* Better implementation of the DMA pusher, misc fixes
* Remove some debug code
* Correct RGBX8 format
* Add support for linked Texture Sampler Control
* Attempt to fix upside down screen issue
* Started to implement the hwopus service
* Write outputs on decode method, some basic error handling
* Fix buffer size read from header and check
* Fix order of values
* Audio: Implement libsoundio as an alternative audio backend
libsoundio will be preferred over OpenAL if it is available on the machine. If neither are available, it will fallback to a dummy audio renderer that outputs no sound.
* Audio: Fix SoundIoRingBuffer documentation
* Audio: Unroll and optimize the audio write callback
Copying one sample at a time is slow, this unrolls the most common audio channel layouts and manually copies the bytes between source and destination. This is over 2x faster than calling CopyBlockUnaligned every sample.
* Audio: Optimize the write callback further
This dramatically reduces the audio buffer copy time. When the sample size is one of handled sample sizes the buffer copy operation is almost 10x faster than CopyBlockAligned.
This works by copying full samples at a time, rather than the individual bytes that make up the sample. This allows for 2x or 4x faster copy operations depending on sample size.
* Audio: Fix typo in Stereo write callback
* Audio: Fix Surround (5.1) audio write callback
* Audio: Update Documentation
* Audio: Use built-in Unsafe.SizeOf<T>()
Built-in `SizeOf<T>()` is 10x faster than our `TypeSize<T>` helper. This also helps reduce code surface area.
* Audio: Keep fixed buffer style consistent
* Audio: Address styling nits
* Audio: More style nits
* Audio: Add additional documentation
* Audio: Move libsoundio bindings internal
As per discussion, moving the libsoundio native bindings into Ryujinx.Audio
* Audio: Bump Target Framework back up to .NET Core 2.1
* Audio: Remove voice mixing optimizations.
Leaves Saturation optimizations in place.
* Change naming convention for Ryujinx project
* Change naming convention for ChocolArm64 project
* Fix NaN
* Remove unneeded this. from Ryujinx project
* Adjust naming from new PRs
* Name changes based on feedback
* How did this get removed?
* Rebasing fix
* Change FP enum case
* Remove prefix from ChocolArm64 classes - Part 1
* Remove prefix from ChocolArm64 classes - Part 2
* Fix alignment from last commit's renaming
* Rename namespaces
* Rename stragglers
* Fix alignment
* Rename OpCode class
* Missed a few
* Adjust alignment
* Timing: Optimize Timestamp Aquisition
Currently, we make use of Environment.TickCount in a number of places. This has some downsides, mainly being that the TickCount is a signed 32-bit integer, and has an effective limit of ~25 days before overflowing and wrapping around. Due to the signed-ness of the value, this also caused issues with negative numbers. This resolves these issues by using a 64-bit tick count obtained from Performance Counters (via the Stopwatch class). This has a beneficial side effect of being significantly more accurate than the TickCount.
* Timing: Rename ElapsedTicks to ElapsedMilliseconds and expose TicksPerX
* Timing: Some style changes
* Timing: Align static variable initialization
This should provide accurate behaviours.
This implementation has been tested with ftpd and libtransistor bsd tests.
This implementation lacks OOB support.
* Print stack trace on invalid memory accesses
* Rebased, change code region base address for 39-bits address space, print stack trace on break and undefined instructions too
* Implement IRoInterface
This is required by Super Mario Party.
This commit also adds MapProcessCodeMemory and UnmapProcessCodeMemory functions in KMemoryManager. Those two calls might not reflect what the SVC of the same names do.
* Fix some code style issues
* Use MakeError to clarify error code
* Add NRR and NRO constants
* Fix some codestyle issues
* Fix InvalidMemoryState error code
* Simplify render target bindings
* Implement multiple viewports
* Pack glViewportIndexed calls into a single glViewportArray
* Use ARB_viewport_array when available
* Cache framebuffer attachments
* Use get accessors in OGLExtension
* Address feedback
* Full 5.X stubbed IHidServer
Since we can't support all those Hid calls in the right way, we can stub them with more information as possible in the logs.
I have added all symbols in it to be more revelant as possible.
It's remove some Hid spam in few games too, because we assign some var as the game want.
* Fix issues
* Fix code according to review
* Remove unused tracing functionality from the CPU
* GetNsoExecutable -> GetExecutable
* Unsigned comparison
* Re-add cpu tracing
* Config change
* Remove cold methods from the translation cache on the cpu
* Replace lock with try lock, pass new ATranslatorCache instead of ATranslator
* Rebase fixups
* support reading control data
* show game info on titlebar
* use first language is default is not available
* use seperate language enums for titles
* fix hex display
* Started to rewrite the thread scheduler
* Add a single core-like scheduling mode, enabled by default
* Clear exclusive monitor on context switch
* Add SetThreadActivity, misc fixes
* Implement WaitForAddress and SignalToAddress svcs, misc fixes
* Misc fixes (on SetActivity and Arbiter), other tweaks
* Rebased
* Add missing null check
* Rename multicore key on config, fix UpdatePriorityInheritance
* Make scheduling data MLQs private
* nit: Ordering
* (Re)Implement format reinterpretation, other changes
* Implement writeback to guest memory, some refactoring
* More refactoring, implement reinterpretation the old way again
* Clean up
* Some fixes on M2MF (old Dma engine), added partial support for P2MF, fix conditional ssy, add Z24S8 zeta format, other fixes
* nit: Formatting
* Address PR feedback
* Rewrite the C++ Demangler
This new Demangler provides support to almost every possible mangled
symbols and should behaves like GNU c++filt.
It works on 98.9% of the sdk's symbols and 99.5%
of Puyo Puyo Tetris's symbols.
* Fix code style
* Fix noexcept enclosed expression parsing issues
* fix code style issues
* Initial Framerate limit implementation
* use seperate event for limiter
* check for vsync signal after queue up framebuffer
* removed ingame toggle
* fix nits
* Move GPU LLE emulation from HLE to Graphics
* Graphics: Move Gal/Texture to Texture
* Remove Engines/ directory and namespace
* Use tables for image formats
* Abstract OpCode decoding
* Simplify image table
* Do not leak Read* symbols in TextureReader
* Fixups
* Rename IGalFrameBuffer -> IGalRenderTarget
* Remove MaxBpp hardcoded value
* Change yet again texture data and add G8R8 flipping
* Rename GalFrameBufferFormat to GalSurfaceFormat
* Unident EnsureSetup in ImageHandler
* Add IsCompressed
* Address some feedback
* Update BSD service to handle libnx's 'smart IPC buffers' for address info
* Use existing "GetBufferType0x21" for certain BSD socket methods
* Parse address port as unsigned short
* Fix bounds check on reading the IPC buffer
* Implement Read, Write methods
* rebased and cleaned
* addressed nits
* remove unused swap method
* fixed alignments
- Manage end of the log packet correctly.
- Add drop count, time, and program name parsing.
- Use the correct buffer type. (0x21 not 0x9)
- Prefix unknown fields with "Field"
* Add multiple color outputs for fragment shaders
* Add registers and gal enums
* Use textures for framebuffers and split color and zeta framebuffers
* Abstract texture and framebuffer targets as an image
* Share images between framebuffers and textures
* Unstub formats
* Add some formats
* Disable multiple attachments
* Cache framebuffer attachments
* Handle format types
* Add some rendertarget formats
* Code cleanup
* Fixup half float types
* Address feedback
* Disable multiple attachments in shaders
* Add A4B4G4R4 image format
* Add reversed section for image enums
* Fix MapPhysicalMemory when block position is less than map position
* Only try to free pages that are actually mapped
* Only unmap after freeing the memory
* Some style fixes and nits on ITimeZoneService
* Remove some unneeded usings
* Remove the Ryujinx.HLE.OsHle.Handles namespace
* Remove hbmenu automatic load on process exit
* Rename Ns to Device, rename Os to System, rename SystemState to State
* Move Exceptions and Utilities out of OsHle
* Rename OsHle to HOS
* Rename OsHle folder to HOS
* IManagerDisplayService and ISystemDisplayService style fixes
* BsdError shouldn't be public
* Add a empty new line before using static
* Remove unused file
* Some style fixes on NPDM
* Exit gracefully when the application is closed
* Code style fixes on IGeneralService
* Add 0x prefix on values printed as hex
* Small improvements on finalization code
* Move ProcessId and ThreadId out of AThreadState
* Rename VFs to FileSystem
* FsAccessHeader shouldn't be public. Also fix file names casing
* More case changes on NPDM
* Remove unused files
* Move using to the correct place on NPDM
* Use properties on KernelAccessControlMmio
* Address PR feedback
* Keep track mapped buffers with fixed offsets
* Started rewriting the memory manager
* Initial support for MapPhysicalMemory and UnmapPhysicalMemory, other tweaks
* MapPhysicalMemory/UnmapPhysicalMemory support, other tweaks
* Rebased
* Optimize the map/unmap physical memory svcs
* Integrate shared font support
* Fix address space reserve alignment
* Some fixes related to gpu memory mapping
* Some cleanup
* Only try uploading const buffers that are really used
* Check if memory region is contiguous
* Rebased
* Add missing count increment on IsRegionModified
* Check for reads/writes outside of the address space, optimize translation with a tail call
* Implement Shared Fonts
This fully implements shared fonts.
This commit is provided without fonts.
This commit also add Size to HSharedMem.Positions to be able to add fonts to shared zones when RequestLoad is called.
* Require the user to provide fonts in RyuFS/system
* Use File.Exits instead of relying ona try/catch and change system resource exception format a bit
* Make sure that font sum doesn't exceed 17MB
Also rename font data dictionary for coherence.
* Skip repeated cache tests between same sync
* Skip some checks for regions where just one resource is resident
* Dehardcode residency page size
* Some cleanup
* Directly send host address to buffer data
* Cleanup OGLShader
* Directly copy vertex and index data too
* Revert shader bind "cache"
* Address feedback
* Attempt to support deswizzle of sparse tiled textures
* Use correct frame buffer and viewport sizes, started to clean up the copy engine
* Correct texture width alignment
* Use Scale/Translate registers to calculate viewport rect
* Allow texture copy between frame buffers
This commit implements the argv config key in Ryujinx (by creating a temporary copy of the homebrew executable in the sdmc VFS) to make it possible
to load libnx's "romfs" files.
This commit also call Os.Dispose in Ns.OnFinish to dispose all resources when exiting
* Partial voice implementation on audio renderer
* Implemented audren resampler (based on original impl)
* Fix BiquadFilter struct
* Pause audio playback on last stream buffer
* Split audren/audout files into separate folders, some minor cleanup
* Use AudioRendererParameter on GetWorkBufferSize aswell
* Bump audren version to REV4, name a few things, increase sample buffer size
* Remove useless new lines
* return correct size of ASTC 5x5, 6x6, 8x8, 10x10 and 12x12
* return correct Bytes Per Pixel
* Use method in order to get CompressedTextureSize
* Add Read16BptCompressedTexture method
* add Bpb integer argument
* Loop GLScreen with custom method
* Fix deadlocks
* Fix screen resizing
* Change event to bool
* Try to fix quitting error
* Set title from main thread
* Queue max 1 vsync, fix high FPS after a slowdown
* GetConfig should return 0x30006 in production mode
* GetConfig will now check settings only if nv!rmos_set_production_mode is set to "0"
* Code formatting, TryGetValue
* Slight fixup
* dont forget the setting
* Implemented non production mode setting grabbing
* format issue
* style changes
* Query multiple pages at once with GetWriteWatch
* Allow multiple buffer types to share the same page, aways use the physical address as cache key
* Remove a variable that is no longer needed
* Implement stencil testing
* Implement depth testing
* Implement face culling
* Implement front face
* Comparison functions now take OGL enums too
* Fix front facing when flipping was used
* Add depth and stencil clear values
* Added Basic Controller Support
* Added Extra Configuration Options
Added a GamePad_Enable option and GamePad_Index option
* Revert "Added Extra Configuration Options"
This reverts commit 6cc56bfe7ed473fedf8dfe79c7a888bbe7cfe147.
* Revert "Revert "Added Extra Configuration Options""
This reverts commit 4809e5effe7f54cdb67bc5e2b4f01315ae34efc5.
* Forgot to change the Gamepad Index
* Added Configuration for the A B X Y Buttons
* Added Button Configuration for all other Buttons
* Added Basic Joystick Configuration
* Fixed Joystick Axis Problems
Fixed Joystick Axis Problems when switching around the Joysticks (Left Stick is Right and Right stick is Left)
* Refactored all of the button mapping code
* Changes in compliance with review
* Changes in compliance with review
* Fixed problems in the configuration file with different regions
* Changes in compliance with review
* Add WIP support for Vertex Program A, add the FADD_I32 shader instruction, small fix on FFMA_I encoding, nits
* Add separate subroutines for program A/B, and copy attributes to a temp
* Move finalization code to main
* Add new line after flip uniform on the shader
* Handle possible case where VPB uses an output attribute written by VPA but not available on the vbo
* Address PR feedback
* Call OpenGL functions directly, remove the pfifo thread, some refactoring
* Fix PerformanceStatistics calculating the wrong host fps, remove wait event on PFIFO as this wasn't exactly was causing the freezes (may replace with an exception later)
* Organized the Gpu folder a bit more, renamed a few things, address PR feedback
* Make PerformanceStatistics thread safe
* Remove unused constant
* Use unlimited update rate for better pref