Merge pull request #1 from TheRooferDev/publish-astc-vrr

Publish astc vrr
This commit is contained in:
2026-06-16 17:53:25 -04:00
committed by GitHub
6 changed files with 68 additions and 4 deletions
@@ -4,7 +4,8 @@ namespace Ryujinx.Common.Configuration
{
Switch,
Unbounded,
Custom
Custom,
Vrr
}
public static class VSyncModeExtensions
@@ -13,8 +14,9 @@ namespace Ryujinx.Common.Configuration
vsync switch
{
VSyncMode.Switch => customEnabled ? VSyncMode.Custom : VSyncMode.Unbounded,
VSyncMode.Unbounded => VSyncMode.Switch,
VSyncMode.Custom => VSyncMode.Unbounded,
VSyncMode.Unbounded => VSyncMode.Vrr,
VSyncMode.Vrr => VSyncMode.Switch,
_ => VSyncMode.Switch
};
}
+26
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@@ -661,6 +661,32 @@ namespace Ryujinx.Graphics.Gpu.Image
}
}
// Large 4K texture-pack array textures (e.g. a 2048x2048 ASTC 2D array with 121 layers) decode to
// more than 2 GiB of RGBA8, which overflows Int32 and cannot fit in a single array. Decode and
// upload them one slice at a time instead (each slice is only a few MiB), reusing the same
// single-slice path that partial synchronization already uses.
if (Info.FormatInfo.Format.IsAstc &&
!_context.Capabilities.SupportsAstcCompression &&
_depth == 1 &&
AstcDecoder.QueryDecompressedSizeLong(Info.Width, Info.Height, 1, Info.Levels, _layers) > int.MaxValue)
{
for (int layer = 0; layer < _layers; layer++)
{
for (int level = 0; level < Info.Levels; level++)
{
int sliceOffset = _sizeInfo.AllOffsets[layer * Info.Levels + level];
MemoryOwner<byte> sliceResult = ConvertToHostCompatibleFormat(data[sliceOffset..], level, single: true);
HostTexture.SetData(sliceResult, layer, level);
}
}
_hasData = true;
return;
}
MemoryOwner<byte> result = ConvertToHostCompatibleFormat(data);
if (ScaleFactor != 1f && AllowScaledSetData())
@@ -115,6 +115,27 @@ namespace Ryujinx.Graphics.Texture.Astc
return size * 4;
}
/// <summary>
/// Computes the fully-decoded (RGBA8) size in bytes using 64-bit arithmetic, so callers can detect
/// when the result would overflow <see cref="int"/> (e.g. large 4K texture-pack array textures) and
/// decode slice-by-slice instead of allocating a single oversized buffer.
/// </summary>
public static long QueryDecompressedSizeLong(int sizeX, int sizeY, int sizeZ, int levelCount, int layerCount)
{
long size = 0;
for (int i = 0; i < levelCount; i++)
{
long levelSizeX = Math.Max(1, sizeX >> i);
long levelSizeY = Math.Max(1, sizeY >> i);
long levelSizeZ = Math.Max(1, sizeZ >> i);
size += levelSizeX * levelSizeY * levelSizeZ * layerCount;
}
return size * 4;
}
public void ProcessBlock(int index)
{
Buffer16 inputBlock = MemoryMarshal.Cast<byte, Buffer16>(InputBuffer.Span)[index];
+8 -1
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@@ -282,7 +282,14 @@ namespace Ryujinx.Graphics.Vulkan
private static PresentModeKHR ChooseSwapPresentMode(PresentModeKHR[] availablePresentModes, VSyncMode vSyncMode)
{
if (vSyncMode == VSyncMode.Unbounded && availablePresentModes.Contains(PresentModeKHR.ImmediateKhr))
// VRR: FifoRelaxed lets the display's variable refresh rate (G-Sync/FreeSync) drive the refresh
// in fullscreen, smoothing a fluctuating frame rate without tearing. Immediate (full VSync off)
// was tried first but could hang the GPU under load, so FifoRelaxed is used instead.
if (vSyncMode == VSyncMode.Vrr && availablePresentModes.Contains(PresentModeKHR.FifoRelaxedKhr))
{
return PresentModeKHR.FifoRelaxedKhr;
}
else if (vSyncMode == VSyncMode.Unbounded && availablePresentModes.Contains(PresentModeKHR.ImmediateKhr))
{
return PresentModeKHR.ImmediateKhr;
}
+3
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@@ -18,6 +18,7 @@
<Color x:Key="Switch">#FF2EEAC9</Color>
<Color x:Key="Unbounded">#FFFF4554</Color>
<Color x:Key="Custom">#6483F5</Color>
<Color x:Key="Vrr">#FF4CD964</Color>
<Color x:Key="Warning">#800080</Color>
<Color x:Key="CustomConfig">#00B5B8</Color>
</ResourceDictionary>
@@ -38,6 +39,7 @@
<Color x:Key="Switch">#13c3a4</Color>
<Color x:Key="Unbounded">#FFFF4554</Color>
<Color x:Key="Custom">#6483F5</Color>
<Color x:Key="Vrr">#FF4CD964</Color>
<Color x:Key="Warning">#800080</Color>
<Color x:Key="CustomConfig">#00B5B8</Color>
</ResourceDictionary>
@@ -58,6 +60,7 @@
<Color x:Key="Switch">#FF2EEAC9</Color>
<Color x:Key="Unbounded">#FFFF4554</Color>
<Color x:Key="Custom">#6483F5</Color>
<Color x:Key="Vrr">#FF4CD964</Color>
<Color x:Key="Warning">#FFA500</Color>
<Color x:Key="CustomConfig">#00B5B8</Color>
</ResourceDictionary>
@@ -1369,7 +1369,12 @@ namespace Ryujinx.Ava.UI.ViewModels
VSyncModeColor = new SolidColorBrush(clr);
}
VSyncModeText = args.VSyncMode == "Custom" ? "Custom" : "VSync";
VSyncModeText = args.VSyncMode switch
{
"Custom" => "Custom",
"Vrr" => "VRR",
_ => "VSync"
};
DockedStatusText = args.DockedMode;
AspectRatioStatusText = args.AspectRatio;
GameStatusText = args.GameStatus;