| Age | Commit message (Collapse) | Author |
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Fix Out of Handles error in HidServer
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(Scalar) using SSE intrinsics (#405)
* Optimize BIC, BSL, BIT, BIF, XTN, ZIP, DUP (Gp), FMADD (Scalar) and FCVT (Scalar) using SSE intrinsics, some CQ improvements
* Remove useless space
* Address PR feedback
* Revert EmitVectorZero32_128 changes
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* Implement friend:a IFriendService: 10101
* Update Profile Picture
* Update IFriendServiceTypes.cs
* Update IFriendServiceTypes.cs
* Update IFriendService.cs
* Update IFriendServiceTypes.cs
* Update IFriendServiceTypes.cs
* Update IFriendService.cs
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* 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
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* Improve kernel events implementation
* Some cleanup
* Address PR feedback
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* Add FMAXP and FMINP (Vector) instructions on the CPU
* Address PR feedback
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* 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
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* General improvements to GpuResourceManager
* Address feedback
* Address feedback
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* 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
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* Call interrupt less often, remove some leftovers from the old scheduler code
* Remove unneeded attribute
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* 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
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* 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
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* (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
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called (#369)
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add 14 Tests. Add 6 Tests for PR#405. Add 2 Tests for PR#412. (#409)
* Update AOpCodeTable.cs
* Update AInstEmitSimdShift.cs
* Update CpuTestSimdShImm.cs
* Update AInstEmitSimdArithmetic.cs
* Update AInstEmitSimdHelper.cs
* Create CpuTestSimdIns.cs
* Update CpuTest.cs
* Update CpuTestSimd.cs
* Update CpuTestSimdReg.cs
* Update CpuTest.cs
* Update CpuTestSimd.cs
* Update CpuTestSimdReg.cs
* Update CpuTestSimd.cs
* Update CpuTestSimdReg.cs
* Update CpuTest.cs
* Update CpuTestSimdReg.cs
* Update CpuTestSimd.cs
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format. Fix BC6H_UF16 from Unorm to Sfloat (#417)
* Implement B5G6R5Unorm & BGR5A1Unorm
* Implement RGBA32Uint
* Implement R16Unorm & Z16 texture format
* Fix BC6H_UF16 from Unorm to Sfloat
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* 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
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Lock the stream fix a multithreading error when a XCI game try to access to the RomFs.
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* Initial Framerate limit implementation
* use seperate event for limiter
* check for vsync signal after queue up framebuffer
* removed ingame toggle
* fix nits
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* initial save path implementation
* fix savedatatype offset, remove incomplete createsavedata implimentation
* address nits
* fix crash if npdm is not found
* made saveinfo readonly, other stuff
* remove context param from saveinfo contructor
* fix style
* remove whitespace
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* Add XCI and NCA loading support
* Code style changes
* Add NSP loading
* Changes from code review
* Read XCIs with patches. Code style
* Add KEYS.md file
* Make file extension matching case-insensitive
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* 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
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* Update AOpCodeTable.cs
* Update AInstEmitSimdShift.cs
* Update ASoftFallback.cs
* Update AOpCodeSimdShImm.cs
* Update ABitUtils.cs
* Update AInstEmitSimdArithmetic.cs
* Update AInstEmitSimdHelper.cs
* Create CpuTestSimdShImm.cs
* Create CpuTestSimdRegElem.cs
* Address PR feedback.
* Nit.
* Nit.
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* Delete Bits.cs
* Delete Integer.cs
* Delete Instructions.cs
* Delete Pseudocode.cs
* Add files via upload
* Add mnemonic.
* Literals all uppercase.
* Nit.
* Allow FPSR control.
* Allow FPSR control.
* Allow FPSR control.
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* Logging: Asynchronously log messages to the Console window
Writing to the Console blocks until the write completes. This has the potential to block any code path that logs to the application logger.
By queuing up log messages in an asynchronous queue and returning without blocking, we can speed up code paths that heavily log to the console (for example stubbed services like ServiceHid).
From testing this results in a roughly 8% time decrease between Ryujinx startup and the splash screen in Super Mario Odyssey on my system - 00:03:19.591 down to
00:03:04.354. Depending on your system, YMMV.
* Logging: Resolve code styling issues
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* implement loading of profile image
* rename icon to profilepicture
* rename icon file
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* Add BGRA8Unorm, BGRA8Srgb, ZF32_X24S8 texture format
* Add BGRA8Unorm, BGRA8Srgb, ZF32_X24S8 texture format
* Revert "Add BGRA8Unorm, BGRA8Srgb, ZF32_X24S8 texture format"
This reverts commit aea5c9db3a5e0b11545c3520f885e411a3587113.
* Conflicts fix
* Wrong fix
* E
* e
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Umlsl_V, Saddl_V, Ssubl_V, Usubl_V instructions; add 8 FP & 16 S/Umlal_V, S/Umlsl_V, S/Uaddl_V, S/Usubl_V Tests. (#390)
* Update AOpCodeTable.cs
* Update AInstEmitSimdCvt.cs
* Update Pseudocode.cs
* Update Instructions.cs
* Update CpuTestSimd.cs
* Update AOpCodeTable.cs
* Update AInstEmitSimdArithmetic.cs
* Update Instructions.cs
* Update CpuTestSimdReg.cs
* Update CpuTestSimd.cs
* Update AOpCodeTable.cs
* Update AInstEmitSimdArithmetic.cs
* Update Instructions.cs
* Update CpuTestSimdReg.cs
* Add QCFlagBit.
* Add QCFlagBit.
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* Ryujinx.Tests: Add unicorn to test framework
* CpuTestSimdArithmetic: Comment out inaccurate results
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* Use a program counter to control shaders' flow
* Cleanup
* Implement SSY/SYNC
* Address feedback
* Fixup commentary
* Fixup Ssy instruction
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* Update AOpCodeTable.cs
* Update AInstEmitSimdArithmetic.cs
* Update Instructions.cs
* Update CpuTestSimdReg.cs
* Update CpuTest.cs
* Update CpuTestSimd.cs
* Update CpuTestSimdCrypto.cs
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* 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
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* Add depth writting
* Implement multiple attachments
* Address feedback
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(#372)
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