4 Commits
Author SHA1 Message Date
avan e80fc00462 Fix view compatibility for compressed textures with different logical sizes
It has been confirmed that Divinity: Original Sin 2 may describe the same or overlapping guest GPU memory using BCn-compressed textures with different logical dimensions, such as 104×104 and 102×102.

BCn formats store texture data in blocks, with each BC block covering 4×4 texels. After rounding the dimensions up to complete blocks, both 104×104 and 102×102 textures require a 26×26 grid of BC blocks. As a result, they have the same block footprint at the base mip level. Ryujinx originally determined size compatibility in TextureCompatibility.ViewSizeMatches() primarily from this block footprint, which could cause these textures to be classified as Full view-compatible and allowed to share the same Vulkan VkImage directly.

However, because the two textures have different logical dimensions, their mip chains are also different. For example, at mip level 3, a 104×104 texture is reduced to 13×13, while a 102×102 texture is reduced to 12×12. If a 104×104 child texture view shares the backing image of a 102×102 parent texture, a subsequent full mip upload may attempt to write 13×13 compressed data into a Vulkan image subresource whose actual dimensions are only 12×12.

This produces a compressed buffer-to-image copy that does not match the geometry of the backing image. After the invalid command is submitted to the GPU, the Vulkan driver may asynchronously report VK_ERROR_DEVICE_LOST during command buffer submission, waiting, or presentation. In Ryujinx, this eventually appears as: VulkanException: Unexpected API error "ErrorDeviceLost".

The fix adds a logical-dimension check to TextureCompatibility.ViewSizeMatches(). If either the parent or child uses a compressed texture format, and the actual width or height of the corresponding parent mip does not match the logical width or height of the child, the relationship is no longer classified as Full view-compatible. Instead, it is downgraded to CopyOnly.

CopyOnly indicates that the two textures may still describe the same or overlapping guest memory and that their contents must remain synchronized, but they cannot directly share a single fixed-size Vulkan image. Ryujinx instead allows each texture to retain a host texture matching its own logical dimensions and synchronizes their contents through the existing copy-dependency mechanism.

As a result, the 13×13 mip of the 104×104 texture is uploaded to an actual 13×13 destination mip, while the 12×12 mip of the 102×102 texture is uploaded to an actual 12×12 destination mip.
2026-08-22 18:51:41 -05:00
avan 33cbd29c23 Fix bindless elimination failures observed in OCTOPATH TRAVELER 0:
Failed to find handle source for bindless access of type "textureBuffer".
2026-08-22 18:51:41 -05:00
avan cfc7c6039f Fix OpenGL program relaunch
The Enhanced and Classic versions of FFT are different program indices within the same application. When the Classic version is launched, the game uses ExecuteProgram to stop the current program, trigger DisposeGpu, create a new renderer and OpenGL context, and then launch the requested program.

Previously, when AppHost executed DisposeGpu, it attempted to bind the old OpenGL context and then called Device.DisposeGpu to destroy GPU resources. During the program relaunch flow, however, the old RendererHost may already have been removed from the visual tree, causing its native window to become detached.

If the old OpenGL context can no longer be bound, a ContextException is thrown, preventing the subsequent AppExit and program relaunch flow from continuing.

The updated implementation handles this case by detecting a ContextException while binding the OpenGL context when ShouldRestart is true. It then skips the destruction of GPU resources that depend on the old OpenGL context, allowing the old context to be released together with the old window. The AppExit and program relaunch flow can then continue without being interrupted.
2026-08-22 18:51:41 -05:00
avan ac6db0fe76 Fix Vulkan/OpenGL attachmentless rendering
Some fragment passes used by FFT do not have any color or depth/stencil attachments. Instead, the fragment shader writes the results directly to storage images (on OpenGL: through imageStore).

### Vulkan
When SetImage is called and FramebufferParams has no attachments, its virtual size must be updated using the width, height, and layer count of the fragment storage image. Otherwise, the attachmentless framebuffer may retain an incorrect 1x1 extent, causing backgrounds, logos, UI elements, and other rendered content to be missing.

If the first draw occurs before the storage-image descriptor is rebound, SetImage cannot yet provide the correct storage-image dimensions. Therefore, when RecreateGraphicsPipelineIfNeeded finds that FramebufferParams has no attachments and still uses the default 1x1 extent, it initializes the framebuffer dimensions from the active viewport. Otherwise, the first Vulkan draw may be restricted to a 1x1 area and render incorrectly.

The storage-image extent is therefore used as the authoritative size for FramebufferParams, while the active viewport is used as a fallback when the storage-image extent is not yet available before the first draw.

### OpenGL
A storage image is not a framebuffer attachment, so OpenGL cannot derive the framebuffer width and height from it. When the framebuffer has no attachments but a viewport with valid dimensions has already been defined, Pipeline.PreDraw must set the default framebuffer width and height from the active viewport.

Without non-zero default width and height values, the attachmentless framebuffer remains incomplete. Drawing with that framebuffer results in InvalidFramebufferOperation, so rasterization and fragment shader execution do not occur even when the storage images are bound correctly.
2026-08-22 18:51:41 -05:00
7 changed files with 217 additions and 37 deletions
@@ -381,12 +381,15 @@ namespace Ryujinx.Graphics.Gpu.Image
}
// Some APIs align the width for copy and render target textures,
// so the width may not match in this case for different uses of the same texture.
// so the width may not match for different uses of the same texture.
// To account for this, we compare the aligned width here.
// We expect height to always match exactly, if the texture is the same.
// However, matching block footprints are not sufficient for compressed textures;
// their logical dimensions must also match.
if (alignedWidthMatches && lhsSize.Height == rhsSize.Height)
{
return (exact && lhsSize.Width != rhsSize.Width) || lhsSize.Width < rhsSize.Width
return ((lhs.FormatInfo.IsCompressed || rhs.FormatInfo.IsCompressed) &&
(Math.Max(1, lhs.Width >> level) != rhs.Width || Math.Max(1, lhs.Height >> level) != rhs.Height)) ||
(exact && lhsSize.Width != rhsSize.Width) || lhsSize.Width < rhsSize.Width
? TextureViewCompatibility.CopyOnly
: result;
}
+36 -2
View File
@@ -20,6 +20,27 @@ namespace Ryujinx.Graphics.OpenGL
private int _colorsCount;
private bool _dualSourceBlend;
public bool HasAttachments
{
get
{
if (_depthStencil != null)
{
return true;
}
for (int index = 0; index < _colors.Length; index++)
{
if (_colors[index] != null)
{
return true;
}
}
return false;
}
}
public Framebuffer()
{
Handle = GL.GenFramebuffer();
@@ -34,6 +55,12 @@ namespace Ryujinx.Graphics.OpenGL
return Handle;
}
public void SetDefaultSize(int width, int height)
{
GL.FramebufferParameter(FramebufferTarget.Framebuffer, FramebufferDefaultParameter.FramebufferDefaultWidth, Math.Max(1, width));
GL.FramebufferParameter(FramebufferTarget.Framebuffer, FramebufferDefaultParameter.FramebufferDefaultHeight, Math.Max(1, height));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void AttachColor(int index, TextureView color)
{
@@ -105,13 +132,20 @@ namespace Ryujinx.Graphics.OpenGL
_colorsCount = colorsCount;
}
private static void SetDrawBuffersImpl(int colorsCount)
private void SetDrawBuffersImpl(int colorsCount)
{
DrawBuffersEnum[] drawBuffers = new DrawBuffersEnum[colorsCount];
for (int index = 0; index < colorsCount; index++)
{
drawBuffers[index] = DrawBuffersEnum.ColorAttachment0 + index;
if (_colors[index] != null)
{
drawBuffers[index] = DrawBuffersEnum.ColorAttachment0 + index;
}
else
{
drawBuffers[index] = DrawBuffersEnum.None;
}
}
GL.DrawBuffers(colorsCount, drawBuffers);
+5
View File
@@ -1537,6 +1537,11 @@ namespace Ryujinx.Graphics.OpenGL
{
DrawCount++;
if (!_framebuffer.HasAttachments && _viewportArray.Length >= 4)
{
_framebuffer.SetDefaultSize((int)_viewportArray[2], (int)_viewportArray[3]);
}
_unit0Texture?.Bind(0);
}
@@ -70,19 +70,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
Operand bindlessHandle = texOp.GetSource(0);
if (bindlessHandle.AsgOp is PhiNode phi)
{
for (int srcIndex = 0; srcIndex < phi.SourcesCount; srcIndex++)
{
Operand phiSource = phi.GetSource(srcIndex);
if (phiSource.AsgOp is not PhiNode && !IsBindlessAccessAllowed(phiSource))
{
return false;
}
}
}
else if (!IsBindlessAccessAllowed(bindlessHandle))
if (!IsBindlessAccessAllowed(bindlessHandle))
{
return false;
}
@@ -100,7 +88,10 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
texOp.SetSource(0, textureIndex);
bool hasSampler = !texOp.Inst.IsImage();
// Buffer textures use a TIC/BufferView only and never consume a sampler.
// Avoiding a sampler descriptor array here is especially important for bindless
// texture buffers, where the array can span the entire sampler pool for no benefit.
bool hasSampler = !texOp.Inst.IsImage() && texOp.Type != SamplerType.TextureBuffer;
SetBindingPair textureSetAndBinding = resourceManager.GetTextureOrImageBinding(
texOp.Inst,
@@ -143,26 +134,112 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
private static bool IsBindlessAccessAllowed(Operand bindlessHandle)
{
if (bindlessHandle.Type == OperandType.ConstantBuffer)
{
// Bindless access with handles from constant buffer is allowed.
// Walk only SSA merges and integer operations that can transparently construct
// or select a packed texture/sampler handle. Do not walk arbitrary operations:
// finding an unrelated resource load elsewhere in the SSA graph must not enable
// descriptor-array access for this handle.
const int MaxVisitedOperands = 256;
const int MaxDepth = 64;
return true;
Stack<(Operand Operand, int Depth)> work = new();
HashSet<Operand> visited = new();
work.Push((bindlessHandle, 0));
while (work.Count != 0 && visited.Count < MaxVisitedOperands)
{
(Operand operand, int depth) = work.Pop();
if (operand == null || depth > MaxDepth || !visited.Add(operand))
{
continue;
}
if (operand.Type == OperandType.ConstantBuffer)
{
// Constant buffers are accepted by the existing direct-handle path and
// remain accepted when SSA merges or integer handle arithmetic obscure them.
return true;
}
if (operand.AsgOp is PhiNode phi)
{
for (int index = 0; index < phi.SourcesCount; index++)
{
Operand source = phi.GetSource(index);
if (source.Type != OperandType.Undefined)
{
work.Push((source, depth + 1));
}
}
continue;
}
if (operand.AsgOp is not Operation operation)
{
continue;
}
Instruction inst = operation.Inst & Instruction.Mask;
if (inst == Instruction.Load)
{
// Preserve the performance restriction. Static CBUF operands are already
// accepted above; accept their dynamically indexed Load form as the same
// resource class, plus the existing shader-input and storage-buffer sources.
// Other loads remain traversal barriers and cannot authorize a pool array.
if (operation.StorageKind == StorageKind.ConstantBuffer ||
operation.StorageKind == StorageKind.Input ||
operation.StorageKind == StorageKind.StorageBuffer)
{
return true;
}
continue;
}
if (!IsHandleConstructionOperation(inst))
{
// Texture/image operations, arbitrary loads, floating-point conversions,
// calls and other unrelated calculations are deliberate traversal barriers.
continue;
}
for (int index = 0; index < operation.SourcesCount; index++)
{
work.Push((operation.GetSource(index), depth + 1));
}
}
if (bindlessHandle.AsgOp is not Operation handleOp ||
handleOp.Inst != Instruction.Load ||
(handleOp.StorageKind != StorageKind.Input && handleOp.StorageKind != StorageKind.StorageBuffer))
{
// Right now, we only allow bindless access when the handle comes from a shader input or storage buffer.
// This is an artificial limitation to prevent it from being used in cases where it
// would have a large performance impact of loading all textures in the pool.
// It might be removed in the future, if we can mitigate the performance impact.
return false;
}
return false;
}
return true;
private static bool IsHandleConstructionOperation(Instruction inst)
{
return inst is
Instruction.Add or
Instruction.Subtract or
Instruction.Multiply or
Instruction.MultiplyHighS32 or
Instruction.MultiplyHighU32 or
Instruction.BitwiseAnd or
Instruction.BitwiseExclusiveOr or
Instruction.BitwiseNot or
Instruction.BitwiseOr or
Instruction.BitfieldExtractS32 or
Instruction.BitfieldExtractU32 or
Instruction.BitfieldInsert or
Instruction.ShiftLeft or
Instruction.ShiftRightS32 or
Instruction.ShiftRightU32 or
Instruction.MinimumU32 or
Instruction.MaximumU32 or
Instruction.ClampU32 or
Instruction.ConditionalSelect or
Instruction.Copy or
Instruction.VectorExtract;
}
private static bool TryConvertBindless(BasicBlock block, ResourceManager resourceManager, IGpuAccessor gpuAccessor, TextureOperation texOp)
@@ -32,6 +32,29 @@ namespace Ryujinx.Graphics.Vulkan
public bool HasDepthStencil { get; private set; }
public int ColorAttachmentsCount => AttachmentsCount - (HasDepthStencil ? 1 : 0);
public bool SetVirtualSize(uint width, uint height, uint layers)
{
if (AttachmentsCount != 0)
{
return false;
}
width = Math.Max(1u, width);
height = Math.Max(1u, height);
layers = Math.Max(1u, layers);
if (Width == width && Height == height && Layers == layers)
{
return false;
}
Width = width;
Height = height;
Layers = layers;
return true;
}
public FramebufferParams(Device device, TextureView view, uint width, uint height)
{
Format format = view.Info.Format;
@@ -843,6 +843,11 @@ namespace Ryujinx.Graphics.Vulkan
public void SetImage(ShaderStage stage, int binding, ITexture image)
{
_descriptorSetUpdater.SetImage(Cbs, stage, binding, image);
if (stage == ShaderStage.Fragment && image is TextureView view)
{
FramebufferParams?.SetVirtualSize((uint)view.Width, (uint)view.Height, (uint)view.Layers);
}
}
public void SetImage(int binding, Auto<DisposableImageView> image)
@@ -1607,6 +1612,24 @@ namespace Ryujinx.Graphics.Vulkan
private bool RecreateGraphicsPipelineIfNeeded()
{
if (FramebufferParams != null &&
FramebufferParams.AttachmentsCount == 0 &&
FramebufferParams.Width == 1 &&
FramebufferParams.Height == 1 &&
DynamicState.ViewportsCount != 0)
{
// An attachmentless fragment pass can reach its first draw before the storage
// image descriptor is rebound. At that point the null framebuffer still has
// its constructor fallback of 1x1, even though the guest viewport already
// describes the real render area. Seed the virtual framebuffer from that
// viewport so the first storage-image draw is not clipped to one pixel.
Silk.NET.Vulkan.Viewport viewport = DynamicState.Viewports[0];
uint width = (uint)Math.Max(1f, Math.Abs(viewport.Width));
uint height = (uint)Math.Max(1f, Math.Abs(viewport.Height));
FramebufferParams.SetVirtualSize(width, height, 1);
}
if (AutoFlush.ShouldFlushDraw(DrawCount))
{
Gd.FlushAllCommands();
+17 -2
View File
@@ -45,6 +45,7 @@ using Ryujinx.UI.Common.Configuration;
using Ryujinx.UI.Common.Helper;
using Silk.NET.Vulkan;
using SkiaSharp;
using SPB.Graphics.Exceptions;
using SPB.Graphics.Vulkan;
using System;
using System.Collections.Generic;
@@ -654,8 +655,22 @@ namespace Ryujinx.Ava
if (RendererHost.EmbeddedWindow is EmbeddedWindowOpenGL openGlWindow)
{
// Try to bind the OpenGL context before calling the shutdown event.
openGlWindow.MakeCurrent(false, false);
try
{
// Try to bind the OpenGL context before disposing GPU resources.
openGlWindow.MakeCurrent();
}
catch (ContextException e) when (_userChannelPersistence.ShouldRestart)
{
// ExecuteProgram may detach the old native window before GPU
// disposal. Allow the old context to be released with the window
// and continue the requested program relaunch.
Logger.Warning?.Print(
LogClass.UI,
$"Failed to bind OpenGL context during program relaunch: {e}");
return;
}
Device.DisposeGpu();