist file
@@ -147,7 +142,7 @@ namespace Ryujinx.Ui.Common.Helper
/// <param name="source">The source bitmap image that will be saved as an .ico file</param>
/// <param name="filePath">The location that the new .ico file will be saved too (Make sure to include '.ico' in the path).</param>
[SupportedOSPlatform("windows")]
private static void SaveBitmapAsIcon(Bitmap source, string filePath)
private static void SaveBitmapAsIcon(Image source, string filePath)
{
// Code Modified From https://stackoverflow.com/a/11448060/368354 by Benlitz
byte[] header = { 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 32, 0, 0, 0, 0, 0, 22, 0, 0, 0 };
@@ -155,7 +150,7 @@ namespace Ryujinx.Ui.Common.Helper
fs.Write(header);
// Writing actual data
source.Save(fs, ImageFormat.Png);
source.Save(fs, PngFormat.Instance);
// Getting data length (file length minus header)
long dataLength = fs.Length - header.Length;
// Write it in the correct place

View File

@@ -57,7 +57,6 @@
<ItemGroup>
<PackageReference Include="DiscordRichPresence" />
<PackageReference Include="securifybv.ShellLink" />
<PackageReference Include="System.Drawing.Common" />
</ItemGroup>
<ItemGroup>

View File

@@ -29,6 +29,8 @@ namespace Ryujinx.Ui
_context.MakeCurrent(_window);
}
public bool HasContext() => _context.IsCurrent;
public static SPBOpenGLContext CreateBackgroundContext(OpenGLContextBase sharedContext)
{
OpenGLContextBase context = PlatformHelper.CreateOpenGLContext(FramebufferFormat.Default, 3, 3, OpenGLContextFlags.Compat, true, sharedContext);