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{
"MenuBarFileOpenApplet" : "Open Applet" ,
"MenuBarFileOpenAppletOpenMiiAppletToolTip" : "Open Mii Editor Applet in Standalone mode" ,
"SettingsTabInputDirectMouseAccess" : "Direct Mouse Access" ,
"SettingsTabSystemMemoryManagerMode" : "Memory Manager Mode:" ,
"SettingsTabSystemMemoryManagerModeSoftware" : "Software" ,
"SettingsTabSystemMemoryManagerModeHost" : "Host (fast)" ,
"SettingsTabSystemMemoryManagerModeHostUnchecked" : "Host Unchecked (fastest, unsafe)" ,
"MenuBarFile" : "_File" ,
"MenuBarFileOpenFromFile" : "_Load Application From File" ,
"MenuBarFileOpenUnpacked" : "Load _Unpacked Game" ,
"MenuBarFileOpenEmuFolder" : "Open Ryujinx Folder" ,
"MenuBarFileOpenLogsFolder" : "Open Logs Folder" ,
"MenuBarFileExit" : "_Exit" ,
"MenuBarOptions" : "Options" ,
"MenuBarOptionsToggleFullscreen" : "Toggle Fullscreen" ,
"MenuBarOptionsStartGamesInFullscreen" : "Start Games in Fullscreen Mode" ,
"MenuBarOptionsStopEmulation" : "Stop Emulation" ,
"MenuBarOptionsSettings" : "_Settings" ,
"MenuBarOptionsManageUserProfiles" : "_Manage User Profiles" ,
"MenuBarActions" : "_Actions" ,
"MenuBarOptionsSimulateWakeUpMessage" : "Simulate Wake-up message" ,
"MenuBarActionsScanAmiibo" : "Scan An Amiibo" ,
"MenuBarTools" : "_Tools" ,
"MenuBarToolsInstallFirmware" : "Install Firmware" ,
"MenuBarFileToolsInstallFirmwareFromFile" : "Install a firmware from XCI or ZIP" ,
"MenuBarFileToolsInstallFirmwareFromDirectory" : "Install a firmware from a directory" ,
"MenuBarHelp" : "Help" ,
"MenuBarHelpCheckForUpdates" : "Check for Updates" ,
"MenuBarHelpAbout" : "About" ,
"MenuSearch" : "Search..." ,
"GameListHeaderFavorite" : "Fav" ,
"GameListHeaderIcon" : "Icon" ,
"GameListHeaderApplication" : "Name" ,
"GameListHeaderDeveloper" : "Developer" ,
"GameListHeaderVersion" : "Version" ,
"GameListHeaderTimePlayed" : "Play Time" ,
"GameListHeaderLastPlayed" : "Last Played" ,
"GameListHeaderFileExtension" : "File Ext" ,
"GameListHeaderFileSize" : "File Size" ,
"GameListHeaderPath" : "Path" ,
"GameListContextMenuOpenUserSaveDirectory" : "Open User Save Directory" ,
"GameListContextMenuOpenUserSaveDirectoryToolTip" : "Opens the directory which contains Application's User Save" ,
"GameListContextMenuOpenUserDeviceDirectory" : "Open User Device Directory" ,
"GameListContextMenuOpenUserDeviceDirectoryToolTip" : "Opens the directory which contains Application's Device Save" ,
"GameListContextMenuOpenUserBcatDirectory" : "Open User BCAT Directory" ,
"GameListContextMenuOpenUserBcatDirectoryToolTip" : "Opens the directory which contains Application's BCAT Save" ,
"GameListContextMenuManageTitleUpdates" : "Manage Title Updates" ,
"GameListContextMenuManageTitleUpdatesToolTip" : "Opens the Title Update management window" ,
"GameListContextMenuManageDlc" : "Manage DLC" ,
"GameListContextMenuManageDlcToolTip" : "Opens the DLC management window" ,
"GameListContextMenuOpenModsDirectory" : "Open Mods Directory" ,
"GameListContextMenuOpenModsDirectoryToolTip" : "Opens the directory which contains Application's Mods" ,
"GameListContextMenuCacheManagement" : "Cache Management" ,
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"GameListContextMenuCacheManagementPurgePptc" : "Queue PPTC Rebuild" ,
"GameListContextMenuCacheManagementPurgePptcToolTip" : "Trigger PPTC to rebuild at boot time on the next game launch" ,
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"GameListContextMenuCacheManagementPurgeShaderCache" : "Purge Shader Cache" ,
"GameListContextMenuCacheManagementPurgeShaderCacheToolTip" : "Deletes Application's shader cache" ,
"GameListContextMenuCacheManagementOpenPptcDirectory" : "Open PPTC Directory" ,
"GameListContextMenuCacheManagementOpenPptcDirectoryToolTip" : "Opens the directory which contains Application's PPTC cache" ,
"GameListContextMenuCacheManagementOpenShaderCacheDirectory" : "Open Shader Cache Directory" ,
"GameListContextMenuCacheManagementOpenShaderCacheDirectoryToolTip" : "Opens the directory which contains Application's shader cache" ,
"GameListContextMenuExtractData" : "Extract Data" ,
"GameListContextMenuExtractDataExeFS" : "ExeFS" ,
"GameListContextMenuExtractDataExeFSToolTip" : "Extract the ExeFS section from Application's current config (including updates)" ,
"GameListContextMenuExtractDataRomFS" : "RomFS" ,
"GameListContextMenuExtractDataRomFSToolTip" : "Extract the RomFS section from Application's current config (including updates)" ,
"GameListContextMenuExtractDataLogo" : "Logo" ,
"GameListContextMenuExtractDataLogoToolTip" : "Extract the Logo section from Application's current config (including updates)" ,
"StatusBarGamesLoaded" : "{0}/{1} Games Loaded" ,
"StatusBarSystemVersion" : "System Version: {0}" ,
"Settings" : "Settings" ,
"SettingsTabGeneral" : "User Interface" ,
"SettingsTabGeneralGeneral" : "General" ,
"SettingsTabGeneralEnableDiscordRichPresence" : "Enable Discord Rich Presence" ,
"SettingsTabGeneralCheckUpdatesOnLaunch" : "Check for Updates on Launch" ,
"SettingsTabGeneralShowConfirmExitDialog" : "Show \"Confirm Exit\" Dialog" ,
"SettingsTabGeneralHideCursorOnIdle" : "Hide Cursor on Idle" ,
"SettingsTabGeneralGameDirectories" : "Game Directories" ,
"SettingsTabGeneralAdd" : "Add" ,
"SettingsTabGeneralRemove" : "Remove" ,
"SettingsTabSystem" : "System" ,
"SettingsTabSystemCore" : "Core" ,
"SettingsTabSystemSystemRegion" : "System Region:" ,
"SettingsTabSystemSystemRegionJapan" : "Japan" ,
"SettingsTabSystemSystemRegionUSA" : "USA" ,
"SettingsTabSystemSystemRegionEurope" : "Europe" ,
"SettingsTabSystemSystemRegionAustralia" : "Australia" ,
"SettingsTabSystemSystemRegionChina" : "China" ,
"SettingsTabSystemSystemRegionKorea" : "Korea" ,
"SettingsTabSystemSystemRegionTaiwan" : "Taiwan" ,
"SettingsTabSystemSystemLanguage" : "System Language:" ,
"SettingsTabSystemSystemLanguageJapanese" : "Japanese" ,
"SettingsTabSystemSystemLanguageAmericanEnglish" : "American English" ,
"SettingsTabSystemSystemLanguageFrench" : "French" ,
"SettingsTabSystemSystemLanguageGerman" : "German" ,
"SettingsTabSystemSystemLanguageItalian" : "Italian" ,
"SettingsTabSystemSystemLanguageSpanish" : "Spanish" ,
"SettingsTabSystemSystemLanguageChinese" : "Chinese" ,
"SettingsTabSystemSystemLanguageKorean" : "Korean" ,
"SettingsTabSystemSystemLanguageDutch" : "Dutch" ,
"SettingsTabSystemSystemLanguagePortuguese" : "Portuguese" ,
"SettingsTabSystemSystemLanguageRussian" : "Russian" ,
"SettingsTabSystemSystemLanguageTaiwanese" : "Taiwanese" ,
"SettingsTabSystemSystemLanguageBritishEnglish" : "British English" ,
"SettingsTabSystemSystemLanguageCanadianFrench" : "Canadian French" ,
"SettingsTabSystemSystemLanguageLatinAmericanSpanish" : "Latin American Spanish" ,
"SettingsTabSystemSystemLanguageSimplifiedChinese" : "Simplified Chinese" ,
"SettingsTabSystemSystemLanguageTraditionalChinese" : "Traditional Chinese" ,
"SettingsTabSystemSystemTimeZone" : "System TimeZone:" ,
"SettingsTabSystemSystemTime" : "System Time:" ,
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"SettingsTabSystemEnableVsync" : "VSync" ,
"SettingsTabSystemEnablePptc" : "PPTC (Profiled Persistent Translation Cache)" ,
"SettingsTabSystemEnableFsIntegrityChecks" : "FS Integrity Checks" ,
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"SettingsTabSystemAudioBackend" : "Audio Backend:" ,
"SettingsTabSystemAudioBackendDummy" : "Dummy" ,
"SettingsTabSystemAudioBackendOpenAL" : "OpenAL" ,
"SettingsTabSystemAudioBackendSoundIO" : "SoundIO" ,
"SettingsTabSystemAudioBackendSDL2" : "SDL2" ,
"SettingsTabSystemHacks" : "Hacks" ,
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"SettingsTabSystemHacksNote" : " (may cause instability)" ,
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"SettingsTabSystemExpandDramSize" : "Use alternative memory layout (Developers)" ,
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"SettingsTabSystemIgnoreMissingServices" : "Ignore Missing Services" ,
"SettingsTabGraphics" : "Graphics" ,
Vulkan backend (#2518)
* WIP Vulkan implementation
* No need to initialize attributes on the SPIR-V backend anymore
* Allow multithreading shaderc and vkCreateShaderModule
You'll only really see the benefit here with threaded-gal or parallel shader cache compile.
Fix shaderc multithreaded changes
Thread safety for shaderc Options constructor
Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes.
* Support multiple levels/layers for blit.
Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now.
* TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use
* New depth-stencil blit method for AMD
* Workaround for AMD driver bug
* Fix some tessellation related issues (still doesn't work?)
* Submit command buffer before Texture GetData. (UE4 fix)
* DrawTexture support
* Fix BGRA on OpenGL backend
* Fix rebase build break
* Support format aliasing on SetImage
* Fix uniform buffers being lost when bindings are out of order
* Fix storage buffers being lost when bindings are out of order
(also avoid allocations when changing bindings)
* Use current command buffer for unscaled copy (perf)
Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies.
* Update to .net6
* Update Silk.NET to version 2.10.1
Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before.
* Fix PrimitivesGenerated query, disable Transform Feedback queries for now
Lets Splatoon 2 work on nvidia. (mostly)
* Update counter queue to be similar to the OGL one
Fixes softlocks when games had to flush counters.
* Don't throw when ending conditional rendering for now
This should be re-enabled when conditional rendering is enabled on nvidia etc.
* Update findMSB/findLSB to match master's instruction enum
* Fix triangle overlay on SMO, Captain Toad, maybe others?
* Don't make Intel Mesa pay for Intel Windows bugs
* Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders)
* Update Spv.Generator
* Add alpha test emulation on shader (but no shader specialisation yet...)
* Fix R4G4B4A4Unorm texture format permutation
* Validation layers should be enabled for any log level other than None
* Add barriers around vkCmdCopyImage
Write->Read barrier for src image (we want to wait for a write to read it)
Write->Read barrier for dst image (we want to wait for the copy to complete before use)
* Be a bit more careful with texture access flags, since it can be used for anything
* Device local mapping for all buffers
May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?)
Also some performance things and fixes issues with opengl games loading textures weird.
* Cleanup, disable device local buffers for now.
* Add single queue support
Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment.
* Fix some validation errors around extended dynamic state
* Remove Intel bug workaround, it was fixed on the latest driver
* Use circular queue for checking consumption on command buffers
Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once.
* Use SupportBufferUpdater, add single layer flush
* Fix counter queue leak when game decides to use host conditional rendering
* Force device local storage for textures (fixes linux performance)
* Port #3019
* Insert barriers around vkCmdBlitImage (may fix some amd flicker)
* Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers
* Don't pause transform feedback for multi draw
* Fix draw outside of render pass and missing capability
* Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more)
* Better workaround for AMD vertex buffer size alignment issue
* More instructions + fixes on SPIR-V backend
* Allow custom aspect ratio on Vulkan
* Correct GTK UI status bar positions
* SPIR-V: Functions must always end with a return
* SPIR-V: Fix ImageQuerySizeLod
* SPIR-V: Set DepthReplacing execution mode when FragDepth is modified
* SPIR-V: Implement LoopContinue IR instruction
* SPIR-V: Geometry shader support
* SPIR-V: Use correct binding number on storage buffers array
* Reduce allocations for Spir-v serialization
Passes BinaryWriter instead of the stream to Write and WriteOperand
- Removes creation of BinaryWriter for each instruction
- Removes allocations for literal string
* Some optimizations to Spv.Generator
- Dictionary for lookups of type declarations, constants, extinst
- LiteralInteger internal data format -> ushort
- Deterministic HashCode implementation to avoid spirv result not being the same between runs
- Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost)
TODO: improve instruction allocation, structured program creator, ssa?
* Pool Spv.Generator resources, cache delegates, spv opts
- Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module.
- NewInstruction is called instead of new Instruction()
- Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually.
- Estimate code size when creating the output MemoryStream
- LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast.
Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call.
TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads.
* LocalDefMap for Ssa Rewriter
Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator.
* SPIR-V: Transform feedback support
* SPIR-V: Fragment shader interlock support (and image coherency)
* SPIR-V: Add early fragment tests support
* SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta
* Don't pass depth clip state right now (fix decals)
Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted.
* Multisampling support
* Multisampling: Use resolve if src samples count > dst samples count
* Multisampling: We can only resolve for unscaled copies
* SPIR-V: Only add FSI exec mode if used.
* SPIR-V: Use ConstantComposite for Texture Offset Vector
Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are.
* SPIR-V: Don't OpReturn if we already OpExit'ed
Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist)
* SPIR-V: Only use input attribute type for input attributes
Output vertex attributes should always be of type float.
* Multithreaded Pipeline Compilation
* Address some feedback
* Make this 32
* Update topology with GpuAccessorState
* Cleanup for merge (note: disables spir-v)
* Make more robust to shader compilation failure
- Don't freeze when GLSL compilation fails
- Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure.
* Fix Multisampling
* Only update fragment scale count if a vertex texture needs a scale.
Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage.
This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now.
* Use a bitmap to do granular tracking for buffer uploads.
This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful.
Avoids ending render passes to update buffer data (not all the time)
- 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI)
- Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI)
As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory)
Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here.
* Copy query results after RP ends, rather than ending to copy
We need to end the render pass to get the data (submit command buffer) anyways...
Reduces render passes created in games that use queries.
* Rework Query stuff a bit to avoid render pass end
Tries to reset returned queries in background when possible, rather than ending the render pass.
Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?)
* Remove unnecessary lines
Was for testing
* Fix validation error for query reset
Need to think of a better way to do this.
* SPIR-V: Fix SwizzleAdd and some validation errors
* SPIR-V: Implement attribute indexing and StoreAttribute
* SPIR-V: Fix TextureSize for MS and Buffer sampler types
* Fix relaunch issues
* SPIR-V: Implement LogicalExclusiveOr
* SPIR-V: Constant buffer indexing support
* Ignore unsupported attributes rather than throwing (matches current GLSL behaviour)
* SPIR-V: Implement tessellation support
* SPIR-V: Geometry shader passthrough support
* SPIR-V: Implement StoreShader8/16 and StoreStorage8/16
* SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug
* SPIR-V: Fix field index for scale count
* SPIR-V: Fix another case of wrong field index
* SPIRV/GLSL: More scaling related fixes
* SPIR-V: Fix ImageLoad CompositeExtract component type
* SPIR-V: Workaround for Intel FrontFacing bug
* Enable SPIR-V backend by default
* Allow null samplers (samplers are not required when only using texelFetch to access the texture)
* Fix some validation errors related to texel block view usage flag and invalid image barrier base level
* Use explicit subgroup size if we can (might fix some block flickering on AMD)
* Take componentMask and scissor into account when clearing framebuffer attachments
* Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA)
* Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight)
Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different
* Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc)
* Check if the subgroup size is supported before passing a explicit size
* Only enable ShaderFloat64 if the GPU supports it
* We don't need to recompile shaders if alpha test state changed but alpha test is disabled
* Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before)
* Fix pipeline state saving before it is updated.
This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache.
* Allow null samplers on OpenGL backend
* _unit0Sampler should be set only for binding 0
* Remove unused PipelineConverter format variable (was causing IOR)
* Raise textures limit to 64 on Vulkan
* No need to pack the shader binaries if shader cache is disabled
* Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL
* Do not clear unbound framebuffer color attachments
* Geometry shader passthrough emulation
* Consolidate UpdateDepthMode and GetDepthMode implementation
* Fix A1B5G5R5 texture format and support R4G4 on Vulkan
* Add barrier before use of some modified images
* Report 32 bit query result on AMD windows (smo issue)
* Add texture recompression support (disabled for now)
It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures
* Do not report R4G4 format as supported on Vulkan
It was causing mario head to become white on Super Mario 64 (???)
* Improvements to -1 to 1 depth mode.
- Transformation is only applied on the last stage in the vertex pipeline.
- Should fix some issues with geometry and tessellation (hopefully)
- Reading back FragCoord Z on fragment will transform back to -1 to 1.
* Geometry Shader index count from ThreadsPerInputPrimitive
Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL
* Remove gl_FragDepth scaling
This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade.
* Add Gl StencilOp enum values to Vulkan
* Update guest cache to v1.1 (due to specialization state changes)
This will explode your shader cache from earlier vulkan build, but it must be done. :pensive:
* Vulkan/SPIR-V support for viewport inverse
* Fix typo
* Don't create query pools for unsupported query types
* Return of the Vector Indexing Bug
One day, everyone will get this right.
* Check for transform feedback query support
Sometimes transform feedback is supported without the query type.
* Fix gl_FragCoord.z transformation
FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs.
Fixes Pokemon Sword/Shield, possibly others.
* Fix Avalonia Rebase
Vulkan is currently not available on Avalonia, but the build does work and you can use opengl.
* Fix headless build
* Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host
* Fix BCn 4/5 conversion, GetTextureTarget
BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect.
GetTextureTarget was not creating a view with the replacement format.
* Fix dependency
* Fix inverse viewport transform vector type on SPIR-V
* Do not require null descriptors support
* If MultiViewport is not supported, do not try to set more than one viewport/scissor
* Bounds check on bitmap add.
* Flush queries on attachment change rather than program change
Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending.
Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets.
* Add support for avalonia (#6)
* add avalonia support
* only lock around skia flush
* addressed review
* cleanup
* add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check
* fix getting window handle on linux. skip render is size is 0
* Combine non-buffer with buffer image descriptor sets
* Support multisample texture copy with automatic resolve on Vulkan
* Remove old CompileShader methods from the Vulkan backend
* Add minimal pipeline layouts that only contains used bindings
They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders
* Pre-compile helper shader as SPIR-V, and some fixes
* Remove pre-compiled shaderc binary for Windows as its no longer needed by default
* Workaround RADV crash
Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist".
* Use RobustBufferAccess on NVIDIA gpus
Avoids the SMO waterfall triangle on older NVIDIA gpus.
* Implement GPU selector and expose texture recompression on the UI and config
* Fix and enable background compute shader compilation
Also disables warnings from shader cache pipeline misses.
* Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added
* If S8D24 is not supported, use D32FS8
* Ensure all fences are destroyed on dispose
* Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks
* Add missing clear layer parameter after rebase
* Use selected gpu from config for avalonia (#7)
* use configured device
* address review
* Fix D32S8 copy workaround (AMD)
Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things.
* Use push descriptors for uniform buffer updates (disabled for now)
* Push descriptor support check, buffer redundancy checks
Should make push descriptors faster, needs more testing though.
* Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs
* Adjust bindings array sizes
* Force submit command buffers if memory in use by its resources is high
* Add workaround for AMD GCN cubemap view sins
`ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue.
This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry)
Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there.
* Add mobile, non-RX variants to the GCN regex.
Also make sure that the 3 digit ones only include numbers starting with 7 or 8.
* Increase image limit per stage from 8 to 16
Xenoblade Chronicles 2 was hiting the limit of 8
* Minor code cleanup
* Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer
* Add gpu selector to Avalonia (#8)
* Add gpu selector to avalonia settings
* show backend label on window
* some fixes
* address review
* Minor changes to the Avalonia UI
* Update graphics window UI and locales. (#9)
* Update xaml and update locales
* locale updates
Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish?
* Fix locales with more (?) correct translations.
* add separator to render widget
* fix spanish and portuguese
* Add new IdList, replaces buffer list that could not remove elements and had unbounded growth
* Don't crash the settings window if Vulkan is not supported
* Fix Actions menu not being clickable on GTK UI after relaunch
* Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer
* Fix IdList and make it not thread safe
* Revert useless OpenGL format table changes
* Fix headless project build
* List throws ArgumentOutOfRangeException
* SPIR-V: Fix tessellation
* Increase shader cache version due to tessellation fix
* Reduce number of Sync objects created (improves perf in some specific titles)
* Fix vulkan validation errors for NPOT compressed upload and GCN workaround.
* Add timestamp to the shader cache and force rebuild if host cache is outdated
* Prefer Mail box present mode for popups (#11)
* Prefer Mail box present mode
* fix debug
* switch present mode when vsync is toggled
* only disable vsync on the main window
* SPIR-V: Fix geometry shader input load with transform feedback
* BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0
* Fix Avalonia build
* Address initial PR feedback
* Only set transform feedback outputs on last vertex stage
* Address riperiperi PR feedback
* Remove outdated comment
* Remove unused constructor
* Only throw for negative results
* Throw for QueueSubmit and other errors
No point in delaying the inevitable
* Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler
* Fix some resolution scale issues
* No need for two UpdateScale calls
* Fix comments on SPIR-V generator project
* Try to fix shader local memory size
On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region?
* Remove RectangleF that is now unused
* Fix ImageGather with multiple offsets
Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct`
* Address PR feedback from jD in all projects except Avalonia
* Address most of jD PR feedback on Avalonia
* Remove unsafe
* Fix VulkanSkiaGpu
* move present mode request out of Create Swapchain method
* split more parts of create swapchain
* addressed reviews
* addressed review
* Address second batch of jD PR feedback
* Fix buffer <-> image copy row length and height alignment
AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes
* Better fix for NPOT alignment issue
* Use switch expressions on Vulkan EnumConversion
Thanks jD
* Fix Avalonia build
* Add Vulkan selection prompt on startup
* Grammar fixes on Vulkan prompt message
* Add missing Vulkan migration flag
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com>
Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 14:26:06 -07:00
"SettingsTabGraphicsAPI" : "Graphics API" ,
"SettingsTabGraphicsEnableShaderCache" : "Enable Shader Cache" ,
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"SettingsTabGraphicsAnisotropicFiltering" : "Anisotropic Filtering:" ,
"SettingsTabGraphicsAnisotropicFilteringAuto" : "Auto" ,
"SettingsTabGraphicsAnisotropicFiltering2x" : "2x" ,
"SettingsTabGraphicsAnisotropicFiltering4x" : "4x" ,
"SettingsTabGraphicsAnisotropicFiltering8x" : "8x" ,
"SettingsTabGraphicsAnisotropicFiltering16x" : "16x" ,
"SettingsTabGraphicsResolutionScale" : "Resolution Scale:" ,
"SettingsTabGraphicsResolutionScaleCustom" : "Custom (Not recommended)" ,
"SettingsTabGraphicsResolutionScaleNative" : "Native (720p/1080p)" ,
"SettingsTabGraphicsResolutionScale2x" : "2x (1440p/2160p)" ,
"SettingsTabGraphicsResolutionScale3x" : "3x (2160p/3240p)" ,
"SettingsTabGraphicsResolutionScale4x" : "4x (2880p/4320p)" ,
"SettingsTabGraphicsAspectRatio" : "Aspect Ratio:" ,
"SettingsTabGraphicsAspectRatio4x3" : "4:3" ,
"SettingsTabGraphicsAspectRatio16x9" : "16:9" ,
"SettingsTabGraphicsAspectRatio16x10" : "16:10" ,
"SettingsTabGraphicsAspectRatio21x9" : "21:9" ,
"SettingsTabGraphicsAspectRatio32x9" : "32:9" ,
"SettingsTabGraphicsAspectRatioStretch" : "Stretch to Fit Window" ,
"SettingsTabGraphicsDeveloperOptions" : "Developer Options" ,
"SettingsTabGraphicsShaderDumpPath" : "Graphics Shader Dump Path:" ,
"SettingsTabLogging" : "Logging" ,
"SettingsTabLoggingLogging" : "Logging" ,
"SettingsTabLoggingEnableLoggingToFile" : "Enable Logging to File" ,
"SettingsTabLoggingEnableStubLogs" : "Enable Stub Logs" ,
"SettingsTabLoggingEnableInfoLogs" : "Enable Info Logs" ,
"SettingsTabLoggingEnableWarningLogs" : "Enable Warning Logs" ,
"SettingsTabLoggingEnableErrorLogs" : "Enable Error Logs" ,
"SettingsTabLoggingEnableTraceLogs" : "Enable Trace Logs" ,
"SettingsTabLoggingEnableGuestLogs" : "Enable Guest Logs" ,
"SettingsTabLoggingEnableFsAccessLogs" : "Enable Fs Access Logs" ,
"SettingsTabLoggingFsGlobalAccessLogMode" : "Fs Global Access Log Mode:" ,
"SettingsTabLoggingDeveloperOptions" : "Developer Options (WARNING: Will reduce performance)" ,
"SettingsTabLoggingOpenglLogLevel" : "OpenGL Log Level:" ,
"SettingsTabLoggingOpenglLogLevelNone" : "None" ,
"SettingsTabLoggingOpenglLogLevelError" : "Error" ,
"SettingsTabLoggingOpenglLogLevelPerformance" : "Slowdowns" ,
"SettingsTabLoggingOpenglLogLevelAll" : "All" ,
"SettingsTabLoggingEnableDebugLogs" : "Enable Debug Logs" ,
"SettingsTabInput" : "Input" ,
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"SettingsTabInputEnableDockedMode" : "Docked Mode" ,
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"SettingsTabInputDirectKeyboardAccess" : "Direct Keyboard Access" ,
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"SettingsButtonSave" : "Save" ,
"SettingsButtonClose" : "Close" ,
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"SettingsButtonOk" : "OK" ,
"SettingsButtonCancel" : "Cancel" ,
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"SettingsButtonApply" : "Apply" ,
"ControllerSettingsPlayer" : "Player" ,
"ControllerSettingsPlayer1" : "Player 1" ,
"ControllerSettingsPlayer2" : "Player 2" ,
"ControllerSettingsPlayer3" : "Player 3" ,
"ControllerSettingsPlayer4" : "Player 4" ,
"ControllerSettingsPlayer5" : "Player 5" ,
"ControllerSettingsPlayer6" : "Player 6" ,
"ControllerSettingsPlayer7" : "Player 7" ,
"ControllerSettingsPlayer8" : "Player 8" ,
"ControllerSettingsHandheld" : "Handheld" ,
"ControllerSettingsInputDevice" : "Input Device" ,
"ControllerSettingsRefresh" : "Refresh" ,
"ControllerSettingsDeviceDisabled" : "Disabled" ,
"ControllerSettingsControllerType" : "Controller Type" ,
"ControllerSettingsControllerTypeHandheld" : "Handheld" ,
"ControllerSettingsControllerTypeProController" : "Pro Controller" ,
"ControllerSettingsControllerTypeJoyConPair" : "JoyCon Pair" ,
"ControllerSettingsControllerTypeJoyConLeft" : "JoyCon Left" ,
"ControllerSettingsControllerTypeJoyConRight" : "JoyCon Right" ,
"ControllerSettingsProfile" : "Profile" ,
"ControllerSettingsProfileDefault" : "Default" ,
"ControllerSettingsLoad" : "Load" ,
"ControllerSettingsAdd" : "Add" ,
"ControllerSettingsRemove" : "Remove" ,
"ControllerSettingsButtons" : "Buttons" ,
"ControllerSettingsButtonA" : "A" ,
"ControllerSettingsButtonB" : "B" ,
"ControllerSettingsButtonX" : "X" ,
"ControllerSettingsButtonY" : "Y" ,
"ControllerSettingsButtonPlus" : "+" ,
"ControllerSettingsButtonMinus" : "-" ,
"ControllerSettingsDPad" : "Directional Pad" ,
"ControllerSettingsDPadUp" : "Up" ,
"ControllerSettingsDPadDown" : "Down" ,
"ControllerSettingsDPadLeft" : "Left" ,
"ControllerSettingsDPadRight" : "Right" ,
"ControllerSettingsLStick" : "Left Stick" ,
"ControllerSettingsLStickButton" : "Button" ,
"ControllerSettingsLStickUp" : "Up" ,
"ControllerSettingsLStickDown" : "Down" ,
"ControllerSettingsLStickLeft" : "Left" ,
"ControllerSettingsLStickRight" : "Right" ,
"ControllerSettingsLStickStick" : "Stick" ,
"ControllerSettingsLStickInvertXAxis" : "Invert Stick X" ,
"ControllerSettingsLStickInvertYAxis" : "Invert Stick Y" ,
"ControllerSettingsLStickDeadzone" : "Deadzone:" ,
"ControllerSettingsRStick" : "Right Stick" ,
"ControllerSettingsRStickButton" : "Button" ,
"ControllerSettingsRStickUp" : "Up" ,
"ControllerSettingsRStickDown" : "Down" ,
"ControllerSettingsRStickLeft" : "Left" ,
"ControllerSettingsRStickRight" : "Right" ,
"ControllerSettingsRStickStick" : "Stick" ,
"ControllerSettingsRStickInvertXAxis" : "Invert Stick X" ,
"ControllerSettingsRStickInvertYAxis" : "Invert Stick Y" ,
"ControllerSettingsRStickDeadzone" : "Deadzone:" ,
"ControllerSettingsTriggersLeft" : "Triggers Left" ,
"ControllerSettingsTriggersRight" : "Triggers Right" ,
"ControllerSettingsTriggersButtonsLeft" : "Trigger Buttons Left" ,
"ControllerSettingsTriggersButtonsRight" : "Trigger Buttons Right" ,
"ControllerSettingsTriggers" : "Triggers" ,
"ControllerSettingsTriggerL" : "L" ,
"ControllerSettingsTriggerR" : "R" ,
"ControllerSettingsTriggerZL" : "ZL" ,
"ControllerSettingsTriggerZR" : "ZR" ,
"ControllerSettingsLeftSL" : "SL" ,
"ControllerSettingsLeftSR" : "SR" ,
"ControllerSettingsRightSL" : "SL" ,
"ControllerSettingsRightSR" : "SR" ,
"ControllerSettingsExtraButtonsLeft" : "Buttons Left" ,
"ControllerSettingsExtraButtonsRight" : "Buttons Right" ,
"ControllerSettingsMisc" : "Miscellaneous" ,
"ControllerSettingsTriggerThreshold" : "Trigger Threshold:" ,
"ControllerSettingsMotion" : "Motion" ,
"ControllerSettingsMotionUseCemuhookCompatibleMotion" : "Use CemuHook compatible motion" ,
"ControllerSettingsMotionControllerSlot" : "Controller Slot:" ,
"ControllerSettingsMotionMirrorInput" : "Mirror Input" ,
"ControllerSettingsMotionRightJoyConSlot" : "Right JoyCon Slot:" ,
"ControllerSettingsMotionServerHost" : "Server Host:" ,
"ControllerSettingsMotionGyroSensitivity" : "Gyro Sensitivity:" ,
"ControllerSettingsMotionGyroDeadzone" : "Gyro Deadzone:" ,
"ControllerSettingsSave" : "Save" ,
"ControllerSettingsClose" : "Close" ,
"UserProfilesSelectedUserProfile" : "Selected User Profile:" ,
"UserProfilesSaveProfileName" : "Save Profile Name" ,
"UserProfilesChangeProfileImage" : "Change Profile Image" ,
"UserProfilesAvailableUserProfiles" : "Available User Profiles:" ,
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"UserProfilesAddNewProfile" : "Create Profile" ,
"UserProfilesDeleteSelectedProfile" : "Delete Selected" ,
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"UserProfilesClose" : "Close" ,
"ProfileImageSelectionTitle" : "Profile Image Selection" ,
"ProfileImageSelectionHeader" : "Choose a profile Image" ,
"ProfileImageSelectionNote" : "You may import a custom profile image, or select an avatar from system firmware" ,
"ProfileImageSelectionImportImage" : "Import Image File" ,
"ProfileImageSelectionSelectAvatar" : "Select Firmware Avatar" ,
"InputDialogTitle" : "Input Dialog" ,
"InputDialogOk" : "OK" ,
"InputDialogCancel" : "Cancel" ,
"InputDialogAddNewProfileTitle" : "Choose the Profile Name" ,
"InputDialogAddNewProfileHeader" : "Please Enter a Profile Name" ,
"InputDialogAddNewProfileSubtext" : "(Max Length: {0})" ,
"AvatarChoose" : "Choose" ,
"AvatarSetBackgroundColor" : "Set Background Color" ,
"AvatarClose" : "Close" ,
"ControllerSettingsLoadProfileToolTip" : "Load Profile" ,
"ControllerSettingsAddProfileToolTip" : "Add Profile" ,
"ControllerSettingsRemoveProfileToolTip" : "Remove Profile" ,
" C o n t r o l l e r S e t t i n g s S a v e P r o f i l e T o o l T i p ": " S a v e P r o f i l e " ,
"MenuBarFileToolsTakeScreenshot" : "Take Screenshot" ,
"MenuBarFileToolsHideUi" : "Hide Ui" ,
"GameListContextMenuToggleFavorite" : "Toggle Favorite" ,
"GameListContextMenuToggleFavoriteToolTip" : "Toggle Favorite status of Game" ,
"SettingsTabGeneralTheme" : "Theme" ,
"SettingsTabGeneralThemeCustomTheme" : "Custom Theme Path" ,
"SettingsTabGeneralThemeBaseStyle" : "Base Style" ,
"SettingsTabGeneralThemeBaseStyleDark" : "Dark" ,
"SettingsTabGeneralThemeBaseStyleLight" : "Light" ,
"SettingsTabGeneralThemeEnableCustomTheme" : "Enable Custom Theme" ,
"ButtonBrowse" : "Browse" ,
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"ControllerSettingsConfigureGeneral" : "Configure" ,
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"ControllerSettingsRumble" : "Rumble" ,
"ControllerSettingsRumbleStrongMultiplier" : "Strong Rumble Multiplier" ,
"ControllerSettingsRumbleWeakMultiplier" : "Weak Rumble Multiplier" ,
"DialogMessageSaveNotAvailableMessage" : "There is no savedata for {0} [{1:x16}]" ,
"DialogMessageSaveNotAvailableCreateSaveMessage" : "Would you like to create savedata for this game?" ,
"DialogConfirmationTitle" : "Ryujinx - Confirmation" ,
"DialogUpdaterTitle" : "Ryujinx - Updater" ,
"DialogErrorTitle" : "Ryujinx - Error" ,
"DialogWarningTitle" : "Ryujinx - Warning" ,
"DialogExitTitle" : "Ryujinx - Exit" ,
"DialogErrorMessage" : "Ryujinx has encountered an error" ,
"DialogExitMessage" : "Are you sure you want to close Ryujinx?" ,
"DialogExitSubMessage" : "All unsaved data will be lost!" ,
"DialogMessageCreateSaveErrorMessage" : "There was an error creating the specified savedata: {0}" ,
"DialogMessageFindSaveErrorMessage" : "There was an error finding the specified savedata: {0}" ,
"FolderDialogExtractTitle" : "Choose the folder to extract into" ,
"DialogNcaExtractionMessage" : "Extracting {0} section from {1}..." ,
"DialogNcaExtractionTitle" : "Ryujinx - NCA Section Extractor" ,
"DialogNcaExtractionMainNcaNotFoundErrorMessage" : "Extraction failure. The main NCA was not present in the selected file." ,
"DialogNcaExtractionCheckLogErrorMessage" : "Extraction failure. Read the log file for further information." ,
"DialogNcaExtractionSuccessMessage" : "Extraction completed successfully." ,
"DialogUpdaterConvertFailedMessage" : "Failed to convert the current Ryujinx version." ,
"DialogUpdaterCancelUpdateMessage" : "Cancelling Update!" ,
"DialogUpdaterAlreadyOnLatestVersionMessage" : "You are already using the most updated version of Ryujinx!" ,
"DialogUpdaterFailedToGetVersionMessage" : "An error has occurred when trying to get release information from Github Release. This can be caused if a new release is being compiled by GitHub Actions. Try again in a few minutes." ,
"DialogUpdaterConvertFailedGithubMessage" : "Failed to convert the received Ryujinx version from Github Release." ,
"DialogUpdaterDownloadingMessage" : "Downloading Update..." ,
"DialogUpdaterExtractionMessage" : "Extracting Update..." ,
"DialogUpdaterRenamingMessage" : "Renaming Update..." ,
"DialogUpdaterAddingFilesMessage" : "Adding New Update..." ,
"DialogUpdaterCompleteMessage" : "Update Complete!" ,
"DialogUpdaterRestartMessage" : "Do you want to restart Ryujinx now?" ,
"DialogUpdaterArchNotSupportedMessage" : "You are not running a supported system architecture!" ,
"DialogUpdaterArchNotSupportedSubMessage" : "(Only x64 systems are supported!)" ,
"DialogUpdaterNoInternetMessage" : "You are not connected to the Internet!" ,
"DialogUpdaterNoInternetSubMessage" : "Please verify that you have a working Internet connection!" ,
"DialogUpdaterDirtyBuildMessage" : "You Cannot update a Dirty build of Ryujinx!" ,
"DialogUpdaterDirtyBuildSubMessage" : "Please download Ryujinx at https://ryujinx.org/ if you are looking for a supported version." ,
"DialogRestartRequiredMessage" : "Restart Required" ,
"DialogThemeRestartMessage" : "Theme has been saved. A restart is needed to apply the theme." ,
"DialogThemeRestartSubMessage" : "Do you want to restart" ,
"DialogFirmwareInstallEmbeddedMessage" : "Would you like to install the firmware embedded in this game? (Firmware {0})" ,
"DialogFirmwareInstallEmbeddedSuccessMessage" : "No installed firmware was found but Ryujinx was able to install firmware {0} from the provided game.\\nThe emulator will now start." ,
"DialogFirmwareNoFirmwareInstalledMessage" : "No Firmware Installed" ,
"DialogFirmwareInstalledMessage" : "Firmware {0} was installed" ,
"DialogOpenSettingsWindowLabel" : "Open Settings Window" ,
"DialogControllerAppletTitle" : "Controller Applet" ,
"DialogMessageDialogErrorExceptionMessage" : "Error displaying Message Dialog: {0}" ,
"DialogSoftwareKeyboardErrorExceptionMessage" : "Error displaying Software Keyboard: {0}" ,
"DialogErrorAppletErrorExceptionMessage" : "Error displaying ErrorApplet Dialog: {0}" ,
"DialogUserErrorDialogMessage" : "{0}: {1}" ,
"DialogUserErrorDialogInfoMessage" : "\nFor more information on how to fix this error, follow our Setup Guide." ,
"DialogUserErrorDialogTitle" : "Ryujinx Error ({0})" ,
"DialogAmiiboApiTitle" : "Amiibo API" ,
"DialogAmiiboApiFailFetchMessage" : "An error occured while fetching information from the API." ,
"DialogAmiiboApiConnectErrorMessage" : "Unable to connect to Amiibo API server. The service may be down or you may need to verify your internet connection is online." ,
"DialogProfileInvalidProfileErrorMessage" : "Profile {0} is incompatible with the current input configuration system." ,
"DialogProfileDefaultProfileOverwriteErrorMessage" : "Default Profile can not be overwritten" ,
"DialogProfileDeleteProfileTitle" : "Deleting Profile" ,
"DialogProfileDeleteProfileMessage" : "This action is irreversible, are you sure you want to continue?" ,
"DialogWarning" : "Warning" ,
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"DialogPPTCDeletionMessage" : "You are about to queue a PPTC rebuild on the next boot of:\n\n{0}\n\nAre you sure you want to proceed?" ,
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"DialogPPTCDeletionErrorMessage" : "Error purging PPTC cache at {0}: {1}" ,
"DialogShaderDeletionMessage" : "You are about to delete the Shader cache for :\n\n{0}\n\nAre you sure you want to proceed?" ,
"DialogShaderDeletionErrorMessage" : "Error purging Shader cache at {0}: {1}" ,
"DialogRyujinxErrorMessage" : "Ryujinx has encountered an error" ,
"DialogInvalidTitleIdErrorMessage" : "UI error: The selected game did not have a valid title ID" ,
"DialogFirmwareInstallerFirmwareNotFoundErrorMessage" : "A valid system firmware was not found in {0}." ,
"DialogFirmwareInstallerFirmwareInstallTitle" : "Install Firmware {0}" ,
"DialogFirmwareInstallerFirmwareInstallMessage" : "System version {0} will be installed." ,
"DialogFirmwareInstallerFirmwareInstallSubMessage" : "\n\nThis will replace the current system version {0}." ,
"DialogFirmwareInstallerFirmwareInstallConfirmMessage" : "\n\nDo you want to continue?" ,
"DialogFirmwareInstallerFirmwareInstallWaitMessage" : "Installing firmware..." ,
"DialogFirmwareInstallerFirmwareInstallSuccessMessage" : "System version {0} successfully installed." ,
"DialogUserProfileDeletionWarningMessage" : "There would be no other profiles to be opened if selected profile is deleted" ,
"DialogUserProfileDeletionConfirmMessage" : "Do you want to delete the selected profile" ,
"DialogControllerSettingsModifiedConfirmMessage" : "The current controller settings has been updated." ,
"DialogControllerSettingsModifiedConfirmSubMessage" : "Do you want to save?" ,
"DialogDlcLoadNcaErrorMessage" : "{0}. Errored File: {1}" ,
"DialogDlcNoDlcErrorMessage" : "The specified file does not contain a DLC for the selected title!" ,
"DialogPerformanceCheckLoggingEnabledMessage" : "You have trace logging enabled, which is designed to be used by developers only." ,
"DialogPerformanceCheckLoggingEnabledConfirmMessage" : "For optimal performance, it's recommended to disable trace logging. Would you like to disable trace logging now?" ,
"DialogPerformanceCheckShaderDumpEnabledMessage" : "You have shader dumping enabled, which is designed to be used by developers only." ,
"DialogPerformanceCheckShaderDumpEnabledConfirmMessage" : "For optimal performance, it's recommended to disable shader dumping. Would you like to disable shader dumping now?" ,
"DialogLoadAppGameAlreadyLoadedMessage" : "A game has already been loaded" ,
"DialogLoadAppGameAlreadyLoadedSubMessage" : "Please stop emulation or close the emulator before launching another game." ,
"DialogUpdateAddUpdateErrorMessage" : "The specified file does not contain an update for the selected title!" ,
"DialogSettingsBackendThreadingWarningTitle" : "Warning - Backend Threading" ,
"DialogSettingsBackendThreadingWarningMessage" : "Ryujinx must be restarted after changing this option for it to apply fully. Depending on your platform, you may need to manually disable your driver's own multithreading when using Ryujinx's." ,
"SettingsTabGraphicsFeaturesOptions" : "Features" ,
"SettingsTabGraphicsBackendMultithreading" : "Graphics Backend Multithreading:" ,
"CommonAuto" : "Auto" ,
"CommonOff" : "Off" ,
"CommonOn" : "On" ,
"InputDialogYes" : "Yes" ,
"InputDialogNo" : "No" ,
"DialogProfileInvalidProfileNameErrorMessage" : "The file name contains invalid characters. Please try again." ,
"MenuBarOptionsPauseEmulation" : "Pause" ,
"MenuBarOptionsResumeEmulation" : "Resume" ,
"AboutUrlTooltipMessage" : "Click to open the Ryujinx website in your default browser." ,
"AboutDisclaimerMessage" : "Ryujinx is not affiliated with Nintendo™,\nor any of its partners, in any way." ,
"AboutAmiiboDisclaimerMessage" : "AmiiboAPI (www.amiiboapi.com) is used\nin our Amiibo emulation." ,
"AboutPatreonUrlTooltipMessage" : "Click to open the Ryujinx Patreon page in your default browser." ,
"AboutGithubUrlTooltipMessage" : "Click to open the Ryujinx GitHub page in your default browser." ,
"AboutDiscordUrlTooltipMessage" : "Click to open an invite to the Ryujinx Discord server in your default browser." ,
"AboutTwitterUrlTooltipMessage" : "Click to open the Ryujinx Twitter page in your default browser." ,
"AboutRyujinxAboutTitle" : "About:" ,
"AboutRyujinxAboutContent" : "Ryujinx is an emulator for the Nintendo Switch™.\nPlease support us on Patreon.\nGet all the latest news on our Twitter or Discord.\nDevelopers interested in contributing can find out more on our GitHub or Discord." ,
"AboutRyujinxMaintainersTitle" : "Maintained By:" ,
"AboutRyujinxMaintainersContentTooltipMessage" : "Click to open the Contributors page in your default browser." ,
"AboutRyujinxSupprtersTitle" : "Supported on Patreon By:" ,
"AmiiboSeriesLabel" : "Amiibo Series" ,
"AmiiboCharacterLabel" : "Character" ,
"AmiiboScanButtonLabel" : "Scan It" ,
"AmiiboOptionsShowAllLabel" : "Show All Amiibo" ,
"AmiiboOptionsUsRandomTagLabel" : "Hack: Use Random tag Uuid" ,
"DlcManagerTableHeadingEnabledLabel" : "Enabled" ,
"DlcManagerTableHeadingTitleIdLabel" : "Title ID" ,
"DlcManagerTableHeadingContainerPathLabel" : "Container Path" ,
"DlcManagerTableHeadingFullPathLabel" : "Full Path" ,
"DlcManagerRemoveAllButton" : "Remove All" ,
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"DlcManagerEnableAllButton" : "Enable All" ,
"DlcManagerDisableAllButton" : "Disable All" ,
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"MenuBarOptionsChangeLanguage" : "Change Language" ,
"CommonSort" : "Sort" ,
"CommonShowNames" : "Show Names" ,
"CommonFavorite" : "Favorite" ,
"OrderAscending" : "Ascending" ,
"OrderDescending" : "Descending" ,
Vulkan backend (#2518)
* WIP Vulkan implementation
* No need to initialize attributes on the SPIR-V backend anymore
* Allow multithreading shaderc and vkCreateShaderModule
You'll only really see the benefit here with threaded-gal or parallel shader cache compile.
Fix shaderc multithreaded changes
Thread safety for shaderc Options constructor
Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes.
* Support multiple levels/layers for blit.
Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now.
* TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use
* New depth-stencil blit method for AMD
* Workaround for AMD driver bug
* Fix some tessellation related issues (still doesn't work?)
* Submit command buffer before Texture GetData. (UE4 fix)
* DrawTexture support
* Fix BGRA on OpenGL backend
* Fix rebase build break
* Support format aliasing on SetImage
* Fix uniform buffers being lost when bindings are out of order
* Fix storage buffers being lost when bindings are out of order
(also avoid allocations when changing bindings)
* Use current command buffer for unscaled copy (perf)
Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies.
* Update to .net6
* Update Silk.NET to version 2.10.1
Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before.
* Fix PrimitivesGenerated query, disable Transform Feedback queries for now
Lets Splatoon 2 work on nvidia. (mostly)
* Update counter queue to be similar to the OGL one
Fixes softlocks when games had to flush counters.
* Don't throw when ending conditional rendering for now
This should be re-enabled when conditional rendering is enabled on nvidia etc.
* Update findMSB/findLSB to match master's instruction enum
* Fix triangle overlay on SMO, Captain Toad, maybe others?
* Don't make Intel Mesa pay for Intel Windows bugs
* Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders)
* Update Spv.Generator
* Add alpha test emulation on shader (but no shader specialisation yet...)
* Fix R4G4B4A4Unorm texture format permutation
* Validation layers should be enabled for any log level other than None
* Add barriers around vkCmdCopyImage
Write->Read barrier for src image (we want to wait for a write to read it)
Write->Read barrier for dst image (we want to wait for the copy to complete before use)
* Be a bit more careful with texture access flags, since it can be used for anything
* Device local mapping for all buffers
May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?)
Also some performance things and fixes issues with opengl games loading textures weird.
* Cleanup, disable device local buffers for now.
* Add single queue support
Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment.
* Fix some validation errors around extended dynamic state
* Remove Intel bug workaround, it was fixed on the latest driver
* Use circular queue for checking consumption on command buffers
Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once.
* Use SupportBufferUpdater, add single layer flush
* Fix counter queue leak when game decides to use host conditional rendering
* Force device local storage for textures (fixes linux performance)
* Port #3019
* Insert barriers around vkCmdBlitImage (may fix some amd flicker)
* Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers
* Don't pause transform feedback for multi draw
* Fix draw outside of render pass and missing capability
* Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more)
* Better workaround for AMD vertex buffer size alignment issue
* More instructions + fixes on SPIR-V backend
* Allow custom aspect ratio on Vulkan
* Correct GTK UI status bar positions
* SPIR-V: Functions must always end with a return
* SPIR-V: Fix ImageQuerySizeLod
* SPIR-V: Set DepthReplacing execution mode when FragDepth is modified
* SPIR-V: Implement LoopContinue IR instruction
* SPIR-V: Geometry shader support
* SPIR-V: Use correct binding number on storage buffers array
* Reduce allocations for Spir-v serialization
Passes BinaryWriter instead of the stream to Write and WriteOperand
- Removes creation of BinaryWriter for each instruction
- Removes allocations for literal string
* Some optimizations to Spv.Generator
- Dictionary for lookups of type declarations, constants, extinst
- LiteralInteger internal data format -> ushort
- Deterministic HashCode implementation to avoid spirv result not being the same between runs
- Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost)
TODO: improve instruction allocation, structured program creator, ssa?
* Pool Spv.Generator resources, cache delegates, spv opts
- Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module.
- NewInstruction is called instead of new Instruction()
- Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually.
- Estimate code size when creating the output MemoryStream
- LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast.
Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call.
TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads.
* LocalDefMap for Ssa Rewriter
Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator.
* SPIR-V: Transform feedback support
* SPIR-V: Fragment shader interlock support (and image coherency)
* SPIR-V: Add early fragment tests support
* SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta
* Don't pass depth clip state right now (fix decals)
Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted.
* Multisampling support
* Multisampling: Use resolve if src samples count > dst samples count
* Multisampling: We can only resolve for unscaled copies
* SPIR-V: Only add FSI exec mode if used.
* SPIR-V: Use ConstantComposite for Texture Offset Vector
Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are.
* SPIR-V: Don't OpReturn if we already OpExit'ed
Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist)
* SPIR-V: Only use input attribute type for input attributes
Output vertex attributes should always be of type float.
* Multithreaded Pipeline Compilation
* Address some feedback
* Make this 32
* Update topology with GpuAccessorState
* Cleanup for merge (note: disables spir-v)
* Make more robust to shader compilation failure
- Don't freeze when GLSL compilation fails
- Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure.
* Fix Multisampling
* Only update fragment scale count if a vertex texture needs a scale.
Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage.
This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now.
* Use a bitmap to do granular tracking for buffer uploads.
This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful.
Avoids ending render passes to update buffer data (not all the time)
- 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI)
- Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI)
As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory)
Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here.
* Copy query results after RP ends, rather than ending to copy
We need to end the render pass to get the data (submit command buffer) anyways...
Reduces render passes created in games that use queries.
* Rework Query stuff a bit to avoid render pass end
Tries to reset returned queries in background when possible, rather than ending the render pass.
Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?)
* Remove unnecessary lines
Was for testing
* Fix validation error for query reset
Need to think of a better way to do this.
* SPIR-V: Fix SwizzleAdd and some validation errors
* SPIR-V: Implement attribute indexing and StoreAttribute
* SPIR-V: Fix TextureSize for MS and Buffer sampler types
* Fix relaunch issues
* SPIR-V: Implement LogicalExclusiveOr
* SPIR-V: Constant buffer indexing support
* Ignore unsupported attributes rather than throwing (matches current GLSL behaviour)
* SPIR-V: Implement tessellation support
* SPIR-V: Geometry shader passthrough support
* SPIR-V: Implement StoreShader8/16 and StoreStorage8/16
* SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug
* SPIR-V: Fix field index for scale count
* SPIR-V: Fix another case of wrong field index
* SPIRV/GLSL: More scaling related fixes
* SPIR-V: Fix ImageLoad CompositeExtract component type
* SPIR-V: Workaround for Intel FrontFacing bug
* Enable SPIR-V backend by default
* Allow null samplers (samplers are not required when only using texelFetch to access the texture)
* Fix some validation errors related to texel block view usage flag and invalid image barrier base level
* Use explicit subgroup size if we can (might fix some block flickering on AMD)
* Take componentMask and scissor into account when clearing framebuffer attachments
* Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA)
* Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight)
Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different
* Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc)
* Check if the subgroup size is supported before passing a explicit size
* Only enable ShaderFloat64 if the GPU supports it
* We don't need to recompile shaders if alpha test state changed but alpha test is disabled
* Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before)
* Fix pipeline state saving before it is updated.
This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache.
* Allow null samplers on OpenGL backend
* _unit0Sampler should be set only for binding 0
* Remove unused PipelineConverter format variable (was causing IOR)
* Raise textures limit to 64 on Vulkan
* No need to pack the shader binaries if shader cache is disabled
* Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL
* Do not clear unbound framebuffer color attachments
* Geometry shader passthrough emulation
* Consolidate UpdateDepthMode and GetDepthMode implementation
* Fix A1B5G5R5 texture format and support R4G4 on Vulkan
* Add barrier before use of some modified images
* Report 32 bit query result on AMD windows (smo issue)
* Add texture recompression support (disabled for now)
It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures
* Do not report R4G4 format as supported on Vulkan
It was causing mario head to become white on Super Mario 64 (???)
* Improvements to -1 to 1 depth mode.
- Transformation is only applied on the last stage in the vertex pipeline.
- Should fix some issues with geometry and tessellation (hopefully)
- Reading back FragCoord Z on fragment will transform back to -1 to 1.
* Geometry Shader index count from ThreadsPerInputPrimitive
Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL
* Remove gl_FragDepth scaling
This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade.
* Add Gl StencilOp enum values to Vulkan
* Update guest cache to v1.1 (due to specialization state changes)
This will explode your shader cache from earlier vulkan build, but it must be done. :pensive:
* Vulkan/SPIR-V support for viewport inverse
* Fix typo
* Don't create query pools for unsupported query types
* Return of the Vector Indexing Bug
One day, everyone will get this right.
* Check for transform feedback query support
Sometimes transform feedback is supported without the query type.
* Fix gl_FragCoord.z transformation
FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs.
Fixes Pokemon Sword/Shield, possibly others.
* Fix Avalonia Rebase
Vulkan is currently not available on Avalonia, but the build does work and you can use opengl.
* Fix headless build
* Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host
* Fix BCn 4/5 conversion, GetTextureTarget
BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect.
GetTextureTarget was not creating a view with the replacement format.
* Fix dependency
* Fix inverse viewport transform vector type on SPIR-V
* Do not require null descriptors support
* If MultiViewport is not supported, do not try to set more than one viewport/scissor
* Bounds check on bitmap add.
* Flush queries on attachment change rather than program change
Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending.
Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets.
* Add support for avalonia (#6)
* add avalonia support
* only lock around skia flush
* addressed review
* cleanup
* add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check
* fix getting window handle on linux. skip render is size is 0
* Combine non-buffer with buffer image descriptor sets
* Support multisample texture copy with automatic resolve on Vulkan
* Remove old CompileShader methods from the Vulkan backend
* Add minimal pipeline layouts that only contains used bindings
They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders
* Pre-compile helper shader as SPIR-V, and some fixes
* Remove pre-compiled shaderc binary for Windows as its no longer needed by default
* Workaround RADV crash
Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist".
* Use RobustBufferAccess on NVIDIA gpus
Avoids the SMO waterfall triangle on older NVIDIA gpus.
* Implement GPU selector and expose texture recompression on the UI and config
* Fix and enable background compute shader compilation
Also disables warnings from shader cache pipeline misses.
* Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added
* If S8D24 is not supported, use D32FS8
* Ensure all fences are destroyed on dispose
* Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks
* Add missing clear layer parameter after rebase
* Use selected gpu from config for avalonia (#7)
* use configured device
* address review
* Fix D32S8 copy workaround (AMD)
Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things.
* Use push descriptors for uniform buffer updates (disabled for now)
* Push descriptor support check, buffer redundancy checks
Should make push descriptors faster, needs more testing though.
* Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs
* Adjust bindings array sizes
* Force submit command buffers if memory in use by its resources is high
* Add workaround for AMD GCN cubemap view sins
`ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue.
This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry)
Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there.
* Add mobile, non-RX variants to the GCN regex.
Also make sure that the 3 digit ones only include numbers starting with 7 or 8.
* Increase image limit per stage from 8 to 16
Xenoblade Chronicles 2 was hiting the limit of 8
* Minor code cleanup
* Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer
* Add gpu selector to Avalonia (#8)
* Add gpu selector to avalonia settings
* show backend label on window
* some fixes
* address review
* Minor changes to the Avalonia UI
* Update graphics window UI and locales. (#9)
* Update xaml and update locales
* locale updates
Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish?
* Fix locales with more (?) correct translations.
* add separator to render widget
* fix spanish and portuguese
* Add new IdList, replaces buffer list that could not remove elements and had unbounded growth
* Don't crash the settings window if Vulkan is not supported
* Fix Actions menu not being clickable on GTK UI after relaunch
* Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer
* Fix IdList and make it not thread safe
* Revert useless OpenGL format table changes
* Fix headless project build
* List throws ArgumentOutOfRangeException
* SPIR-V: Fix tessellation
* Increase shader cache version due to tessellation fix
* Reduce number of Sync objects created (improves perf in some specific titles)
* Fix vulkan validation errors for NPOT compressed upload and GCN workaround.
* Add timestamp to the shader cache and force rebuild if host cache is outdated
* Prefer Mail box present mode for popups (#11)
* Prefer Mail box present mode
* fix debug
* switch present mode when vsync is toggled
* only disable vsync on the main window
* SPIR-V: Fix geometry shader input load with transform feedback
* BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0
* Fix Avalonia build
* Address initial PR feedback
* Only set transform feedback outputs on last vertex stage
* Address riperiperi PR feedback
* Remove outdated comment
* Remove unused constructor
* Only throw for negative results
* Throw for QueueSubmit and other errors
No point in delaying the inevitable
* Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler
* Fix some resolution scale issues
* No need for two UpdateScale calls
* Fix comments on SPIR-V generator project
* Try to fix shader local memory size
On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region?
* Remove RectangleF that is now unused
* Fix ImageGather with multiple offsets
Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct`
* Address PR feedback from jD in all projects except Avalonia
* Address most of jD PR feedback on Avalonia
* Remove unsafe
* Fix VulkanSkiaGpu
* move present mode request out of Create Swapchain method
* split more parts of create swapchain
* addressed reviews
* addressed review
* Address second batch of jD PR feedback
* Fix buffer <-> image copy row length and height alignment
AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes
* Better fix for NPOT alignment issue
* Use switch expressions on Vulkan EnumConversion
Thanks jD
* Fix Avalonia build
* Add Vulkan selection prompt on startup
* Grammar fixes on Vulkan prompt message
* Add missing Vulkan migration flag
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com>
Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 14:26:06 -07:00
"SettingsTabGraphicsFeatures" : "Features & Enhancements" ,
2022-05-15 04:30:15 -07:00
"ErrorWindowTitle" : "Error Window" ,
2022-07-11 15:32:14 -07:00
"ToggleDiscordTooltip" : "Choose whether or not to display Ryujinx on your \"currently playing\" Discord activity" ,
2022-05-15 04:30:15 -07:00
"AddGameDirBoxTooltip" : "Enter a game directory to add to the list" ,
"AddGameDirTooltip" : "Add a game directory to the list" ,
"RemoveGameDirTooltip" : "Remove selected game directory" ,
2022-07-11 15:32:14 -07:00
"CustomThemeCheckTooltip" : "Use a custom Avalonia theme for the GUI to change the appearance of the emulator menus" ,
2022-05-15 04:30:15 -07:00
"CustomThemePathTooltip" : "Path to custom GUI theme" ,
"CustomThemeBrowseTooltip" : "Browse for a custom GUI theme" ,
2022-07-11 15:32:14 -07:00
"DockModeToggleTooltip" : "Docked mode makes the emulated system behave as a docked Nintendo Switch. This improves graphical fidelity in most games. Conversely, disabling this will make the emulated system behave as a handheld Nintendo Switch, reducing graphics quality.\n\nConfigure player 1 controls if planning to use docked mode; configure handheld controls if planning to use handheld mode.\n\nLeave ON if unsure." ,
"DirectKeyboardTooltip" : "Direct keyboard access (HID) support. Provides games access to your keyboard as a text entry device." ,
"DirectMouseTooltip" : "Direct mouse access (HID) support. Provides games access to your mouse as a pointing device." ,
2022-05-15 04:30:15 -07:00
"RegionTooltip" : "Change System Region" ,
"LanguageTooltip" : "Change System Language" ,
"TimezoneTooltip" : "Change System TimeZone" ,
"TimeTooltip" : "Change System Time" ,
2022-07-11 15:32:14 -07:00
"VSyncToggleTooltip" : "Emulated console's Vertical Sync. Essentially a frame-limiter for the majority of games; disabling it may cause games to run at higher speed or make loading screens take longer or get stuck.\n\nCan be toggled in-game with a hotkey of your preference. We recommend doing this if you plan on disabling it.\n\nLeave ON if unsure." ,
"PptcToggleTooltip" : "Saves translated JIT functions so that they do not need to be translated every time the game loads.\n\nReduces stuttering and significantly speeds up boot times after the first boot of a game.\n\nLeave ON if unsure." ,
"FsIntegrityToggleTooltip" : "Checks for corrupt files when booting a game, and if corrupt files are detected, displays a hash error in the log.\n\nHas no impact on performance and is meant to help troubleshooting.\n\nLeave ON if unsure." ,
"AudioBackendTooltip" : "Changes the backend used to render audio.\n\nSDL2 is the preferred one, while OpenAL and SoundIO are used as fallbacks. Dummy will have no sound.\n\nSet to SDL2 if unsure." ,
"MemoryManagerTooltip" : "Change how guest memory is mapped and accessed. Greatly affects emulated CPU performance.\n\nSet to HOST UNCHECKED if unsure." ,
2022-05-15 04:30:15 -07:00
"MemoryManagerSoftwareTooltip" : "Use a software page table for address translation. Highest accuracy but slowest performance." ,
"MemoryManagerHostTooltip" : "Directly map memory in the host address space. Much faster JIT compilation and execution." ,
"MemoryManagerUnsafeTooltip" : "Directly map memory, but do not mask the address within the guest address space before access. Faster, but at the cost of safety. The guest application can access memory from anywhere in Ryujinx, so only run programs you trust with this mode." ,
2022-11-20 09:15:57 -08:00
"DRamTooltip" : "Utilizes an alternative MemoryMode layout to mimic a Switch development model.\n\nThis is only useful for higher-resolution texture packs or 4k resolution mods. Does NOT improve performance.\n\nLeave OFF if unsure." ,
2022-07-11 15:32:14 -07:00
"IgnoreMissingServicesTooltip" : "Ignores unimplemented Horizon OS services. This may help in bypassing crashes when booting certain games.\n\nLeave OFF if unsure." ,
"GraphicsBackendThreadingTooltip" : "Executes graphics backend commands on a second thread.\n\nSpeeds up shader compilation, reduces stuttering, and improves performance on GPU drivers without multithreading support of their own. Slightly better performance on drivers with multithreading.\n\nSet to AUTO if unsure." ,
"GalThreadingTooltip" : "Executes graphics backend commands on a second thread.\n\nSpeeds up shader compilation, reduces stuttering, and improves performance on GPU drivers without multithreading support of their own. Slightly better performance on drivers with multithreading.\n\nSet to AUTO if unsure." ,
"ShaderCacheToggleTooltip" : "Saves a disk shader cache which reduces stuttering in subsequent runs.\n\nLeave ON if unsure." ,
2022-05-15 04:30:15 -07:00
"ResolutionScaleTooltip" : "Resolution Scale applied to applicable render targets" ,
"ResolutionScaleEntryTooltip" : "Floating point resolution scale, such as 1.5. Non-integral scales are more likely to cause issues or crash." ,
"AnisotropyTooltip" : "Level of Anisotropic Filtering (set to Auto to use the value requested by the game)" ,
"AspectRatioTooltip" : "Aspect Ratio applied to the renderer window." ,
"ShaderDumpPathTooltip" : "Graphics Shaders Dump Path" ,
2022-07-11 15:32:14 -07:00
"FileLogTooltip" : "Saves console logging to a log file on disk. Does not affect performance." ,
"StubLogTooltip" : "Prints stub log messages in the console. Does not affect performance." ,
"InfoLogTooltip" : "Prints info log messages in the console. Does not affect performance." ,
"WarnLogTooltip" : "Prints warning log messages in the console. Does not affect performance." ,
"ErrorLogTooltip" : "Prints error log messages in the console. Does not affect performance." ,
"TraceLogTooltip" : "Prints trace log messages in the console. Does not affect performance." ,
"GuestLogTooltip" : "Prints guest log messages in the console. Does not affect performance." ,
"FileAccessLogTooltip" : "Prints file access log messages in the console." ,
2022-05-15 04:30:15 -07:00
"FSAccessLogModeTooltip" : "Enables FS access log output to the console. Possible modes are 0-3" ,
"DeveloperOptionTooltip" : "Use with care" ,
"OpenGlLogLevel" : "Requires appropriate log levels enabled" ,
2022-07-11 15:32:14 -07:00
"DebugLogTooltip" : "Prints debug log messages in the console.\n\nOnly use this if specifically instructed by a staff member, as it will make logs difficult to read and worsen emulator performance." ,
"LoadApplicationFileTooltip" : "Open a file explorer to choose a Switch compatible file to load" ,
"LoadApplicationFolderTooltip" : "Open a file explorer to choose a Switch compatible, unpacked application to load" ,
2022-05-15 04:30:15 -07:00
"OpenRyujinxFolderTooltip" : "Open Ryujinx filesystem folder" ,
"OpenRyujinxLogsTooltip" : "Opens the folder where logs are written to" ,
"ExitTooltip" : "Exit Ryujinx" ,
"OpenSettingsTooltip" : "Open settings window" ,
"OpenProfileManagerTooltip" : "Open User Profiles Manager window" ,
"StopEmulationTooltip" : "Stop emulation of the current game and return to game selection" ,
"CheckUpdatesTooltip" : "Check for updates to Ryujinx" ,
"OpenAboutTooltip" : "Open About Window" ,
"GridSize" : "Grid Size" ,
"GridSizeTooltip" : "Change the size of grid items" ,
"SettingsTabSystemSystemLanguageBrazilianPortuguese" : "Brazilian Portuguese" ,
"AboutRyujinxContributorsButtonHeader" : "See All Contributors" ,
"SettingsTabSystemAudioVolume" : "Volume: " ,
"AudioVolumeTooltip" : "Change Audio Volume" ,
2022-07-11 15:32:14 -07:00
"SettingsTabSystemEnableInternetAccess" : "Guest Internet Access/LAN Mode" ,
"EnableInternetAccessTooltip" : "Allows the emulated application to connect to the Internet.\n\nGames with a LAN mode can connect to each other when this is enabled and the systems are connected to the same access point. This includes real consoles as well.\n\nDoes NOT allow connecting to Nintendo servers. May cause crashing in certain games that try to connect to the Internet.\n\nLeave OFF if unsure." ,
2022-05-15 04:30:15 -07:00
"GameListContextMenuManageCheatToolTip" : "Manage Cheats" ,
"GameListContextMenuManageCheat" : "Manage Cheats" ,
2022-07-05 11:06:31 -07:00
"ControllerSettingsStickRange" : "Range:" ,
2022-05-15 04:30:15 -07:00
"DialogStopEmulationTitle" : "Ryujinx - Stop Emulation" ,
"DialogStopEmulationMessage" : "Are you sure you want to stop emulation?" ,
"SettingsTabCpu" : "CPU" ,
"SettingsTabAudio" : "Audio" ,
"SettingsTabNetwork" : "Network" ,
"SettingsTabNetworkConnection" : "Network Connection" ,
"SettingsTabCpuCache" : "CPU Cache" ,
"SettingsTabCpuMemory" : "CPU Memory" ,
"DialogUpdaterFlatpakNotSupportedMessage" : "Please update Ryujinx via FlatHub." ,
"UpdaterDisabledWarningTitle" : "Updater Disabled!" ,
"GameListContextMenuOpenSdModsDirectory" : "Open Atmosphere Mods Directory" ,
2022-07-11 15:32:14 -07:00
"GameListContextMenuOpenSdModsDirectoryToolTip" : "Opens the alternative SD card Atmosphere directory which contains Application's Mods. Useful for mods that are packaged for real hardware." ,
2022-05-15 04:30:15 -07:00
"ControllerSettingsRotate90" : "Rotate 90° Clockwise" ,
"IconSize" : "Icon Size" ,
2022-07-11 15:32:14 -07:00
"IconSizeTooltip" : "Change the size of game icons" ,
2022-05-15 04:30:15 -07:00
"MenuBarOptionsShowConsole" : "Show Console" ,
"ShaderCachePurgeError" : "Error purging shader cache at {0}: {1}" ,
"UserErrorNoKeys" : "Keys not found" ,
"UserErrorNoFirmware" : "Firmware not found" ,
"UserErrorFirmwareParsingFailed" : "Firmware parsing error" ,
"UserErrorApplicationNotFound" : "Application not found" ,
"UserErrorUnknown" : "Unknown error" ,
"UserErrorUndefined" : "Undefined error" ,
"UserErrorNoKeysDescription" : "Ryujinx was unable to find your 'prod.keys' file" ,
"UserErrorNoFirmwareDescription" : "Ryujinx was unable to find any firmwares installed" ,
"UserErrorFirmwareParsingFailedDescription" : "Ryujinx was unable to parse the provided firmware. This is usually caused by outdated keys." ,
"UserErrorApplicationNotFoundDescription" : "Ryujinx couldn't find a valid application at the given path." ,
"UserErrorUnknownDescription" : "An unknown error occured!" ,
"UserErrorUndefinedDescription" : "An undefined error occured! This shouldn't happen, please contact a dev!" ,
"OpenSetupGuideMessage" : "Open the Setup Guide" ,
"NoUpdate" : "No Update" ,
"TitleUpdateVersionLabel" : "Version {0} - {1}" ,
"RyujinxInfo" : "Ryujinx - Info" ,
"RyujinxConfirm" : "Ryujinx - Confirmation" ,
"FileDialogAllTypes" : "All types" ,
"Never" : "Never" ,
"SwkbdMinCharacters" : "Must be at least {0} characters long" ,
"SwkbdMinRangeCharacters" : "Must be {0}-{1} characters long" ,
"SoftwareKeyboard" : "Software Keyboard" ,
"DialogControllerAppletMessagePlayerRange" : "Application requests {0} player(s) with:\n\nTYPES: {1}\n\nPLAYERS: {2}\n\n{3}Please open Settings and reconfigure Input now or press Close." ,
"DialogControllerAppletMessage" : "Application requests exactly {0} player(s) with:\n\nTYPES: {1}\n\nPLAYERS: {2}\n\n{3}Please open Settings and reconfigure Input now or press Close." ,
"DialogControllerAppletDockModeSet" : "Docked mode set. Handheld is also invalid.\n\n" ,
"UpdaterRenaming" : "Renaming Old Files..." ,
"UpdaterRenameFailed" : "Updater was unable to rename file: {0}" ,
"UpdaterAddingFiles" : "Adding New Files..." ,
"UpdaterExtracting" : "Extracting Update..." ,
"UpdaterDownloading" : "Downloading Update..." ,
"Game" : "Game" ,
"Docked" : "Docked" ,
"Handheld" : "Handheld" ,
"ConnectionError" : "Connection Error." ,
"AboutPageDeveloperListMore" : "{0} and more..." ,
"ApiError" : "API Error." ,
"LoadingHeading" : "Loading {0}" ,
"CompilingPPTC" : "Compiling PTC" ,
"CompilingShaders" : "Compiling Shaders" ,
"AllKeyboards" : "All keyboards" ,
"OpenFileDialogTitle" : "Select a supported file to open" ,
"OpenFolderDialogTitle" : "Select a folder with an unpacked game" ,
"AllSupportedFormats" : "All Supported Formats" ,
2022-07-05 11:06:31 -07:00
"RyujinxUpdater" : "Ryujinx Updater" ,
"SettingsTabHotkeys" : "Keyboard Hotkeys" ,
"SettingsTabHotkeysHotkeys" : "Keyboard Hotkeys" ,
"SettingsTabHotkeysToggleVsyncHotkey" : "Toggle VSync:" ,
"SettingsTabHotkeysScreenshotHotkey" : "Screenshot:" ,
"SettingsTabHotkeysShowUiHotkey" : "Show UI:" ,
"SettingsTabHotkeysPauseHotkey" : "Pause:" ,
"SettingsTabHotkeysToggleMuteHotkey" : "Mute:" ,
"ControllerMotionTitle" : "Motion Control Settings" ,
"ControllerRumbleTitle" : "Rumble Settings" ,
2022-07-08 11:47:11 -07:00
"SettingsSelectThemeFileDialogTitle" : "Select Theme File" ,
"SettingsXamlThemeFile" : "Xaml Theme File" ,
"AvatarWindowTitle" : "Manage Accounts - Avatar" ,
"Amiibo" : "Amiibo" ,
"Unknown" : "Unknown" ,
"Usage" : "Usage" ,
"Writable" : "Writable" ,
"SelectDlcDialogTitle" : "Select DLC files" ,
"SelectUpdateDialogTitle" : "Select update files" ,
2022-11-25 08:55:08 -08:00
"UserProfileWindowTitle" : "User Profiles Manager" ,
"CheatWindowTitle" : "Cheats Manager" ,
"DlcWindowTitle" : "Downloadable Content Manager" ,
"UpdateWindowTitle" : "Title Update Manager" ,
2022-07-08 11:47:11 -07:00
"CheatWindowHeading" : "Cheats Available for {0} [{1}]" ,
2022-11-25 03:41:34 -08:00
"DlcWindowHeading" : "{0} Downloadable Content(s) available for {1} ({2})" ,
2022-07-24 10:38:38 -07:00
"UserProfilesEditProfile" : "Edit Selected" ,
"Cancel" : "Cancel" ,
"Save" : "Save" ,
"Discard" : "Discard" ,
"UserProfilesSetProfileImage" : "Set Profile Image" ,
"UserProfileEmptyNameError" : "Name is required" ,
2022-10-03 07:25:25 -07:00
"UserProfileNoImageError" : "Profile image must be set" ,
2022-11-25 08:55:08 -08:00
"GameUpdateWindowHeading" : "{0} Update(s) available for {1} ({2})" ,
2022-07-24 11:44:47 -07:00
"SettingsTabHotkeysResScaleUpHotkey" : "Increase resolution:" ,
2022-07-28 10:16:23 -07:00
"SettingsTabHotkeysResScaleDownHotkey" : "Decrease resolution:" ,
"UserProfilesName" : "Name:" ,
2022-10-03 07:25:25 -07:00
"UserProfilesUserId" : "User Id:" ,
Vulkan backend (#2518)
* WIP Vulkan implementation
* No need to initialize attributes on the SPIR-V backend anymore
* Allow multithreading shaderc and vkCreateShaderModule
You'll only really see the benefit here with threaded-gal or parallel shader cache compile.
Fix shaderc multithreaded changes
Thread safety for shaderc Options constructor
Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes.
* Support multiple levels/layers for blit.
Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now.
* TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use
* New depth-stencil blit method for AMD
* Workaround for AMD driver bug
* Fix some tessellation related issues (still doesn't work?)
* Submit command buffer before Texture GetData. (UE4 fix)
* DrawTexture support
* Fix BGRA on OpenGL backend
* Fix rebase build break
* Support format aliasing on SetImage
* Fix uniform buffers being lost when bindings are out of order
* Fix storage buffers being lost when bindings are out of order
(also avoid allocations when changing bindings)
* Use current command buffer for unscaled copy (perf)
Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies.
* Update to .net6
* Update Silk.NET to version 2.10.1
Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before.
* Fix PrimitivesGenerated query, disable Transform Feedback queries for now
Lets Splatoon 2 work on nvidia. (mostly)
* Update counter queue to be similar to the OGL one
Fixes softlocks when games had to flush counters.
* Don't throw when ending conditional rendering for now
This should be re-enabled when conditional rendering is enabled on nvidia etc.
* Update findMSB/findLSB to match master's instruction enum
* Fix triangle overlay on SMO, Captain Toad, maybe others?
* Don't make Intel Mesa pay for Intel Windows bugs
* Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders)
* Update Spv.Generator
* Add alpha test emulation on shader (but no shader specialisation yet...)
* Fix R4G4B4A4Unorm texture format permutation
* Validation layers should be enabled for any log level other than None
* Add barriers around vkCmdCopyImage
Write->Read barrier for src image (we want to wait for a write to read it)
Write->Read barrier for dst image (we want to wait for the copy to complete before use)
* Be a bit more careful with texture access flags, since it can be used for anything
* Device local mapping for all buffers
May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?)
Also some performance things and fixes issues with opengl games loading textures weird.
* Cleanup, disable device local buffers for now.
* Add single queue support
Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment.
* Fix some validation errors around extended dynamic state
* Remove Intel bug workaround, it was fixed on the latest driver
* Use circular queue for checking consumption on command buffers
Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once.
* Use SupportBufferUpdater, add single layer flush
* Fix counter queue leak when game decides to use host conditional rendering
* Force device local storage for textures (fixes linux performance)
* Port #3019
* Insert barriers around vkCmdBlitImage (may fix some amd flicker)
* Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers
* Don't pause transform feedback for multi draw
* Fix draw outside of render pass and missing capability
* Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more)
* Better workaround for AMD vertex buffer size alignment issue
* More instructions + fixes on SPIR-V backend
* Allow custom aspect ratio on Vulkan
* Correct GTK UI status bar positions
* SPIR-V: Functions must always end with a return
* SPIR-V: Fix ImageQuerySizeLod
* SPIR-V: Set DepthReplacing execution mode when FragDepth is modified
* SPIR-V: Implement LoopContinue IR instruction
* SPIR-V: Geometry shader support
* SPIR-V: Use correct binding number on storage buffers array
* Reduce allocations for Spir-v serialization
Passes BinaryWriter instead of the stream to Write and WriteOperand
- Removes creation of BinaryWriter for each instruction
- Removes allocations for literal string
* Some optimizations to Spv.Generator
- Dictionary for lookups of type declarations, constants, extinst
- LiteralInteger internal data format -> ushort
- Deterministic HashCode implementation to avoid spirv result not being the same between runs
- Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost)
TODO: improve instruction allocation, structured program creator, ssa?
* Pool Spv.Generator resources, cache delegates, spv opts
- Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module.
- NewInstruction is called instead of new Instruction()
- Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually.
- Estimate code size when creating the output MemoryStream
- LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast.
Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call.
TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads.
* LocalDefMap for Ssa Rewriter
Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator.
* SPIR-V: Transform feedback support
* SPIR-V: Fragment shader interlock support (and image coherency)
* SPIR-V: Add early fragment tests support
* SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta
* Don't pass depth clip state right now (fix decals)
Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted.
* Multisampling support
* Multisampling: Use resolve if src samples count > dst samples count
* Multisampling: We can only resolve for unscaled copies
* SPIR-V: Only add FSI exec mode if used.
* SPIR-V: Use ConstantComposite for Texture Offset Vector
Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are.
* SPIR-V: Don't OpReturn if we already OpExit'ed
Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist)
* SPIR-V: Only use input attribute type for input attributes
Output vertex attributes should always be of type float.
* Multithreaded Pipeline Compilation
* Address some feedback
* Make this 32
* Update topology with GpuAccessorState
* Cleanup for merge (note: disables spir-v)
* Make more robust to shader compilation failure
- Don't freeze when GLSL compilation fails
- Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure.
* Fix Multisampling
* Only update fragment scale count if a vertex texture needs a scale.
Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage.
This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now.
* Use a bitmap to do granular tracking for buffer uploads.
This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful.
Avoids ending render passes to update buffer data (not all the time)
- 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI)
- Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI)
As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory)
Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here.
* Copy query results after RP ends, rather than ending to copy
We need to end the render pass to get the data (submit command buffer) anyways...
Reduces render passes created in games that use queries.
* Rework Query stuff a bit to avoid render pass end
Tries to reset returned queries in background when possible, rather than ending the render pass.
Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?)
* Remove unnecessary lines
Was for testing
* Fix validation error for query reset
Need to think of a better way to do this.
* SPIR-V: Fix SwizzleAdd and some validation errors
* SPIR-V: Implement attribute indexing and StoreAttribute
* SPIR-V: Fix TextureSize for MS and Buffer sampler types
* Fix relaunch issues
* SPIR-V: Implement LogicalExclusiveOr
* SPIR-V: Constant buffer indexing support
* Ignore unsupported attributes rather than throwing (matches current GLSL behaviour)
* SPIR-V: Implement tessellation support
* SPIR-V: Geometry shader passthrough support
* SPIR-V: Implement StoreShader8/16 and StoreStorage8/16
* SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug
* SPIR-V: Fix field index for scale count
* SPIR-V: Fix another case of wrong field index
* SPIRV/GLSL: More scaling related fixes
* SPIR-V: Fix ImageLoad CompositeExtract component type
* SPIR-V: Workaround for Intel FrontFacing bug
* Enable SPIR-V backend by default
* Allow null samplers (samplers are not required when only using texelFetch to access the texture)
* Fix some validation errors related to texel block view usage flag and invalid image barrier base level
* Use explicit subgroup size if we can (might fix some block flickering on AMD)
* Take componentMask and scissor into account when clearing framebuffer attachments
* Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA)
* Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight)
Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different
* Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc)
* Check if the subgroup size is supported before passing a explicit size
* Only enable ShaderFloat64 if the GPU supports it
* We don't need to recompile shaders if alpha test state changed but alpha test is disabled
* Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before)
* Fix pipeline state saving before it is updated.
This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache.
* Allow null samplers on OpenGL backend
* _unit0Sampler should be set only for binding 0
* Remove unused PipelineConverter format variable (was causing IOR)
* Raise textures limit to 64 on Vulkan
* No need to pack the shader binaries if shader cache is disabled
* Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL
* Do not clear unbound framebuffer color attachments
* Geometry shader passthrough emulation
* Consolidate UpdateDepthMode and GetDepthMode implementation
* Fix A1B5G5R5 texture format and support R4G4 on Vulkan
* Add barrier before use of some modified images
* Report 32 bit query result on AMD windows (smo issue)
* Add texture recompression support (disabled for now)
It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures
* Do not report R4G4 format as supported on Vulkan
It was causing mario head to become white on Super Mario 64 (???)
* Improvements to -1 to 1 depth mode.
- Transformation is only applied on the last stage in the vertex pipeline.
- Should fix some issues with geometry and tessellation (hopefully)
- Reading back FragCoord Z on fragment will transform back to -1 to 1.
* Geometry Shader index count from ThreadsPerInputPrimitive
Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL
* Remove gl_FragDepth scaling
This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade.
* Add Gl StencilOp enum values to Vulkan
* Update guest cache to v1.1 (due to specialization state changes)
This will explode your shader cache from earlier vulkan build, but it must be done. :pensive:
* Vulkan/SPIR-V support for viewport inverse
* Fix typo
* Don't create query pools for unsupported query types
* Return of the Vector Indexing Bug
One day, everyone will get this right.
* Check for transform feedback query support
Sometimes transform feedback is supported without the query type.
* Fix gl_FragCoord.z transformation
FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs.
Fixes Pokemon Sword/Shield, possibly others.
* Fix Avalonia Rebase
Vulkan is currently not available on Avalonia, but the build does work and you can use opengl.
* Fix headless build
* Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host
* Fix BCn 4/5 conversion, GetTextureTarget
BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect.
GetTextureTarget was not creating a view with the replacement format.
* Fix dependency
* Fix inverse viewport transform vector type on SPIR-V
* Do not require null descriptors support
* If MultiViewport is not supported, do not try to set more than one viewport/scissor
* Bounds check on bitmap add.
* Flush queries on attachment change rather than program change
Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending.
Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets.
* Add support for avalonia (#6)
* add avalonia support
* only lock around skia flush
* addressed review
* cleanup
* add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check
* fix getting window handle on linux. skip render is size is 0
* Combine non-buffer with buffer image descriptor sets
* Support multisample texture copy with automatic resolve on Vulkan
* Remove old CompileShader methods from the Vulkan backend
* Add minimal pipeline layouts that only contains used bindings
They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders
* Pre-compile helper shader as SPIR-V, and some fixes
* Remove pre-compiled shaderc binary for Windows as its no longer needed by default
* Workaround RADV crash
Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist".
* Use RobustBufferAccess on NVIDIA gpus
Avoids the SMO waterfall triangle on older NVIDIA gpus.
* Implement GPU selector and expose texture recompression on the UI and config
* Fix and enable background compute shader compilation
Also disables warnings from shader cache pipeline misses.
* Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added
* If S8D24 is not supported, use D32FS8
* Ensure all fences are destroyed on dispose
* Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks
* Add missing clear layer parameter after rebase
* Use selected gpu from config for avalonia (#7)
* use configured device
* address review
* Fix D32S8 copy workaround (AMD)
Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things.
* Use push descriptors for uniform buffer updates (disabled for now)
* Push descriptor support check, buffer redundancy checks
Should make push descriptors faster, needs more testing though.
* Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs
* Adjust bindings array sizes
* Force submit command buffers if memory in use by its resources is high
* Add workaround for AMD GCN cubemap view sins
`ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue.
This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry)
Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there.
* Add mobile, non-RX variants to the GCN regex.
Also make sure that the 3 digit ones only include numbers starting with 7 or 8.
* Increase image limit per stage from 8 to 16
Xenoblade Chronicles 2 was hiting the limit of 8
* Minor code cleanup
* Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer
* Add gpu selector to Avalonia (#8)
* Add gpu selector to avalonia settings
* show backend label on window
* some fixes
* address review
* Minor changes to the Avalonia UI
* Update graphics window UI and locales. (#9)
* Update xaml and update locales
* locale updates
Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish?
* Fix locales with more (?) correct translations.
* add separator to render widget
* fix spanish and portuguese
* Add new IdList, replaces buffer list that could not remove elements and had unbounded growth
* Don't crash the settings window if Vulkan is not supported
* Fix Actions menu not being clickable on GTK UI after relaunch
* Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer
* Fix IdList and make it not thread safe
* Revert useless OpenGL format table changes
* Fix headless project build
* List throws ArgumentOutOfRangeException
* SPIR-V: Fix tessellation
* Increase shader cache version due to tessellation fix
* Reduce number of Sync objects created (improves perf in some specific titles)
* Fix vulkan validation errors for NPOT compressed upload and GCN workaround.
* Add timestamp to the shader cache and force rebuild if host cache is outdated
* Prefer Mail box present mode for popups (#11)
* Prefer Mail box present mode
* fix debug
* switch present mode when vsync is toggled
* only disable vsync on the main window
* SPIR-V: Fix geometry shader input load with transform feedback
* BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0
* Fix Avalonia build
* Address initial PR feedback
* Only set transform feedback outputs on last vertex stage
* Address riperiperi PR feedback
* Remove outdated comment
* Remove unused constructor
* Only throw for negative results
* Throw for QueueSubmit and other errors
No point in delaying the inevitable
* Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler
* Fix some resolution scale issues
* No need for two UpdateScale calls
* Fix comments on SPIR-V generator project
* Try to fix shader local memory size
On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region?
* Remove RectangleF that is now unused
* Fix ImageGather with multiple offsets
Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct`
* Address PR feedback from jD in all projects except Avalonia
* Address most of jD PR feedback on Avalonia
* Remove unsafe
* Fix VulkanSkiaGpu
* move present mode request out of Create Swapchain method
* split more parts of create swapchain
* addressed reviews
* addressed review
* Address second batch of jD PR feedback
* Fix buffer <-> image copy row length and height alignment
AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes
* Better fix for NPOT alignment issue
* Use switch expressions on Vulkan EnumConversion
Thanks jD
* Fix Avalonia build
* Add Vulkan selection prompt on startup
* Grammar fixes on Vulkan prompt message
* Add missing Vulkan migration flag
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com>
Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 14:26:06 -07:00
"SettingsTabGraphicsBackend" : "Graphics Backend" ,
"SettingsTabGraphicsBackendTooltip" : "Graphics Backend to use" ,
"SettingsEnableTextureRecompression" : "Enable Texture Recompression" ,
2022-11-16 14:27:42 -08:00
"SettingsEnableTextureRecompressionTooltip" : "Compresses certain textures in order to reduce VRAM usage.\n\nRecommended for use with GPUs that have less than 4GiB VRAM.\n\nLeave OFF if unsure." ,
Vulkan backend (#2518)
* WIP Vulkan implementation
* No need to initialize attributes on the SPIR-V backend anymore
* Allow multithreading shaderc and vkCreateShaderModule
You'll only really see the benefit here with threaded-gal or parallel shader cache compile.
Fix shaderc multithreaded changes
Thread safety for shaderc Options constructor
Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes.
* Support multiple levels/layers for blit.
Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now.
* TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use
* New depth-stencil blit method for AMD
* Workaround for AMD driver bug
* Fix some tessellation related issues (still doesn't work?)
* Submit command buffer before Texture GetData. (UE4 fix)
* DrawTexture support
* Fix BGRA on OpenGL backend
* Fix rebase build break
* Support format aliasing on SetImage
* Fix uniform buffers being lost when bindings are out of order
* Fix storage buffers being lost when bindings are out of order
(also avoid allocations when changing bindings)
* Use current command buffer for unscaled copy (perf)
Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies.
* Update to .net6
* Update Silk.NET to version 2.10.1
Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before.
* Fix PrimitivesGenerated query, disable Transform Feedback queries for now
Lets Splatoon 2 work on nvidia. (mostly)
* Update counter queue to be similar to the OGL one
Fixes softlocks when games had to flush counters.
* Don't throw when ending conditional rendering for now
This should be re-enabled when conditional rendering is enabled on nvidia etc.
* Update findMSB/findLSB to match master's instruction enum
* Fix triangle overlay on SMO, Captain Toad, maybe others?
* Don't make Intel Mesa pay for Intel Windows bugs
* Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders)
* Update Spv.Generator
* Add alpha test emulation on shader (but no shader specialisation yet...)
* Fix R4G4B4A4Unorm texture format permutation
* Validation layers should be enabled for any log level other than None
* Add barriers around vkCmdCopyImage
Write->Read barrier for src image (we want to wait for a write to read it)
Write->Read barrier for dst image (we want to wait for the copy to complete before use)
* Be a bit more careful with texture access flags, since it can be used for anything
* Device local mapping for all buffers
May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?)
Also some performance things and fixes issues with opengl games loading textures weird.
* Cleanup, disable device local buffers for now.
* Add single queue support
Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment.
* Fix some validation errors around extended dynamic state
* Remove Intel bug workaround, it was fixed on the latest driver
* Use circular queue for checking consumption on command buffers
Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once.
* Use SupportBufferUpdater, add single layer flush
* Fix counter queue leak when game decides to use host conditional rendering
* Force device local storage for textures (fixes linux performance)
* Port #3019
* Insert barriers around vkCmdBlitImage (may fix some amd flicker)
* Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers
* Don't pause transform feedback for multi draw
* Fix draw outside of render pass and missing capability
* Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more)
* Better workaround for AMD vertex buffer size alignment issue
* More instructions + fixes on SPIR-V backend
* Allow custom aspect ratio on Vulkan
* Correct GTK UI status bar positions
* SPIR-V: Functions must always end with a return
* SPIR-V: Fix ImageQuerySizeLod
* SPIR-V: Set DepthReplacing execution mode when FragDepth is modified
* SPIR-V: Implement LoopContinue IR instruction
* SPIR-V: Geometry shader support
* SPIR-V: Use correct binding number on storage buffers array
* Reduce allocations for Spir-v serialization
Passes BinaryWriter instead of the stream to Write and WriteOperand
- Removes creation of BinaryWriter for each instruction
- Removes allocations for literal string
* Some optimizations to Spv.Generator
- Dictionary for lookups of type declarations, constants, extinst
- LiteralInteger internal data format -> ushort
- Deterministic HashCode implementation to avoid spirv result not being the same between runs
- Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost)
TODO: improve instruction allocation, structured program creator, ssa?
* Pool Spv.Generator resources, cache delegates, spv opts
- Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module.
- NewInstruction is called instead of new Instruction()
- Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually.
- Estimate code size when creating the output MemoryStream
- LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast.
Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call.
TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads.
* LocalDefMap for Ssa Rewriter
Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator.
* SPIR-V: Transform feedback support
* SPIR-V: Fragment shader interlock support (and image coherency)
* SPIR-V: Add early fragment tests support
* SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta
* Don't pass depth clip state right now (fix decals)
Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted.
* Multisampling support
* Multisampling: Use resolve if src samples count > dst samples count
* Multisampling: We can only resolve for unscaled copies
* SPIR-V: Only add FSI exec mode if used.
* SPIR-V: Use ConstantComposite for Texture Offset Vector
Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are.
* SPIR-V: Don't OpReturn if we already OpExit'ed
Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist)
* SPIR-V: Only use input attribute type for input attributes
Output vertex attributes should always be of type float.
* Multithreaded Pipeline Compilation
* Address some feedback
* Make this 32
* Update topology with GpuAccessorState
* Cleanup for merge (note: disables spir-v)
* Make more robust to shader compilation failure
- Don't freeze when GLSL compilation fails
- Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure.
* Fix Multisampling
* Only update fragment scale count if a vertex texture needs a scale.
Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage.
This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now.
* Use a bitmap to do granular tracking for buffer uploads.
This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful.
Avoids ending render passes to update buffer data (not all the time)
- 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI)
- Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI)
As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory)
Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here.
* Copy query results after RP ends, rather than ending to copy
We need to end the render pass to get the data (submit command buffer) anyways...
Reduces render passes created in games that use queries.
* Rework Query stuff a bit to avoid render pass end
Tries to reset returned queries in background when possible, rather than ending the render pass.
Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?)
* Remove unnecessary lines
Was for testing
* Fix validation error for query reset
Need to think of a better way to do this.
* SPIR-V: Fix SwizzleAdd and some validation errors
* SPIR-V: Implement attribute indexing and StoreAttribute
* SPIR-V: Fix TextureSize for MS and Buffer sampler types
* Fix relaunch issues
* SPIR-V: Implement LogicalExclusiveOr
* SPIR-V: Constant buffer indexing support
* Ignore unsupported attributes rather than throwing (matches current GLSL behaviour)
* SPIR-V: Implement tessellation support
* SPIR-V: Geometry shader passthrough support
* SPIR-V: Implement StoreShader8/16 and StoreStorage8/16
* SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug
* SPIR-V: Fix field index for scale count
* SPIR-V: Fix another case of wrong field index
* SPIRV/GLSL: More scaling related fixes
* SPIR-V: Fix ImageLoad CompositeExtract component type
* SPIR-V: Workaround for Intel FrontFacing bug
* Enable SPIR-V backend by default
* Allow null samplers (samplers are not required when only using texelFetch to access the texture)
* Fix some validation errors related to texel block view usage flag and invalid image barrier base level
* Use explicit subgroup size if we can (might fix some block flickering on AMD)
* Take componentMask and scissor into account when clearing framebuffer attachments
* Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA)
* Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight)
Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different
* Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc)
* Check if the subgroup size is supported before passing a explicit size
* Only enable ShaderFloat64 if the GPU supports it
* We don't need to recompile shaders if alpha test state changed but alpha test is disabled
* Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before)
* Fix pipeline state saving before it is updated.
This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache.
* Allow null samplers on OpenGL backend
* _unit0Sampler should be set only for binding 0
* Remove unused PipelineConverter format variable (was causing IOR)
* Raise textures limit to 64 on Vulkan
* No need to pack the shader binaries if shader cache is disabled
* Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL
* Do not clear unbound framebuffer color attachments
* Geometry shader passthrough emulation
* Consolidate UpdateDepthMode and GetDepthMode implementation
* Fix A1B5G5R5 texture format and support R4G4 on Vulkan
* Add barrier before use of some modified images
* Report 32 bit query result on AMD windows (smo issue)
* Add texture recompression support (disabled for now)
It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures
* Do not report R4G4 format as supported on Vulkan
It was causing mario head to become white on Super Mario 64 (???)
* Improvements to -1 to 1 depth mode.
- Transformation is only applied on the last stage in the vertex pipeline.
- Should fix some issues with geometry and tessellation (hopefully)
- Reading back FragCoord Z on fragment will transform back to -1 to 1.
* Geometry Shader index count from ThreadsPerInputPrimitive
Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL
* Remove gl_FragDepth scaling
This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade.
* Add Gl StencilOp enum values to Vulkan
* Update guest cache to v1.1 (due to specialization state changes)
This will explode your shader cache from earlier vulkan build, but it must be done. :pensive:
* Vulkan/SPIR-V support for viewport inverse
* Fix typo
* Don't create query pools for unsupported query types
* Return of the Vector Indexing Bug
One day, everyone will get this right.
* Check for transform feedback query support
Sometimes transform feedback is supported without the query type.
* Fix gl_FragCoord.z transformation
FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs.
Fixes Pokemon Sword/Shield, possibly others.
* Fix Avalonia Rebase
Vulkan is currently not available on Avalonia, but the build does work and you can use opengl.
* Fix headless build
* Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host
* Fix BCn 4/5 conversion, GetTextureTarget
BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect.
GetTextureTarget was not creating a view with the replacement format.
* Fix dependency
* Fix inverse viewport transform vector type on SPIR-V
* Do not require null descriptors support
* If MultiViewport is not supported, do not try to set more than one viewport/scissor
* Bounds check on bitmap add.
* Flush queries on attachment change rather than program change
Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending.
Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets.
* Add support for avalonia (#6)
* add avalonia support
* only lock around skia flush
* addressed review
* cleanup
* add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check
* fix getting window handle on linux. skip render is size is 0
* Combine non-buffer with buffer image descriptor sets
* Support multisample texture copy with automatic resolve on Vulkan
* Remove old CompileShader methods from the Vulkan backend
* Add minimal pipeline layouts that only contains used bindings
They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders
* Pre-compile helper shader as SPIR-V, and some fixes
* Remove pre-compiled shaderc binary for Windows as its no longer needed by default
* Workaround RADV crash
Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist".
* Use RobustBufferAccess on NVIDIA gpus
Avoids the SMO waterfall triangle on older NVIDIA gpus.
* Implement GPU selector and expose texture recompression on the UI and config
* Fix and enable background compute shader compilation
Also disables warnings from shader cache pipeline misses.
* Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added
* If S8D24 is not supported, use D32FS8
* Ensure all fences are destroyed on dispose
* Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks
* Add missing clear layer parameter after rebase
* Use selected gpu from config for avalonia (#7)
* use configured device
* address review
* Fix D32S8 copy workaround (AMD)
Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things.
* Use push descriptors for uniform buffer updates (disabled for now)
* Push descriptor support check, buffer redundancy checks
Should make push descriptors faster, needs more testing though.
* Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs
* Adjust bindings array sizes
* Force submit command buffers if memory in use by its resources is high
* Add workaround for AMD GCN cubemap view sins
`ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue.
This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry)
Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there.
* Add mobile, non-RX variants to the GCN regex.
Also make sure that the 3 digit ones only include numbers starting with 7 or 8.
* Increase image limit per stage from 8 to 16
Xenoblade Chronicles 2 was hiting the limit of 8
* Minor code cleanup
* Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer
* Add gpu selector to Avalonia (#8)
* Add gpu selector to avalonia settings
* show backend label on window
* some fixes
* address review
* Minor changes to the Avalonia UI
* Update graphics window UI and locales. (#9)
* Update xaml and update locales
* locale updates
Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish?
* Fix locales with more (?) correct translations.
* add separator to render widget
* fix spanish and portuguese
* Add new IdList, replaces buffer list that could not remove elements and had unbounded growth
* Don't crash the settings window if Vulkan is not supported
* Fix Actions menu not being clickable on GTK UI after relaunch
* Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer
* Fix IdList and make it not thread safe
* Revert useless OpenGL format table changes
* Fix headless project build
* List throws ArgumentOutOfRangeException
* SPIR-V: Fix tessellation
* Increase shader cache version due to tessellation fix
* Reduce number of Sync objects created (improves perf in some specific titles)
* Fix vulkan validation errors for NPOT compressed upload and GCN workaround.
* Add timestamp to the shader cache and force rebuild if host cache is outdated
* Prefer Mail box present mode for popups (#11)
* Prefer Mail box present mode
* fix debug
* switch present mode when vsync is toggled
* only disable vsync on the main window
* SPIR-V: Fix geometry shader input load with transform feedback
* BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0
* Fix Avalonia build
* Address initial PR feedback
* Only set transform feedback outputs on last vertex stage
* Address riperiperi PR feedback
* Remove outdated comment
* Remove unused constructor
* Only throw for negative results
* Throw for QueueSubmit and other errors
No point in delaying the inevitable
* Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler
* Fix some resolution scale issues
* No need for two UpdateScale calls
* Fix comments on SPIR-V generator project
* Try to fix shader local memory size
On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region?
* Remove RectangleF that is now unused
* Fix ImageGather with multiple offsets
Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct`
* Address PR feedback from jD in all projects except Avalonia
* Address most of jD PR feedback on Avalonia
* Remove unsafe
* Fix VulkanSkiaGpu
* move present mode request out of Create Swapchain method
* split more parts of create swapchain
* addressed reviews
* addressed review
* Address second batch of jD PR feedback
* Fix buffer <-> image copy row length and height alignment
AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes
* Better fix for NPOT alignment issue
* Use switch expressions on Vulkan EnumConversion
Thanks jD
* Fix Avalonia build
* Add Vulkan selection prompt on startup
* Grammar fixes on Vulkan prompt message
* Add missing Vulkan migration flag
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com>
Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 14:26:06 -07:00
"SettingsTabGraphicsPreferredGpu" : "Preferred GPU" ,
"SettingsTabGraphicsPreferredGpuTooltip" : "Select the graphics card that will be used with the Vulkan graphics backend.\n\nDoes not affect the GPU that OpenGL will use.\n\nSet to the GPU flagged as \"dGPU\" if unsure. If there isn't one, leave untouched." ,
"SettingsAppRequiredRestartMessage" : "Ryujinx Restart Required" ,
2022-11-16 09:53:04 -08:00
"SettingsGpuBackendRestartMessage" : "Graphics Backend or GPU settings have been modified. This will require a restart to be applied" ,
2022-09-19 12:04:22 -07:00
"SettingsGpuBackendRestartSubMessage" : "Do you want to restart now?" ,
2022-10-03 07:25:25 -07:00
"RyujinxUpdaterMessage" : "Do you want to update Ryujinx to the latest version?" ,
2022-10-02 02:38:37 -07:00
"SettingsTabHotkeysVolumeUpHotkey" : "Increase Volume:" ,
"SettingsTabHotkeysVolumeDownHotkey" : "Decrease Volume:" ,
2022-11-16 09:53:04 -08:00
"SettingsEnableMacroHLE" : "Enable Macro HLE" ,
2022-12-02 05:16:43 -08:00
"SettingsEnableMacroHLETooltip" : "High-level emulation of GPU Macro code.\n\nImproves performance, but may cause graphical glitches in some games.\n\nLeave ON if unsure." ,
"VolumeShort" : "Vol" ,
"UserProfilesManageSaves" : "Manage Saves" ,
"DeleteUserSave" : "Do you want to delete user save for this game?" ,
"IrreversibleActionNote" : "This action is not reversible." ,
"SaveManagerHeading" : "Manage Saves for {0}" ,
"SaveManagerTitle" : "Save Manager" ,
"Name" : "Name" ,
"Size" : "Size" ,
"Search" : "Search" ,
"UserProfilesRecoverLostAccounts" : "Recover Lost Accounts" ,
"Recover" : "Recover" ,
"UserProfilesRecoverHeading" : "Saves were found for the following accounts"
2022-05-15 04:30:15 -07:00
}