* gtk3: Add base for future Vulkan integration
This PR puts in place the fondation for the future Vulkan integration on
the GTK3 UI.
This also updated SPB to 0.0.3-build14 that fixed a use after free on
XErrorHandler on Linux.
* Address rip's comments
* Merge GLWidget inside GLRenderer
* Clean up and deduplicate renderer implementations
* Address shahil's comments
* Address Ac_K's comments
* Address gdkchan's comments
* openal: Update to OpenTK 4
* Ryujinx.Graphics.OpenGL: Update to OpenTK 4
* Entirely removed OpenTK 3, still wip
* Use SPB for context creation and handling
Still need to test on GLX and readd input support
* Start implementing a new input system
So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal
Button mapping backend is implemented
TODO: front end, configuration handling and configuration migration
TODO: keyboard support
* Enforce RGB only framebuffer on the GLWidget
Fix possible transparent window
* Implement UI gamepad frontend
Also fix bad mapping of minus button and ensure gamepad config is updated in real time
* Handle controller being disconnected and reconnected again
* Revert "Enforce RGB only framebuffer on the GLWidget"
This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965.
* Fix first color clear
* Filter SDL2 events a bit
* Start working on the keyboard detail
- Rework configuration classes a bit to be more clean.
- Integrate fully the keyboard configuration to the front end (TODO: assigner)
- Start skeleton for the GTK3 keyboard driver
* Add KeyboardStateSnapshot and its integration
* Implement keyboard assigner and GTK3 key mapping
TODO: controller configuration mapping and IGamepad implementation for keyboard
* Add missing SR and SL definitions
* Fix copy pasta mistake on config for previous commit
* Implement IGamepad interface for GTK3 keyboard
* Fix some implementation still being commented in the controller ui for keyboard
* Port screen handle code
* Remove all configuration management code and move HidNew to Hid
* Rename InputConfigNew to InputConfig
* Add a version field to the input config
* Prepare serialization and deserialization of new input config and migrate profile loading and saving
* Support input configuration saving to config and bump config version to 23.
* Clean up in ConfigurationState
* Reference SPB via a nuget package
* Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2
* move GTK3 input to the right directory
* Fix triggers on SDL2
* Update to SDL2 2.0.14 via our own fork
* Update buttons definition for SDL2 2.0.14 and report gamepad features
* Implement motion support again with SDL2
TODO: cemu hooks integration
* Switch to latest of nightly SDL2
* SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index
* Ensure values are set in UI when the gamepad get hot plugged
* Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids
This fixes permanent rumble of pro controller in some hotplug scenario
* Fix more UI bugs
* Move legcay motion code around before reintegration
* gamecontroller UI tweaks here and there
* Hide Motion on non motion configurations
* Update the TODO grave
Some TODO were fixed long time ago or are quite oudated...
* Integrate cemu hooks motion configuration
* Integrate cemu hooks configuration options to the UI again
* cemuhooks => cemuhooks
* Add cemu hook support again
* Fix regression on normal motion and fix some very nasty bugs around
* Fix for XCB multithreads issue on Linux
* Enable motion by default
* Block inputs in the main view when in the controller configuration window
* Some fixes for the controller ui again
* Add joycon support and fixes other hints
* Bug fixes and clean up
- Invert default mapping if not a Nintendo controller
- Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment)
- Clean up hints in use
- Remove debug logs around
- Fixes potential double free with SDL2Gamepad
* Move the button assigner and motion logic to the Ryujinx.Input project
* Reimplement raw keyboard hle input
Also move out the logic of the hotkeys
* Move all remaining Input manager stuffs to the Ryujinx.Input project
* Increment configuration version yet again because of master changes
* Ensure input config isn't null when not present
* Fixes for VS not being nice
* Fix broken gamepad caching logic causing crashes on ui
* Ensure the background context is destroyed
* Update dependencies
* Readd retrocompat with old format of the config to avoid parsing and crashes on those versions
Also updated the debug Config.json
* Document new input APIs
* Isolate SDL2Driver to the project and remove external export of it
* Add support for external gamepad db mappings on SDL2
* Last clean up before PR
* Addresses first part of comments
* Address gdkchan's comments
* Do not use JsonException
* Last comment fixes
* Restore removed text
* Adds more items to logs:
- Remove #1942
* Further removal of changes from #1942
* Removes hardcoded config state variables for logging
- Adds Configuration logging
* Decoupled logging from ReactiveObject
- Event handler added to Configuration state to handle logging of value changes
* Decoupled logging from ReactiveObject
- Event handler added to Configuration state to handle logging of value changes
* account: Adds Account Manager
In a way to have Custom User Profiles merged in master faster, this PR adds a `AccountManager` class (based on `AccountUtils` class) and the following changes have been made:
- Adds a "default profile values" which were the old hardcoded ones.
- The image profile is moved to the Account service folder.
- The hardcoded UserId for the savedata is now using the `AccountManager` last opened one.
- The DeviceId in Mii service is changed to the right value (checked by REd sys:set call).
* Fix csproj
* Addresses gdkchan's comments
* Fix UserProfile fields
* Fix mii GetDeviceId()
* Update Ryujinx.HLE.csproj
* misc: Add credit to AmiiboAPI properly and fix a warning disable
This PR adds a properly credit to AmiiboAPI which is used in our Amiibo emulation in the Readme and in the about window.
I've changed a wrong warning code added in a recent PR too.
* Update README.md
* Fix aligment
* Add initial implementation of the Tamper Machine
* Implement Atmosphere opcodes 0, 4 and 9
* Add missing TamperCompilationException class
* Implement Atmosphere conditional and loop opcodes 1, 2 and 3
* Inplement input conditional opcode 8
* Add register store opcode A
* Implement extended pause/resume opcodes FF0 and FF1
* Implement extended log opcode FFF
* Implement extended register conditional opcode C0
* Refactor TamperProgram to an interface
* Moved Atmosphere classes to a separate subdirectory
* Fix OpProcCtrl class not setting process
* Implement extended register save/restore opcodes C1, C2 and C3
* Refactor code emitters to separate classes
* Supress memory access errors from the Tamper Machine
* Add debug information to tamper register and memory writes
* Add block stack check to Atmosphere Cheat compiler
* Add handheld input support to Tamper Machine
* Fix code styling
* Fix build id and cheat case mismatch
* Fix invalid immediate size selection
* Print build ids of the title
* Prevent Tamper Machine from change code regions
* Remove Atmosphere namespace
* Remove empty cheats from the list
* Prevent code modification without disabling the tampering
* Fix missing addressing mode in LoadRegisterWithMemory
* Fix wrong addressing in RegisterConditional
* Add name to the tamper machine thread
* Fix code styling
Signal and setup events correctly
Eliminate possible races
Use a single event
Mark volatiles and reduce scope of waithandles
Common handler
100ms -> 50ms
* Minor wording fixes
* Exit dialogue.
* Update MainWindow.cs
* Update DlcWindow.cs
* I found an actual typo for once.
* There we go.
* Fix
* Update MainWindow.cs
* MainWindow is done
* Update ControllerWindow.cs
* Haydn: Part 1
Based on my reverse of audio 11.0.0.
As always, core implementation under LGPLv3 for the same reasons as for Amadeus.
This place the bases of a more flexible audio system while making audout & audin accurate.
This have the following improvements:
- Complete reimplementation of audout and audin.
- Audin currently only have a dummy backend.
- Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL).
- Audio Renderer now can output to 5.1 devices when supported.
- Audio Renderer init its backend on demand instead of keeping two up all the time.
- All backends implementation are now in their own project.
- Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this.
As a note, games having issues with OpenAL haven't improved and will not
because of OpenAL design (stopping when buffers finish playing causing
possible audio "pops" when buffers are very small).
* Update for latest hexkyz's edits on Switchbrew
* audren: Rollback channel configuration changes
* Address gdkchan's comments
* Fix typo in OpenAL backend driver
* Address last comments
* Fix a nit
* Address gdkchan's comments
* This should fix issue #1374 in Linux
Changes:
- Bind buttons by detecting the transition from down to up.
- Bind axis by detecting movement from value higher than 50% to a value lower than 50%.
Caveats:
- I have tested only with DS3 in Linux (Fedora 32).
- ZL and ZR detection works by accident. This code doesn't take negative axis into account.
The reason it works is because axis are managed in absolute value. So when pressing ZL/ZR
axis value goes from -1 to 1 (or 1 to 0 and back to 1) and this hits the axis detector.
- Likely I have broken all the other controllers xD (testing needed).
* Assign keyboardPressed
* Make a more robust detection of pressed buttons when using a controller
* Add interface to bind buttons from Joystick and Keyboard
* Fix style issues after code review by @AcK77 (Thanks!)
* Move new classes to Ryujinx.Ui.Input namespace
* Use explicit types instead of var
* Update Ryujinx/Ui/Input/JoystickButtonAssigner.cs
Co-authored-by: Mary <thog@protonmail.com>
* Update Ryujinx/Ui/Input/JoystickButtonAssigner.cs
Co-authored-by: Mary <thog@protonmail.com>
* Update Ryujinx/Ui/Input/JoystickButtonAssigner.cs
Co-authored-by: Mary <thog@protonmail.com>
* Update Ryujinx/Ui/Input/JoystickButtonAssigner.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Add a new empty line before
* Up
Co-authored-by: Jose Padilla <jose@prensalink.com>
Co-authored-by: Mary <thog@protonmail.com>
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Make Windows DPI aware to display properly on high-resolution screens.
* remove empty line
* Don't use app manifest, set process dpi aware programatically.
Store variables in Program.cs for use instead of re-creating them per class/ method.
* Fix for linux/osx
* Add braces
* Re-use manifest. It appears to be required on linux.
* Undo previous commit -- it appears linux was simply never affected.
* Addressed AcK's comments
* Remove unused usings
* Address comments by AcK #2
* Re-order
* Move FromHwnd call to ForceDpiAware class. Wrap in Try-Catch to prevent crashes on systems that don't support it.
* Additional code cleanup
* Remove "global::" reference.
* Implement "Hide Cursor On Idle" option
Adds a general option to autohide the cursor after 8s have elapsed.
* Fix cursor not hiding on Windows and dispose it
* Don't dispose cursor, fix var names
* Abide by the GNOME documentation
* Fix nits
* Disabled by default, make it so it doesn't utilize any timer
* Remove *NIX time and extra lines
* Don't calculate if option is disabled
* Move if case
* Fix alignment
* Update Joy-Con Images 2
This Updates the Joy-Con images, Changes include, adding a top view to the {Joy-Con Pair} image and {Joy-Con Left and Right} Images and adding a side view to {Joy-Con Left and Right} images, the colours
should be less washed out as well and I also decided to clean up the raw image because even though you could not see it in the GUI, the Images themselves looked very messy when opened in a Vector tool
* Fix Sily Right Joy Con mistake
* Make ZL and ZR more visable
- Bind toggle events after setting up their current values. This fixes the issue where the config is saved 10 times when the main window is opened 😬
- Write to disk immediately to decrease the chances of corruption
* Initial Setup: Reload keys before verifying firmware
Also, display the NoKeys dialog if keyset is empty when verifying
firmware.
* LoadApplications: Remove the lone debug log and print the error directly
Currently, when configuring controller input with an "Xinput Controller" or "Unmapped Controller", the window does not fit the images for Pro Controller (width limited) or Joycon Pair (width and height limited). This PR proportionally enlarges the window so that no scrolling is ever necessary to fully see the controller image.
This updates the old Images used for the input section for Ryujinx. The old one didn't play nice with the some GTK themes like light mode, this new one does.
Fixes the crashes on linux when you stop emulation, and when you try to
exit the emulator while a game is running.
Also tested on windows without problems on my side.
* gui: Refactoring Part 1
* Fix ProfileDialog.glade path
* Fix Application.Quit assert
* Fix TitleUpdateWindow parent
* Fix TitleUpdate selected item
* Remove extra line in TitleUpdateWindow
* Fix empty assign of Enum.TryParse
* Add Patrons list in the About Window
* update about error messages
* Interrupt GPU command processing when a frame's fence is reached.
* Accumulate times rather than %s
* Accurate timer for vsync
Spin wait for the last .667ms of a frame. Avoids issues caused by signalling 16ms vsync. (periodic stutters in smo)
* Use event wait for better timing.
* Fix lazy wait
Windows doesn't seem to want to do 1ms consistently, so force a spin if we're less than 2ms.
* A bit more efficiency on frame waits.
Should now wait the remainder 0.6667 instead of 1.6667 sometimes (odd waits above 1ms are reliable, unlike 1ms waits)
* Better swap interval 0 solution
737 fps without breaking a sweat. Downside: Vsync can no longer be disabled on games that use the event heavily (link's awakening - which is ok since it breaks anyways)
* Fix comment.
* Address Comments.
* am/gui: Implement Wake-up message.
This implement the ability to send a Wake-up (Resume) message to the guest.
Sometime games needs to Sleep and Wake-up the switch to unlock some ingame features.
* Address gdkchan feedback
* Thread create/delete stutter workarounds Pt 1
* As tiered compilation is disabled, disable quick jit too
Should result in tier 1 compilation all the time
* Fix rebase.
* Rewrite scheduler context switch code
* Fix race in UnmapIpcRestorePermission
* Fix thread exit issue that could leave the scheduler in a invalid state
* Change context switch method to not wait on guest thread, remove spin wait, use SignalAndWait to pass control
* Remove multi-core setting (it is always on now)
* Re-enable assert
* Remove multicore from default config and schema
* Fix race in KTimeManager
* IPC refactor part 2: Use ReplyAndReceive on HLE services and remove special handling from kernel
* Fix for applet transfer memory + some nits
* Keep handles if possible to avoid server handle table exhaustion
* Fix IPC ZeroFill bug
* am: Correctly implement CreateManagedDisplayLayer and implement CreateManagedDisplaySeparableLayer
CreateManagedDisplaySeparableLayer is requires since 10.x+ when appletResourceUserId != 0
* Make it exit properly
* Make ServiceNotImplementedException show the full message again
* Allow yielding execution to avoid starving other threads
* Only wait if active
* Merge IVirtualMemoryManager and IAddressSpaceManager
* Fix Ro loading data from the wrong process
Co-authored-by: Thog <me@thog.eu>
This is an issue happening when you change your datetime format on your
system and try to sort via last played datetime. DateTime.Parse use the
current thread culture and will not parse date correctly, effectively
causing a crash.
As such, I added a check when loading the game list that ensure that the
datetime is valid in current culture.
Fix#1727.
* gui: Toggle between docked/handheld mode by clicking status bar
This PR just add a way to toggle between the docked and the handheld mode by clicking the lable in the status bar.
Nothing more.
* Fix glade file formatting
* Add VSync toggle
* shader cache: Fix Linux boot issues
This rollback the init logic back to previous state, and replicate the
way PTC handle initialization.
* shader cache: set default state of ready for translation event to false
* Fix cpu unit tests
* Standardize to camel-case: option to check for updates on launch
Updates the "Check for updates on launch" to read instead "Check For Updates On Launch" to be consistent with camel-case options elsewhere in the UI. This time done with manual editing instead of with the Glade app.
* Updated to match general English rules on articles and conjunctions
* SettingsWindow: Add an Apply button
Adds an apply button that doesnt close the settings window when saving
the changes.
* fix the apply button staying turned on after clicking it
Here come Salieri, my implementation of a disk shader cache!
"I'm sure you know why I named it that."
"It doesn't really mean anything."
This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
* fix stalling when server is offline
* add retry timer to fail server connections, fix alt slot number
* fix alt slot key issue
* fix crash when saving controller config with empty fields
* code fixes
* add index check in motion hid update, made HandleResponse async
Co-authored-by: Emmanuel <nhv3@localhost.localdomain>
* WIP Range Tracking
- Texture invalidation seems to have large problems
- Buffer/Pool invalidation may have problems
- Mirror memory tracking puts an additional `add` in compiled code, we likely just want to make HLE access slower if this is the final solution.
- Native project is in the messiest possible location.
- [HACK] JIT memory access always uses native "fast" path
- [HACK] Trying some things with texture invalidation and views.
It works :)
Still a few hacks, messy things, slow things
More work in progress stuff (also move to memory project)
Quite a bit faster now.
- Unmapping GPU VA and CPU VA will now correctly update write tracking regions, and invalidate textures for the former.
- The Virtual range list is now non-overlapping like the physical one.
- Fixed some bugs where regions could leak.
- Introduced a weird bug that I still need to track down (consistent invalid buffer in MK8 ribbon road)
Move some stuff.
I think we'll eventually just put the dll and so for this in a nuget package.
Fix rebase.
[WIP] MultiRegionHandle variable size ranges
- Avoid reprotecting regions that change often (needs some tweaking)
- There's still a bug in buffers, somehow.
- Might want different api for minimum granularity
Fix rebase issue
Commit everything needed for software only tracking.
Remove native components.
Remove more native stuff.
Cleanup
Use a separate window for the background context, update opentk. (fixes linux)
Some experimental changes
Should get things working up to scratch - still need to try some things with flush/modification and res scale.
Include address with the region action.
Initial work to make range tracking work
Still a ton of bugs
Fix some issues with the new stuff.
* Fix texture flush instability
There's still some weird behaviour, but it's much improved without this. (textures with cpu modified data were flushing over it)
* Find the destination texture for Buffer->Texture full copy
Greatly improves performance for nvdec videos (with range tracking)
* Further improve texture tracking
* Disable Memory Tracking for view parents
This is a temporary approach to better match behaviour on master (where invalidations would be soaked up by views, rather than trigger twice)
The assumption is that when views are created to a texture, they will cover all of its data anyways. Of course, this can easily be improved in future.
* Introduce some tracking tests.
WIP
* Complete base tests.
* Add more tests for multiregion, fix existing test.
* Cleanup Part 1
* Remove unnecessary code from memory tracking
* Fix some inconsistencies with 3D texture rule.
* Add dispose tests.
* Use a background thread for the background context.
Rather than setting and unsetting a context as current, doing the work on a dedicated thread with signals seems to be a bit faster.
Also nerf the multithreading test a bit.
* Copy to texture with matching alignment
This extends the copy to work for some videos with unusual size, such as tutorial videos in SMO. It will only occur if the destination texture already exists at XCount size.
* Track reads for buffer copies. Synchronize new buffers before copying overlaps.
* Remove old texture flushing mechanisms.
Range tracking all the way, baby.
* Wake the background thread when disposing.
Avoids a deadlock when games are closed.
* Address Feedback 1
* Separate TextureCopy instance for background thread
Also `BackgroundContextWorker.InBackground` for a more sensible idenfifier for if we're in a background thread.
* Add missing XML docs.
* Address Feedback
* Maybe I should start drinking coffee.
* Some more feedback.
* Remove flush warning, Refocus window after making background context
* Replace Host FPS with FIFO%
* Change measurement order. Improve calculation.
Now at 100% when FIFO is blocking game exectution, rather than "0".
* Address feedback (1)
* Remove Host FPS
* FIFO rather than Fifo
* Address Ac_k feedback
* Rebase
* hos/gui: Add a check of NCA program index in titleid
This add a check to `ApplicationLoader` for the last 2 digits of the game TitleId who seems to be the NCA program index.
We currently return the last index, instead of the lower one.
Same check is added to ApplicationLibrary in the UI.
I've cleaned up both file too.
* hle: implement partial relaunch logic
TODO: make the emulator auto relauch.
* Handle auto relaunch
* hle: Unify update usage system
* hle: Implement support of multi programs in update system
* Add some documentation
* Address rip's comment
Co-authored-by: Ac_K <Acoustik666@gmail.com>
This update the "No keys" dialog and block starting NSP/XCI/NCA without firmware.
Also propose to the user if they want to install firmware if they start an untrimmed XCI and remove KEYS.md as it was completely outdated.
PS: Also fix a bug with "&" in URL with OpenUrl on Windows.
This project wasn't really used by anyone and isn't worth mantaining.
This commit remove the profiler entirely from Ryujinx and remove the associated CI tasks.
* Allow launching with custom data directories
Don't load alternate keys when using custom directory
* Address gdkchan's comments
* Misc fixes to log levels
Added more enabled log levels by default
Moved successful config updation to Notice as
1. It's not a warning
2. Warnings could've been disabled by the config load and hence message
would be lost
* Initial commit
Enable proper LED patterns
Toggle Hotkeys only on focus
Ignore Handheld on Docked mode
Remove PrimaryController
Validate NpadIdType
Rewrite NpadDevices to process config in update loop
Cleanup
* Notify in log periodically when no matched controllers
* Remove duplicate StructArrayHelpers in favor of Common.Memory
Fix struct padding CS0169 warns in Touchscreen
* Remove GTK markup from Controller Applet
Use IList instead of List
Explicit list capacity in 1ms loop
Fix formatting
* Restrict ControllerWindow to show valid controller types
Add selected player name to ControllerWindow title
* ControllerWindow: Fix controller type initial value
NpadDevices: Simplify default battery charge
* Address AcK's comments
Use explicit types and fix formatting
* Remove HashSet for SupportedPlayers
Fixes potential exceptions due to race
* Fix ControllerSupportArg struct packing
Also comes with two revisions of struct for 4/8 players max.
* Amadeus: Final Act
This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer!
This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months.
This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware.
Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3.
- FE3H voices in videos and chapter intro are not present.
- Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time).
- Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed.
* Make timing more precise when sleeping on Windows
Improve precision to a 1ms resolution on Windows NT based OS.
This is used to avoid having totally erratic timings and unify all
Windows users to the same resolution.
NOTE: This is only active when emulation is running.
* Logger class changes only
Now compile-time checking is possible with the help of Nullable Value
types.
* Misc formatting
* Manual optimizations
PrintGuestLog
PrintGuestStackTrace
Surfaceflinger DequeueBuffer
* Reduce SendVibrationXX log level to Debug
* Add Notice log level
This level is always enabled and used to print system info, etc...
Also, rewrite LogColor to switch expression as colors are static
* Unify unhandled exception event handlers
* Print enabled LogLevels during init
* Re-add App Exit disposes in proper order
nit: switch case spacing
* Revert PrintGuestStackTrace to Info logs due to #1407
PrintGuestStackTrace is now called in some critical error handlers
so revert to old behavior as KThread isn't part of Guest.
* Batch replace Logger statements
* Implement SwKbd GUI
* Relocate UI handler to Emu Context from Config
Also create a common interface for UI handlers in the context and specialize for Gtk
Add basic input length validation in InputDialog
* Add Transfer Memory support to AppletCreator
Read Initial Text for SwKbd using Transfer Memory
* Improve InputDialog widget
Improve length validation
Has extra label to show validition info
Handle potential errors and log them
* Misc improvements
* Improve string validation
* Improve error handling
* Remove tuple in struct
* Address formatting nits
* Add proper Cancel functionality
Also handle GUI errors in UI handler
* Address jD's comments
* Fix _uiHandler init
* Address AcK's comments
* Detect available audio backends in the gui on a separate thread and
hardcode dummy backend in the dropdown and select it by default
* Use a Task rather than a Thread
* Modify UI on UI thread
* Implement Modding Support
* Executables: Rewrite to use contiguous mem and Spans
* Reorder ExeFs, Npdm, ControlData and SaveData calls
After discussion with gdkchan, it was decided it's best to call
LoadExeFs after all other loads are done as it starts the guest process.
* Build RomFs manually instead of Layering FS
Layered FS approach has considerable latency when building the final
romfs. So, we manually replace files in a single romfs instance.
* Add RomFs modding via storage file
* Fix and cleanup MemPatch
* Add dynamically loaded NRO patching
* Support exefs file replacement
* Rewrite ModLoader to use mods-search architecture
* Disable PPTC when exefs patches are detected
Disable PPTC on exefs replacements too
* Rewrite ModLoader, again
* Increased maintainability and matches Atmosphere closely
* Creates base mods structure if it doesn't exist
* Add Exefs partition replacement
* IPSwitch: Fix nsobid parsing
* Move mod logs to new LogClass
* Allow custom suffixes to title dirs again
* Address nits
* Add a per-App "Open Mods Directory" context menu item
Creates the path if not present.
* Normalize tooltips verbiage
* Use LocalStorage and remove unused namespaces
* Initial implementation of Render Target Scaling
Works with most games I have. No GUI option right now, it is hardcoded.
Missing handling for texelFetch operation.
* Realtime Configuration, refactoring.
* texelFetch scaling on fragment shader (WIP)
* Improve Shader-Side changes.
* Fix potential crash when no color/depth bound
* Workaround random uses of textures in compute.
This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything.
* Fix scales oscillating when changing between non-native scales.
* Scaled textures on compute, cleanup, lazier uniform update.
* Cleanup.
* Fix stupidity
* Address Thog Feedback.
* Cover most of GDK's feedback (two comments remain)
* Fix bad rename
* Move IsDepthStencil to FormatExtensions, add docs.
* Fix default config, square texture detection.
* Three final fixes:
- Nearest copy when texture is integer format.
- Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error)
- Discount small textures.
* Remove scale threshold.
Not needed right now - we'll see if we run into problems.
* All CPU modification blacklists scale.
* Fix comment.
* Implement audio backend configuration option
* Use OpenAL by default
* Increment version number in config.json
and add 30px to the height of the settings window
* nits
* capitalise audio backend names
* GameTableContextMenu: Implemented options for PPTC
Added an option for purging the cache and for opening the PPTC directory.
* Fixed formating and used a better naming scheme for some of the variables.
* Fixed some nits
* Fixed more nits
* Rearranged the context menu and fixed some nits
* Addressed LDj's review
* SettingsWindow: Add the ability to choose multiple game directories in one go
* Adressed emmauss's suggestion
* Simplified the check for duplicate game directories
As per Xpl0itr's and emmauss's suggestion, I simplified the loop that checks if the selected game directories are already added.
* Fixed a nit
* Separate hotkey settings from emulated input settings
* Remember gui column sort
* nit
* fix schema
* nit
* Remove unused SaveDataPath to speed up game list loading
* Reset the vertical scrollbar to the top when titles finish loading
* Delete DelegateTypes.cs
* Delete DelegateCache.cs
* Add files via upload
* Update Horizon.cs
* Update Program.cs
* Update MainWindow.cs
* Update Aot.cs
* Update RelocEntry.cs
* Update Translator.cs
* Update MemoryManager.cs
* Update InstEmitMemoryHelper.cs
* Update Delegates.cs
* Nit.
* Nit.
* Nit.
* 10 fewer MSIL bytes for us
* Add comment. Nits.
* Update Translator.cs
* Update Aot.cs
* Nits.
* Opt..
* Opt..
* Opt..
* Opt..
* Allow to change compression level.
* Update MemoryManager.cs
* Update Translator.cs
* Manage corner cases during the save phase. Nits.
* Update Aot.cs
* Translator response tweak for Aot disabled. Nit.
* Nit.
* Nits.
* Create DelegateHelpers.cs
* Update Delegates.cs
* Nit.
* Nit.
* Nits.
* Fix due to #784.
* Fixes due to #757 & #841.
* Fix due to #846.
* Fix due to #847.
* Use MethodInfo for managed method calls.
Use IR methods instead of managed methods about Max/Min (S/U).
Follow-ups & Nits.
* Add missing exception messages.
Reintroduce slow path for Fmov_Vi.
Implement slow path for Fmov_Si.
* Switch to the new folder structure.
Nits.
* Impl. index-based relocation information. Impl. cache file version field.
* Nit.
* Address gdkchan comments.
Mainly:
- fixed cache file corruption issue on exit; - exposed a way to disable AOT on the GUI.
* Address AcK77 comment.
* Address Thealexbarney, jduncanator & emmauss comments.
Header magic, CpuId (FI) & Aot -> Ptc.
* Adaptation to the new application reloading system.
Improvements to the call system of managed methods.
Follow-ups.
Nits.
* Get the same boot times as on master when PTC is disabled.
* Profiled Aot.
* A32 support (#897).
* #975 support (1 of 2).
* #975 support (2 of 2).
* Rebase fix & nits.
* Some fixes and nits (still one bug left).
* One fix & nits.
* Tests fix (by gdk) & nits.
* Support translations not only in high quality and rejit.
Nits.
* Added possibility to skip translations and continue execution, using `ESC` key.
* Update SettingsWindow.cs
* Update GLRenderer.cs
* Update Ptc.cs
* Disabled Profiled PTC by default as requested in the past by gdk.
* Fix rejit bug. Increased number of parallel translations. Add stack unwinding stuffs support (1 of 2).
Nits.
* Add stack unwinding stuffs support (2 of 2). Tuned number of parallel translations.
* Restored the ability to assemble jumps with 8-bit offset when Profiled PTC is disabled or during profiling.
Modifications due to rebase.
Nits.
* Limited profiling of the functions to be translated to the addresses belonging to the range of static objects only.
* Nits.
* Nits.
* Update Delegates.cs
* Nit.
* Update InstEmitSimdArithmetic.cs
* Address riperiperi comments.
* Fixed the issue of unjustifiably longer boot times at the second boot than at the first boot, measured at the same time or reference point and with the same number of translated functions.
* Implemented a simple redundant load/save mechanism.
Halved the value of Decoder.MaxInstsPerFunction more appropriate for the current performance of the Translator.
Replaced by Logger.PrintError to Logger.PrintDebug in TexturePool.cs about the supposed invalid texture format to avoid the spawn of the log.
Nits.
* Nit.
Improved Logger.PrintError in TexturePool.cs to avoid log spawn.
Added missing code for FZ handling (in output) for fp max/min instructions (slow paths).
* Add configuration migration for PTC
Co-authored-by: Thog <me@thog.eu>
This remove Utf8son and JsonPrettyPrinter dependencies.
NOTE: the standard JSON parser doesn't support configurable
indentation, as a result, all the pretty printed JSON are indented with 2
spaces.
As I was unable to disable the ctrl + f keybinding, this implement
something to make it works with the default GTK code logic.
Also remove unused _treeView static member.
* Rewrite SurfaceFlinger
Reimplement accurately SurfaceFlinger (based on my 8.1.0 reversing of it)
TODO: support swap interval properly and reintroduce disabled "game vsync" support.
* Some fixes for SetBufferCount
* uncomment a test from last commit
* SurfaceFlinger: don't free the graphic buffer in SetBufferCount
* SurfaceFlinger: Implement swap interval correctly
* SurfaceFlinger: Reintegrate Game VSync toggle
* SurfaceFlinger: do not push a fence on buffer release on the consumer side
* Revert "SurfaceFlinger: do not push a fence on buffer release on the consumer side"
This reverts commit 586b52b0bfab2d11f361f4b59ab7b7141020bbad.
* Make the game vsync toggle work dynamically again
* Unregister producer's Binder object when closing layer
* Address ripinperi's comments
* Add a timeout on syncpoint wait operation
Syncpoint aren't supposed to be waited on for more than a second.
This effectively workaround issues caused by not having a channel
scheduling in place yet.
PS: Also introduce Android WaitForever warning about fence being not
signaled for 3s
* Fix a print of previous commit
* Address Ac_K's comments
* Address gdkchan's comments
* Address final comments
* libhac: use ApplicationControlProperty instead of Nacp
Nacp was marked as deprecated in 0.10.0, this PR remove all usage of it
from Ryujinx and use the new struct ApplicationControlProperty.
* Address Moose's comment
* Delete old HLE.Input
* Add new HLE Input.
git shows Hid.cs as modified because of the same name. It is new.
* Change HID Service
* Change Ryujinx UI to reflect new Input
* Add basic ControllerApplet
* Add DebugPad
Should fix Kirby Star Allies
* Address Ac_K's comments
* Moved all of HLE.Input to Services.Hid
* Separated all structs and enums each to a file
* Removed vars
* Made some naming changes to align with switchbrew
* Added official joycon colors
As an aside, fixed a mistake in touchscreen headers and added checks to
important SharedMem structs at init time.
* Further address Ac_K's comments
* Addressed gdkchan's and some more Ac_K's comments
* Address AcK's review comments
* Address AcK's second review comments
* Replace missed Marshal.SizeOf and address gdkchan's comments
* Add warning and option to disable when loading game with debug logs
* Add warning and option to disable when shader dumping is enabled
* Edit text and add title
* Add a dialog to make sure user wants to stop emulation when esc is pressed
* Remove unneccesary space
* Fix formatting
* Remove unnessecary spaces
* Fix formatting for member of GtkDialog
* Fix unhandled UnauthorizedAccessException causing crash while listing directories
* Actually handle not having privileges for a directory
* Fix log message when not having privileges for a directory
* Remove unneccesary empty lines
* Remove unneccecssary space
This implement `GetRegionCode` accordingly to RE. I've added a setting in the GUI and a field in the Configuration file with a way to update the Configuration file if needed.
* Move status information from the title bar to the new status bar
* jd's requested changes
* Ack's requested changes
* gdk's requested changes
* Remove frame time statistics
* config loading changes
- load config from either ryufs or ryujinx.exe parent folder with parent folder taking priority
- config file in repo is only copied to parent directory if built in debug mode
* AcK's requested changes
* add "Profile Debug" as a condition to copy the default config to output
This add the AppVeyor build version (added in #927) in the console window title and in the GUI title (when you are on the games list or when an emulated game is closed).
* Some fixes for the new GLRenderer
Changelog:
- Fix transparency of the window on some games on Windows.
- Fix escape key not being able to exit emulation.
- Fix inverted logic in fullscreen event handling.
- Fix a race condition when stoping emulation causing a hang.
- Fix a memory leak of the OpenGL context when stoping emulation (saving ~200MB of RAM when stoping emulation).
- Simplify and document behaviours when exiting the emulator while the
emulation is running.
* Make sure to clear alpha channel when presenting Texture
This fix once and for all the transparency issue on Windows.
* Enforce footer bar size to avoid gl widget to get resized to 1280x724
* Fix full screen inversion in MainWindow and make sure _listStatusBox don't come back when not needed
* Remove previous transparency clear attempt that is useless now
* Remove an extra line return
* add gl rendering widget
* embed renderer into main window
* add input
* fix mouse input
* fix mouse coords
* refresh game list after closing game, remove profiler method
* rebase, hide game list progress bar while game is running
* Some bug fixes
Changelog:
- Reapply some changes that got lost while rebasing from #904
- Make sure to guarantee exclusivity on the GL context (fixing multiple
possible race conditions on Windows)
- Avoid making GLRenderer disposed multiple time
* add fullscreen, enable input on focus, disable aplha
* addressed comments
* Disable transparency in the window
* fix fullscreen state, fix focus, addressed comments
* nit
* addressed nit
Co-authored-by: Thog <thog@protonmail.com>
* Implement NCA section extractors in the GUI
* AcK's requested changes
* Put extractor on a new thread and added dialogs
* bug fix
* make extraction cancelable
* nits
* changes
* gdkchan's requested change
* Fix a crash when closing the main Ui
Also make sure to dispose the OpenAL context to not leak memory when
unloading the emulation context.
* Improve keys and 'game already running' dialogs
* Make sure to dispose the page table and ThreadContext
Less memory leaks!
* Fix tests
* Address gdk's comments
* Fix application list
* Convert file extensions to lowercase before comparing
* AcK's requested changes
* fixed bug found by gdkchan's requested changes
* Account for mismatch between LibHac.TitleLanguage and ...System.Language
* Keep the GUI alive when closing a game
Make HLE.Switch init when starting a game and dispose it when closing
the GlScreen.
This also make HLE in charge of disposing the audio and gpu backend.
* Address Ac_k's comments
* Make sure to dispose the Discord module and use GTK quit method
Also update Discord Precense when closing a game.
* Make sure to dispose MainWindow
* Address gdk's comments
* Update to LibHac 0.8.2
This brings support for temporary savedata, ignores case in key names when loading from a file, and prints the rights ID correctly when missing a title key.
* Auto-format IFileSystemProxy