infra: Migrate to .NET 7 (#3795)
* Update readme to mention .NET 7 * infra: Migrate to .NET 7 .NET 7 is still in preview but this prepare for the release coming up next month. * Use Random.Shared in CreateRandom * Move UInt128Utils.cs to Ryujinx.Common project * Fix inverted parameters in System.UInt128 constructor * Fix Visual Studio complains on Ryujinx.Graphics.Vic * time: Fix missing alignment enforcement in SystemClockContext Fixes at least Smash * time: Fix missing alignment enforcement in SteadyClockContext Fix games (like recent version of Smash) using time shared memory * Switch to .NET 7.0.100 release * Enable Tiered PGO * Ensure CreateId validity requirements are meet when doing random generation Also enforce correct packing layout for other Mii structures. This fix a Mario Kart 8 crashes related to the default Miis.
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71 changed files with 144 additions and 301 deletions
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@ -254,7 +254,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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UsedInputAttributes |= mask;
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_thisUsedInputAttributes |= mask;
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ThisInputAttributesComponents |= UInt128.Pow2(index * 4 + component);
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ThisInputAttributesComponents |= UInt128.One << (index * 4 + component);
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}
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public void SetInputUserAttributePerPatch(int index)
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@ -190,10 +190,10 @@ namespace Ryujinx.Graphics.Shader.Translation
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UInt128 usedAttributes = context.Config.NextInputAttributesComponents;
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while (usedAttributes != UInt128.Zero)
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{
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int index = usedAttributes.TrailingZeroCount();
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int index = (int)UInt128.TrailingZeroCount(usedAttributes);
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int vecIndex = index / 4;
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usedAttributes &= ~UInt128.Pow2(index);
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usedAttributes &= ~(UInt128.One << index);
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// We don't need to initialize passthrough attributes.
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if ((context.Config.PassthroughAttributes & (1 << vecIndex)) != 0)
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@ -1,112 +0,0 @@
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using System;
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using System.Numerics;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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struct UInt128 : IEquatable<UInt128>
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{
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public static UInt128 Zero => new UInt128() { _v0 = 0, _v1 = 0 };
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private ulong _v0;
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private ulong _v1;
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public UInt128(ulong low, ulong high)
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{
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_v0 = low;
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_v1 = high;
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}
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public int TrailingZeroCount()
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{
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int count = BitOperations.TrailingZeroCount(_v0);
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if (count == 64)
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{
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count += BitOperations.TrailingZeroCount(_v1);
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}
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return count;
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}
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public static UInt128 Pow2(int x)
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{
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if (x >= 64)
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{
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return new UInt128(0, 1UL << (x - 64));
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}
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return new UInt128(1UL << x, 0);
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}
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public static UInt128 operator ~(UInt128 x)
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{
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return new UInt128(~x._v0, ~x._v1);
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}
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public static UInt128 operator &(UInt128 x, UInt128 y)
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{
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return new UInt128(x._v0 & y._v0, x._v1 & y._v1);
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}
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public static UInt128 operator |(UInt128 x, UInt128 y)
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{
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return new UInt128(x._v0 | y._v0, x._v1 | y._v1);
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}
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public static UInt128 operator <<(UInt128 x, int shift)
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{
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if (shift == 0)
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{
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return new UInt128(x._v0, x._v1);
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}
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else if (shift >= 64)
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{
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return new UInt128(0, x._v0 << (shift - 64));
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}
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ulong shiftOut = x._v0 >> (64 - shift);
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return new UInt128(x._v0 << shift, (x._v1 << shift) | shiftOut);
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}
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public static UInt128 operator >>(UInt128 x, int shift)
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{
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if (shift == 0)
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{
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return new UInt128(x._v0, x._v1);
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}
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else if (shift >= 64)
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{
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return new UInt128(x._v1 >> (shift - 64), 0);
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}
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ulong shiftOut = x._v1 & ((1UL << shift) - 1);
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return new UInt128((x._v0 >> shift) | (shiftOut << (64 - shift)), x._v1 >> shift);
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}
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public static bool operator ==(UInt128 x, UInt128 y)
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{
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return x.Equals(y);
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}
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public static bool operator !=(UInt128 x, UInt128 y)
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{
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return !x.Equals(y);
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}
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public override bool Equals(object obj)
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{
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return obj is UInt128 other && Equals(other);
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}
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public bool Equals(UInt128 other)
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{
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return _v0 == other._v0 && _v1 == other._v1;
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(_v0, _v1);
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}
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}
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}
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