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<title>Ryujinx/Ryujinx.HLE/HOS/Services/SurfaceFlinger, branch master</title>
<subtitle>A backup of the Ryujinx master git branch.
</subtitle>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/Ryujinx/'/>
<entry>
<title>Move solution and projects to src</title>
<updated>2023-04-27T21:51:14+00:00</updated>
<author>
<name>TSR Berry</name>
<email>20988865+TSRBerry@users.noreply.github.com</email>
</author>
<published>2023-04-07T23:22:00+00:00</published>
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<pre>
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<entry>
<title>Reducing Memory Allocations 202303 (#4624)</title>
<updated>2023-04-24T02:06:23+00:00</updated>
<author>
<name>jhorv</name>
<email>38920027+jhorv@users.noreply.github.com</email>
</author>
<published>2023-04-24T02:06:23+00:00</published>
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<content type='text'>
* use ArrayPool, avoid 6000-7000 allocs/sec of runtime

* use ArrayPool, avoid ~7k allocs/second during game execution

* use ArrayPool, avoid ~3000 allocs/sec during game execution

* use MemoryPool, reduce 0.5 MB/sec of new allocations during game execution

* avoid over-allocation by setting List&lt;&gt; Capacity when known

* remove LINQ in KTimeManager.UnscheduleFutureInvocation

* KTimeManager - avoid spinning one more time when the time has arrived

* KTimeManager - let SpinWait decide when to Thread.Yield(), and don't SpinOnce() immediately after Thread.Yield()

* use MemoryPool, reduce ~175k bytes/sec allocation during game execution

* IpcService - call commands via dynamic methods instead of reflection .Invoke(). Faster to call and with fewer allocations because parameters can be passed directly instead of as an array

* Make ButtonMappingEntry a record struct to avoid allocations. Set the List&lt;ButtonMappingEntry&gt; capacity according to use.

* add MemoryBuffer type for working with MemoryPool&lt;byte&gt;

* update changes to use MemoryBuffer

* make parameter ReadOnlySpan instead of Span

* whitespace fix

* Revert "IpcService - call commands via dynamic methods instead of reflection .Invoke(). Faster to call and with fewer allocations because parameters can be passed directly instead of as an array"

This reverts commit f2c698bdf65f049e8481c9f2ec7138d9b9a8261d.

* tweak KTimeManager spin behavior

* replace MemoryBuffer with ByteMemoryPool modeled after System.Buffers.ArrayMemoryPool&lt;T&gt;

* make ByteMemoryPoolBuffer responsible for renting memory</content>
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<pre>
* use ArrayPool, avoid 6000-7000 allocs/sec of runtime

* use ArrayPool, avoid ~7k allocs/second during game execution

* use ArrayPool, avoid ~3000 allocs/sec during game execution

* use MemoryPool, reduce 0.5 MB/sec of new allocations during game execution

* avoid over-allocation by setting List&lt;&gt; Capacity when known

* remove LINQ in KTimeManager.UnscheduleFutureInvocation

* KTimeManager - avoid spinning one more time when the time has arrived

* KTimeManager - let SpinWait decide when to Thread.Yield(), and don't SpinOnce() immediately after Thread.Yield()

* use MemoryPool, reduce ~175k bytes/sec allocation during game execution

* IpcService - call commands via dynamic methods instead of reflection .Invoke(). Faster to call and with fewer allocations because parameters can be passed directly instead of as an array

* Make ButtonMappingEntry a record struct to avoid allocations. Set the List&lt;ButtonMappingEntry&gt; capacity according to use.

* add MemoryBuffer type for working with MemoryPool&lt;byte&gt;

* update changes to use MemoryBuffer

* make parameter ReadOnlySpan instead of Span

* whitespace fix

* Revert "IpcService - call commands via dynamic methods instead of reflection .Invoke(). Faster to call and with fewer allocations because parameters can be passed directly instead of as an array"

This reverts commit f2c698bdf65f049e8481c9f2ec7138d9b9a8261d.

* tweak KTimeManager spin behavior

* replace MemoryBuffer with ByteMemoryPool modeled after System.Buffers.ArrayMemoryPool&lt;T&gt;

* make ByteMemoryPoolBuffer responsible for renting memory</pre>
</div>
</content>
</entry>
<entry>
<title>Rename Hipc to Cmif where appropriate (#3880)</title>
<updated>2023-04-14T23:00:34+00:00</updated>
<author>
<name>Alex Barney</name>
<email>thealexbarney@gmail.com</email>
</author>
<published>2023-04-14T23:00:34+00:00</published>
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<pre>
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<entry>
<title>IPC refactor part 3+4: New server HIPC message processor (#4188)</title>
<updated>2023-01-04T22:15:45+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2023-01-04T22:15:45+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/Ryujinx/commit/?id=08831eecf77cedd3c4192ebab5a9c485fb15d51e'/>
<id>08831eecf77cedd3c4192ebab5a9c485fb15d51e</id>
<content type='text'>
* IPC refactor part 3 + 4: New server HIPC message processor with source generator based serialization

* Make types match on calls to AlignUp/AlignDown

* Formatting

* Address some PR feedback

* Move BitfieldExtensions to Ryujinx.Common.Utilities and consolidate implementations

* Rename Reader/Writer to SpanReader/SpanWriter and move to Ryujinx.Common.Memory

* Implement EventType

* Address more PR feedback

* Log request processing errors since they are not normal

* Rename waitable to multiwait and add missing lock

* PR feedback

* Ac_K PR feedback</content>
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* IPC refactor part 3 + 4: New server HIPC message processor with source generator based serialization

* Make types match on calls to AlignUp/AlignDown

* Formatting

* Address some PR feedback

* Move BitfieldExtensions to Ryujinx.Common.Utilities and consolidate implementations

* Rename Reader/Writer to SpanReader/SpanWriter and move to Ryujinx.Common.Memory

* Implement EventType

* Address more PR feedback

* Log request processing errors since they are not normal

* Rename waitable to multiwait and add missing lock

* PR feedback

* Ac_K PR feedback</pre>
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</content>
</entry>
<entry>
<title>Added Generic Math to BitUtils (#3929)</title>
<updated>2022-12-26T14:11:05+00:00</updated>
<author>
<name>Hunter</name>
<email>102537986+HunterBarney@users.noreply.github.com</email>
</author>
<published>2022-12-26T14:11:05+00:00</published>
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<id>c963b3c80488f88c9d7f44588b6ba45051af3e2d</id>
<content type='text'>
* Generic Math Update

Updated Several functions in Ryujinx.Common/Utilities/BitUtils to use generic math

* Updated BitUtil calls

* Removed Whitespace

* Switched decrement

* Fixed changed method calls.

The method calls were originally changed on accident due to me relying too much on intellisense doing stuff for me

* Update Ryujinx.Common/Utilities/BitUtils.cs

Co-authored-by: gdkchan &lt;gab.dark.100@gmail.com&gt;

Co-authored-by: gdkchan &lt;gab.dark.100@gmail.com&gt;</content>
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<pre>
* Generic Math Update

Updated Several functions in Ryujinx.Common/Utilities/BitUtils to use generic math

* Updated BitUtil calls

* Removed Whitespace

* Switched decrement

* Fixed changed method calls.

The method calls were originally changed on accident due to me relying too much on intellisense doing stuff for me

* Update Ryujinx.Common/Utilities/BitUtils.cs

Co-authored-by: gdkchan &lt;gab.dark.100@gmail.com&gt;

Co-authored-by: gdkchan &lt;gab.dark.100@gmail.com&gt;</pre>
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</content>
</entry>
<entry>
<title>Allow Surface Flinger frame enqueue after process has exited (#3733)</title>
<updated>2022-10-02T21:50:03+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2022-10-02T21:50:03+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>Change vsync signal to happen at 60hz, regardless of swap interval (#3642)</title>
<updated>2022-09-01T20:57:50+00:00</updated>
<author>
<name>riperiperi</name>
<email>rhy3756547@hotmail.com</email>
</author>
<published>2022-09-01T20:57:50+00:00</published>
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<id>38275f90566c58f21df47df0dce0dcb4745f6590</id>
<content type='text'>
* Change vsync signal to happen at 60hz, regardless of swap interval

* Update Ryujinx.HLE/HOS/Services/SurfaceFlinger/SurfaceFlinger.cs

Co-authored-by: gdkchan &lt;gab.dark.100@gmail.com&gt;

* Fix softlock when toggling vsync

Co-authored-by: gdkchan &lt;gab.dark.100@gmail.com&gt;</content>
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<pre>
* Change vsync signal to happen at 60hz, regardless of swap interval

* Update Ryujinx.HLE/HOS/Services/SurfaceFlinger/SurfaceFlinger.cs

Co-authored-by: gdkchan &lt;gab.dark.100@gmail.com&gt;

* Fix softlock when toggling vsync

Co-authored-by: gdkchan &lt;gab.dark.100@gmail.com&gt;</pre>
</div>
</content>
</entry>
<entry>
<title>Removed unused usings. (#3593)</title>
<updated>2022-08-18T16:04:54+00:00</updated>
<author>
<name>Nicholas Rodine</name>
<email>halfofastaple@gmail.com</email>
</author>
<published>2022-08-18T16:04:54+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/Ryujinx/commit/?id=951700fdd8f54fb34ffe8a3fb328a68b5bf37abe'/>
<id>951700fdd8f54fb34ffe8a3fb328a68b5bf37abe</id>
<content type='text'>
* Removed unused usings.

* Added back using, now that it's used.

* Removed extra whitespace.</content>
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<pre>
* Removed unused usings.

* Added back using, now that it's used.

* Removed extra whitespace.</pre>
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</content>
</entry>
<entry>
<title>Fix Vi managed and stray layers open/close/destroy (#3438)</title>
<updated>2022-07-06T16:37:36+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2022-07-06T16:37:36+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/Ryujinx/commit/?id=55e97959b9720e2efbe2451c38e0610422335603'/>
<id>55e97959b9720e2efbe2451c38e0610422335603</id>
<content type='text'>
* Fix Vi managed and stray layers open/close/destroy

* OpenLayer should set the state to ManagedOpened</content>
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<pre>
* Fix Vi managed and stray layers open/close/destroy

* OpenLayer should set the state to ManagedOpened</pre>
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</content>
</entry>
<entry>
<title>Refactor CPU interface to allow the implementation of other CPU emulators (#3362)</title>
<updated>2022-05-31T19:29:35+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2022-05-31T19:29:35+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/Ryujinx/commit/?id=0c87bf9ea4b0655fc6b90b4ab20e93f237e7549b'/>
<id>0c87bf9ea4b0655fc6b90b4ab20e93f237e7549b</id>
<content type='text'>
* Refactor CPU interface

* Use IExecutionContext interface on SVC handler, change how CPU interrupts invokes the handlers

* Make CpuEngine take a ITickSource rather than returning one

The previous implementation had the scenario where the CPU engine had to implement the tick source in mind, like for example, when we have a hypervisor and the game can read CNTPCT on the host directly. However given that we need to do conversion due to different frequencies anyway, it's not worth it. It's better to just let the user pass the tick source and redirect any reads to CNTPCT to the user tick source

* XML docs for the public interfaces

* PPTC invalidation due to NativeInterface function name changes

* Fix build of the CPU tests

* PR feedback</content>
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<pre>
* Refactor CPU interface

* Use IExecutionContext interface on SVC handler, change how CPU interrupts invokes the handlers

* Make CpuEngine take a ITickSource rather than returning one

The previous implementation had the scenario where the CPU engine had to implement the tick source in mind, like for example, when we have a hypervisor and the game can read CNTPCT on the host directly. However given that we need to do conversion due to different frequencies anyway, it's not worth it. It's better to just let the user pass the tick source and redirect any reads to CNTPCT to the user tick source

* XML docs for the public interfaces

* PPTC invalidation due to NativeInterface function name changes

* Fix build of the CPU tests

* PR feedback</pre>
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</content>
</entry>
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