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8 Commits

Author SHA1 Message Date
Radosław Gliński b3d46ab6e8
Merge 22e5216d48 into 0474053931 2025-01-17 22:35:24 +00:00
Gliniak 0474053931 [GPU] Improvements to GPU settings modification
- Renamed CommonGPUSetting to GPUSetting
- Removed readback_resolve and memexport from d3d12 exclusive option. In the future it will be available for Vulkan too.
- Removed unused enum class: gpu_cvar
- Removed OS specific code from emulator_window
2025-01-17 20:40:53 +01:00
Gliniak 85695692a7 [Base] Fixed issues with thread priority introduced in previous commit 2025-01-17 19:51:18 +01:00
Marco Rodolfi 55bbb28a80 [threading] Linux fixes on setting an incorrect priority
This call was failing since SCHED_FIFO doesn't support negative priorities, but only positive ones, see third paragraph of scheduling policies: https://man7.org/linux/man-pages/man7/sched.7.html.

Additionally Linux do provice up to 99 levels, but I've limited myself to the required UNIX standard of 32, and split the priority levels evenly from that.

I've also added a couple of rows to debug additional issues in the future like this.
2025-01-17 09:56:43 +01:00
The-Little-Wolf 4d7b30e844 [Xam/XamUser] - Stub XamUserGetOnlineLanguageFromXUID
- Stubs XamUserGetOnlineLanguageFromXUID and have it return cvars::user_language
- Leave notes for future implementation once we have proper profile support
2025-01-17 08:32:46 +01:00
Adrian ae23222ba8 [Emulator] Validate module is an executable before launching 2025-01-17 08:04:49 +01:00
Adrian d99d053408 [Patcher] Replace stoi with from_string for parsing plugin title id 2025-01-16 15:08:20 +01:00
Gliniak 22e5216d48 [Threading] Change behaviour when provided timeout is 0 for Normal priority or less threads 2024-12-23 18:57:45 +01:00
11 changed files with 114 additions and 53 deletions

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@ -31,7 +31,6 @@
#include "xenia/cpu/processor.h"
#include "xenia/emulator.h"
#include "xenia/gpu/command_processor.h"
#include "xenia/gpu/d3d12/d3d12_command_processor.h"
#include "xenia/gpu/graphics_system.h"
#include "xenia/hid/input_system.h"
#include "xenia/kernel/xam/profile_manager.h"
@ -58,7 +57,9 @@ DECLARE_bool(guide_button);
DECLARE_bool(clear_memory_page_state);
DECLARE_bool(d3d12_readback_resolve);
DECLARE_bool(readback_resolve);
DECLARE_bool(readback_memexport);
DEFINE_bool(fullscreen, false, "Whether to launch the emulator in fullscreen.",
"Display");
@ -1674,7 +1675,7 @@ EmulatorWindow::ControllerHotKey EmulatorWindow::ProcessControllerHotkey(
}
} break;
case ButtonFunctions::ClearMemoryPageState:
ToggleGPUSetting(gpu_cvar::ClearMemoryPageState);
ToggleGPUSetting(GPUSetting::ClearMemoryPageState);
// Assume the user wants ClearCaches as well
if (cvars::clear_memory_page_state) {
@ -1689,10 +1690,10 @@ EmulatorWindow::ControllerHotKey EmulatorWindow::ProcessControllerHotkey(
xe::threading::Sleep(delay);
break;
case ButtonFunctions::ReadbackResolve:
ToggleGPUSetting(gpu_cvar::ReadbackResolve);
ToggleGPUSetting(GPUSetting::ReadbackResolve);
notificationTitle = "Toggle Readback Resolve";
notificationDesc = cvars::d3d12_readback_resolve ? "Enabled" : "Disabled";
notificationDesc = cvars::readback_resolve ? "Enabled" : "Disabled";
// Extra Sleep
xe::threading::Sleep(delay);
@ -1862,15 +1863,17 @@ void EmulatorWindow::GamepadHotKeys() {
}
}
void EmulatorWindow::ToggleGPUSetting(gpu_cvar value) {
switch (value) {
case gpu_cvar::ClearMemoryPageState:
CommonSaveGPUSetting(CommonGPUSetting::ClearMemoryPageState,
!cvars::clear_memory_page_state);
void EmulatorWindow::ToggleGPUSetting(gpu::GPUSetting setting) {
switch (setting) {
case GPUSetting::ClearMemoryPageState:
SaveGPUSetting(GPUSetting::ClearMemoryPageState,
!cvars::clear_memory_page_state);
break;
case gpu_cvar::ReadbackResolve:
D3D12SaveGPUSetting(D3D12GPUSetting::ReadbackResolve,
!cvars::d3d12_readback_resolve);
case GPUSetting::ReadbackResolve:
SaveGPUSetting(GPUSetting::ReadbackResolve, !cvars::readback_resolve);
break;
case GPUSetting::ReadbackMemexport:
SaveGPUSetting(GPUSetting::ReadbackMemexport, !cvars::readback_memexport);
break;
}
}
@ -1915,7 +1918,7 @@ void EmulatorWindow::DisplayHotKeysConfig() {
msg += "\n";
msg += "Readback Resolve: " +
xe::string_util::BoolToString(cvars::d3d12_readback_resolve);
xe::string_util::BoolToString(cvars::readback_resolve);
msg += "\n";
msg += "Clear Memory Page State: " +

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@ -112,11 +112,6 @@ class EmulatorWindow {
Unknown
};
enum class gpu_cvar {
ClearMemoryPageState,
ReadbackResolve,
};
class ControllerHotKey {
public:
// If true the hotkey can be activated while a title is running, otherwise
@ -235,7 +230,7 @@ class EmulatorWindow {
void VibrateController(xe::hid::InputSystem* input_sys, uint32_t user_index,
bool vibrate = true);
void GamepadHotKeys();
void ToggleGPUSetting(gpu_cvar index);
void ToggleGPUSetting(gpu::GPUSetting setting);
void DisplayHotKeysConfig();
static std::string CanonicalizeFileExtension(

View File

@ -402,6 +402,7 @@ class Timer : public WaitHandle {
virtual bool Cancel() = 0;
};
#if XE_PLATFORM_WIN32
struct ThreadPriority {
static const int32_t kLowest = -2;
static const int32_t kBelowNormal = -1;
@ -409,6 +410,15 @@ struct ThreadPriority {
static const int32_t kAboveNormal = 1;
static const int32_t kHighest = 2;
};
#else
struct ThreadPriority {
static const int32_t kLowest = 1;
static const int32_t kBelowNormal = 8;
static const int32_t kNormal = 16;
static const int32_t kAboveNormal = 24;
static const int32_t kHighest = 32;
};
#endif
// Models a Win32-like thread object.
// https://msdn.microsoft.com/en-us/library/windows/desktop/ms682453(v=vs.85).aspx

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@ -27,6 +27,8 @@
#include <ctime>
#include <memory>
#include "logging.h"
#if XE_PLATFORM_ANDROID
#include <dlfcn.h>
@ -660,8 +662,18 @@ class PosixCondition<Thread> : public PosixConditionBase {
WaitStarted();
sched_param param{};
param.sched_priority = new_priority;
if (pthread_setschedparam(thread_, SCHED_FIFO, &param) != 0)
assert_always();
int res = pthread_setschedparam(thread_, SCHED_FIFO, &param);
if (res != 0) {
switch (res) {
case EPERM:
XELOGW("Permission denied while setting priority");
break;
case EINVAL:
assert_always();
default:
XELOGW("Unknown error while setting priority");
}
}
}
void QueueUserCallback(std::function<void()> callback) {

View File

@ -1372,6 +1372,12 @@ X_STATUS Emulator::CompleteLaunch(const std::filesystem::path& path,
return X_STATUS_NOT_FOUND;
}
if (!module->is_executable()) {
kernel_state_->UnloadUserModule(module, false);
XELOGE("Failed to load user module {}", path);
return X_STATUS_NOT_SUPPORTED;
}
X_RESULT result = kernel_state_->ApplyTitleUpdate(module);
if (XFAILED(result)) {
XELOGE("Failed to apply title update! Cannot run module {}", path);

View File

@ -50,17 +50,52 @@ DEFINE_bool(clear_memory_page_state, false,
"for 'Team Ninja' Games to fix missing character models)",
"GPU");
DEFINE_bool(
readback_resolve, false,
"[D3D12 Only] Read render-to-texture results on the CPU. This may be "
"needed in some games, for instance, for screenshots in saved games, but "
"causes mid-frame synchronization, so it has a huge performance impact.",
"GPU");
DEFINE_bool(
readback_memexport, false,
"[D3D12 Only] Read data written by memory export in shaders on the CPU. "
"This may be needed in some games (but many only access exported data on "
"the GPU, and this flag isn't needed to handle such behavior), but causes "
"mid-frame synchronization, so it has a huge performance impact.",
"GPU");
namespace xe {
namespace gpu {
void CommonSaveGPUSetting(CommonGPUSetting setting, uint64_t value) {
// This should be written completely differently with support for different
// types.
void SaveGPUSetting(GPUSetting setting, uint64_t value) {
switch (setting) {
case CommonGPUSetting::ClearMemoryPageState:
OVERRIDE_bool(clear_memory_page_state, (bool)value);
case GPUSetting::ClearMemoryPageState:
OVERRIDE_bool(clear_memory_page_state, static_cast<bool>(value));
break;
case GPUSetting::ReadbackResolve:
OVERRIDE_bool(readback_resolve, static_cast<bool>(value));
break;
case GPUSetting::ReadbackMemexport:
OVERRIDE_bool(readback_memexport, static_cast<bool>(value));
break;
}
}
bool GetGPUSetting(GPUSetting setting) {
switch (setting) {
case GPUSetting::ClearMemoryPageState:
return cvars::clear_memory_page_state;
case GPUSetting::ReadbackResolve:
return cvars::readback_resolve;
case GPUSetting::ReadbackMemexport:
return cvars::readback_memexport;
}
return false;
}
using namespace xe::gpu::xenos;
CommandProcessor::CommandProcessor(GraphicsSystem* graphics_system,

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@ -33,11 +33,14 @@ class ByteStream;
namespace gpu {
enum class CommonGPUSetting {
enum class GPUSetting {
ClearMemoryPageState,
ReadbackResolve,
ReadbackMemexport
};
void CommonSaveGPUSetting(CommonGPUSetting setting, uint64_t value);
void SaveGPUSetting(GPUSetting setting, uint64_t value);
bool GetGPUSetting(GPUSetting setting);
class GraphicsSystem;
class Shader;

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@ -32,19 +32,7 @@ DEFINE_bool(d3d12_bindless, true,
"Use bindless resources where available - may improve performance, "
"but may make debugging more complicated.",
"D3D12");
DEFINE_bool(d3d12_readback_memexport, false,
"Read data written by memory export in shaders on the CPU. This "
"may be needed in some games (but many only access exported data "
"on the GPU, and this flag isn't needed to handle such behavior), "
"but causes mid-frame synchronization, so it has a huge "
"performance impact.",
"D3D12");
DEFINE_bool(d3d12_readback_resolve, false,
"Read render-to-texture results on the CPU. This may be needed in "
"some games, for instance, for screenshots in saved games, but "
"causes mid-frame synchronization, so it has a huge performance "
"impact.",
"D3D12");
DEFINE_bool(d3d12_submit_on_primary_buffer_end, true,
"Submit the command list when a PM4 primary buffer ends if it's "
"possible to submit immediately to try to reduce frame latency.",
@ -54,15 +42,6 @@ DECLARE_bool(clear_memory_page_state);
namespace xe {
namespace gpu {
void D3D12SaveGPUSetting(D3D12GPUSetting setting, uint64_t value) {
switch (setting) {
case D3D12GPUSetting::ReadbackResolve:
OVERRIDE_bool(d3d12_readback_resolve, (bool)value);
break;
}
}
namespace d3d12 {
// Generated with `xb buildshaders`.
@ -3011,7 +2990,7 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
memexport_range.base_address_dwords << 2, memexport_range.size_bytes,
false);
}
if (cvars::d3d12_readback_memexport) {
if (GetGPUSetting(GPUSetting::ReadbackResolve)) {
// Read the exported data on the CPU.
uint32_t memexport_total_size = 0;
for (const draw_util::MemExportRange& memexport_range :
@ -3091,7 +3070,7 @@ bool D3D12CommandProcessor::IssueCopy() {
if (!BeginSubmission(true)) {
return false;
}
if (!cvars::d3d12_readback_resolve) {
if (!GetGPUSetting(GPUSetting::ReadbackResolve)) {
uint32_t written_address, written_length;
return render_target_cache_->Resolve(*memory_, *shared_memory_,
*texture_cache_, written_address,

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@ -799,6 +799,18 @@ dword_result_t XamUserGetUserFlagsFromXUID_entry(qword_t xuid) {
}
DECLARE_XAM_EXPORT1(XamUserGetUserFlagsFromXUID, kUserProfiles, kImplemented);
dword_result_t XamUserGetOnlineLanguageFromXUID_entry(qword_t xuid) {
/* Notes:
- Calls XamUserGetUserFlagsFromXUID and returns (ulonglong)(cached_flag <<
0x20) >> 0x39 & 0x1f;
- XamUserGetMembershipTierFromXUID and XamUserGetOnlineCountryFromXUID also
call it
- Removed in metro
*/
return cvars::user_language;
}
DECLARE_XAM_EXPORT1(XamUserGetOnlineLanguageFromXUID, kUserProfiles, kStub);
constexpr uint8_t kStatsMaxAmount = 64;
struct X_STATS_DETAILS {

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@ -763,6 +763,12 @@ X_STATUS XThread::Delay(uint32_t processor_mode, uint32_t alertable,
timeout_ms = uint32_t(-timeout_ticks / 10000); // Ticks -> MS
} else {
timeout_ms = 0;
// TODO(Gliniak): Check how it works, but it seems outright wrong.
// However some titles like to change priority then go to sleep with timeout
// 0.
if (priority_ <= xe::threading::ThreadPriority::kNormal) {
timeout_ms = 1;
}
}
timeout_ms = Clock::ScaleGuestDurationMillis(timeout_ms);
if (alertable) {

View File

@ -48,8 +48,8 @@ void PluginLoader::LoadConfigs() {
xe::filesystem::FilterByName(dir_files, std::regex("[A-Fa-f0-9]{8}"));
for (const auto& entry : dir_files) {
const uint32_t title_id =
std::stoi(entry.name.filename().string(), nullptr, 16);
const uint32_t title_id = string_util::from_string<uint32_t>(
entry.name.filename().string(), true);
LoadTitleConfig(title_id);
}