a731ab3a2a
* Start of the ARMeilleure project * Refactoring around the old IRAdapter, now renamed to PreAllocator * Optimize the LowestBitSet method * Add CLZ support and fix CLS implementation * Add missing Equals and GetHashCode overrides on some structs, misc small tweaks * Implement the ByteSwap IR instruction, and some refactoring on the assembler * Implement the DivideUI IR instruction and fix 64-bits IDIV * Correct constant operand type on CSINC * Move division instructions implementation to InstEmitDiv * Fix destination type for the ConditionalSelect IR instruction * Implement UMULH and SMULH, with new IR instructions * Fix some issues with shift instructions * Fix constant types for BFM instructions * Fix up new tests using the new V128 struct * Update tests * Move DIV tests to a separate file * Add support for calls, and some instructions that depends on them * Start adding support for SIMD & FP types, along with some of the related ARM instructions * Fix some typos and the divide instruction with FP operands * Fix wrong method call on Clz_V * Implement ARM FP & SIMD move instructions, Saddlv_V, and misc. fixes * Implement SIMD logical instructions and more misc. fixes * Fix PSRAD x86 instruction encoding, TRN, UABD and UABDL implementations * Implement float conversion instruction, merge in LDj3SNuD fixes, and some other misc. fixes * Implement SIMD shift instruction and fix Dup_V * Add SCVTF and UCVTF (vector, fixed-point) variants to the opcode table * Fix check with tolerance on tester * Implement FP & SIMD comparison instructions, and some fixes * Update FCVT (Scalar) encoding on the table to support the Half-float variants * Support passing V128 structs, some cleanup on the register allocator, merge LDj3SNuD fixes * Use old memory access methods, made a start on SIMD memory insts support, some fixes * Fix float constant passed to functions, save and restore non-volatile XMM registers, other fixes * Fix arguments count with struct return values, other fixes * More instructions * Misc. fixes and integrate LDj3SNuD fixes * Update tests * Add a faster linear scan allocator, unwinding support on windows, and other changes * Update Ryujinx.HLE * Update Ryujinx.Graphics * Fix V128 return pointer passing, RCX is clobbered * Update Ryujinx.Tests * Update ITimeZoneService * Stop using GetFunctionPointer as that can't be called from native code, misc. fixes and tweaks * Use generic GetFunctionPointerForDelegate method and other tweaks * Some refactoring on the code generator, assert on invalid operations and use a separate enum for intrinsics * Remove some unused code on the assembler * Fix REX.W prefix regression on float conversion instructions, add some sort of profiler * Add hardware capability detection * Fix regression on Sha1h and revert Fcm** changes * Add SSE2-only paths on vector extract and insert, some refactoring on the pre-allocator * Fix silly mistake introduced on last commit on CpuId * Generate inline stack probes when the stack allocation is too large * Initial support for the System-V ABI * Support multiple destination operands * Fix SSE2 VectorInsert8 path, and other fixes * Change placement of XMM callee save and restore code to match other compilers * Rename Dest to Destination and Inst to Instruction * Fix a regression related to calls and the V128 type * Add an extra space on comments to match code style * Some refactoring * Fix vector insert FP32 SSE2 path * Port over the ARM32 instructions * Avoid memory protection races on JIT Cache * Another fix on VectorInsert FP32 (thanks to LDj3SNuD * Float operands don't need to use the same register when VEX is supported * Add a new register allocator, higher quality code for hot code (tier up), and other tweaks * Some nits, small improvements on the pre allocator * CpuThreadState is gone * Allow changing CPU emulators with a config entry * Add runtime identifiers on the ARMeilleure project * Allow switching between CPUs through a config entry (pt. 2) * Change win10-x64 to win-x64 on projects * Update the Ryujinx project to use ARMeilleure * Ensure that the selected register is valid on the hybrid allocator * Allow exiting on returns to 0 (should fix test regression) * Remove register assignments for most used variables on the hybrid allocator * Do not use fixed registers as spill temp * Add missing namespace and remove unneeded using * Address PR feedback * Fix types, etc * Enable AssumeStrictAbiCompliance by default * Ensure that Spill and Fill don't load or store any more than necessary
149 lines
4.3 KiB
Plaintext
149 lines
4.3 KiB
Plaintext
{
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"$schema": "./_schema.json",
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// Dump shaders in local directory (e.g. `C:\ShaderDumps`)
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"graphics_shaders_dump_path": "",
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// Enable printing debug logs
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"logging_enable_debug": false,
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// Enable printing stubbed calls logs
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"logging_enable_stub": true,
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// Enable printing information logs
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"logging_enable_info": true,
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// Enable printing warning logs
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"logging_enable_warn": true,
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// Enable printing error logs
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"logging_enable_error": true,
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// Enable printing guest logs
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"logging_enable_guest": true,
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// Enable printing FS access logs. fs_global_access_log_mode must be 2 or 3
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"logging_enable_fs_access_log": false,
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// Filtered log classes, in a JSON array, eg. `[ "Loader", "ServiceFs" ]`
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"logging_filtered_classes": [ ],
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// Enable file logging
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"enable_file_log": true,
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// Change System Language
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// System Language list: https://gist.github.com/HorrorTroll/b6e4a88d774c3c9b3bdf54d79a7ca43b
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"system_language": "AmericanEnglish",
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// Enable or disable Docked Mode
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"docked_mode": false,
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// Enable or disable Discord Rich Presence
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"enable_discord_integration": true,
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// Enable or disable Game Vsync
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"enable_vsync": true,
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// Enable or disable Multi-core scheduling of threads
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"enable_multicore_scheduling": true,
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// Enable integrity checks on Switch content files
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"enable_fs_integrity_checks": true,
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// Sets the "GlobalAccessLogMode". Possible modes are 0-3
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"fs_global_access_log_mode": 0,
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// Use old ChocolArm64 ARM emulator
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"enable_legacy_jit": false,
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// Enable or disable ignoring missing services, this may cause instability
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"ignore_missing_services": false,
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// The primary controller's type
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// Supported Values: Handheld, ProController, NpadPair, NpadLeft, NpadRight
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"controller_type": "Handheld",
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// Enable or disable "direct keyboard access (HID) support" (Provides games access to your keyboard as a text entry device).
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"enable_keyboard": false,
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// Keyboard Controls
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// https://github.com/opentk/opentk/blob/master/src/OpenTK/Input/Key.cs
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"keyboard_controls": {
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// Left JoyCon Keyboard Bindings
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"left_joycon": {
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"stick_up": "W",
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"stick_down": "S",
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"stick_left": "A",
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"stick_right": "D",
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"stick_button": "F",
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"dpad_up": "Up",
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"dpad_down": "Down",
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"dpad_left": "Left",
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"dpad_right": "Right",
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"button_minus": "Minus",
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"button_l": "E",
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"button_zl": "Q"
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},
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// Right JoyCon Keyboard Bindings
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"right_joycon": {
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"stick_up": "I",
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"stick_down": "K",
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"stick_left": "J",
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"stick_right": "L",
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"stick_button": "H",
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"button_a": "Z",
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"button_b": "X",
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"button_x": "C",
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"button_y": "V",
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"button_plus": "Plus",
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"button_r": "U",
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"button_zr": "O"
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},
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"hotkeys": {
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"toggle_vsync": "Tab"
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}
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},
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// Controller Controls
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"joystick_controls": {
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// Whether or not to enable Controller support
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"enabled": true,
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// Controller Device Index
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"index": 0,
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// Controller Analog Stick Deadzone
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"deadzone": 0.05,
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// The value of how pressed down each trigger has to be in order to register a button press
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"trigger_threshold": 0.5,
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// Left JoyCon Controller Bindings
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"left_joycon": {
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"stick": "Axis0",
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"stick_button": "Button13",
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"dpad_up": "Hat0Up",
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"dpad_down": "Hat0Down",
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"dpad_left": "Hat0Left",
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"dpad_right": "Hat0Right",
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"button_minus": "Button10",
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"button_l": "Button6",
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"button_zl": "Button8"
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},
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// Right JoyCon Controller Bindings
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"right_joycon": {
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"stick": "Axis2",
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"stick_button": "Button14",
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"button_a": "Button0",
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"button_b": "Button1",
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"button_x": "Button3",
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"button_y": "Button4",
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"button_plus": "Button11",
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"button_r": "Button7",
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"button_zr": "Button9"
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}
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}
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} |