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2020-03-03stub GetNintendoAccountUserResourceCacheForApplication (#962)Thog
2020-03-02Implement mii:u and mii:e entirely (#955)Thog
* Implement mii:u and mii:e entirely Co-authored-by: AcK77 <Acoustik666@gmail.com> This commit implement the mii service accurately. This is based on Ac_k work but was polished and updated to 7.x. Please note that the following calls are partially implemented: - Convert: Used to convert from old console format (Wii/Wii U/3ds) - Import and Export: this is shouldn't be accesible in production mode. * Remove some debug leftovers * Make it possible to load an arbitrary mii database from a Switch * Address gdk's comments * Reduce visibility of all the Mii code * Address Ac_K's comments * Remove the StructLayout of DatabaseSessionMetadata * Add a missing line return in DatabaseSessionMetadata * Misc fixes and style changes * Fix some issues from last commit * Fix database server metadata UpdateCounter in MarkDirty (Thanks Moose for the catch) * MountCounter should only be incremented when no error is reported * Fix FixDatabase Co-authored-by: Alex Barney <thealexbarney@gmail.com>
2020-03-01Implement SMULWB, SMULWT, SMLAWB, SMLAWT (AArch32) (#953)gdkchan
* Implement SMULWB, SMULWT, SMLAWB, SMLAWT, and add tests for some multiply instructions * Improve test descriptions * Rename SMULH to SMUL__ Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>
2020-03-01Add SSAT, SSAT16, USAT and USAT16 ARM32 instructions (#954)gdkchan
* Implement SMULWB, SMULWT, SMLAWB, SMLAWT, and add tests for some multiply instructions * Improve test descriptions * Rename SMULH to SMUL__ * Add SSAT, SSAT16, USAT and USAT16 ARM32 instructions * Fix new tests * Replace AND 0xFFFF with 16-bits zero extension (more efficient)
2020-03-01Implement FACGE and FACGT (Scalar and Vector) AArch64 SIMD instructions (#956)gdkchan
2020-03-01Reduce copy destination size by target mipmap level, rather than source ↵riperiperi
size. (#959) * Change destination size by target mipmap level, rather than source. * Check dst for Texture3D rather than src.
2020-02-29Set Undefined instruction emitter for Undefined property on InstDescriptor ↵gdkchan
(#957)
2020-02-24Add most of the A32 instruction set to ARMeilleure (#897)riperiperi
* Implement TEQ and MOV (Imm16) * Initial work on A32 instructions + SVC. No tests yet, hangs in rtld. * Implement CLZ, fix BFI and BFC Now stops on SIMD initialization. * Exclusive access instructions, fix to mul, system instructions. Now gets to a break after SignalProcessWideKey64. * Better impl of UBFX, add UDIV and SDIV Now boots way further - now stuck on VMOV instruction. * Many more instructions, start on SIMD and testing framework. * Fix build issues * svc: Rework 32 bit codepath Fixing once and for all argument ordering issues. * Fix 32 bits stacktrace * hle debug: Add 32 bits dynamic section parsing * Fix highCq mode, add many tests, fix some instruction bugs Still suffers from critical malloc failure :weary: * Fix incorrect opcode decoders and a few more instructions. * Add a few instructions and fix others. re-disable highCq for now. Disabled the svc memory clear since i'm not sure about it. * Fix build * Fix typo in ordered/exclusive stores. * Implement some more instructions, fix others. Uxtab16/Sxtab16 are untested. * Begin impl of pairwise, some other instructions. * Add a few more instructions, a quick hack to fix svcs for now. * Add tests and fix issues with VTRN, VZIP, VUZP * Add a few more instructions, fix Vmul_1 encoding. * Fix way too many instruction bugs, add tests for some of the more important ones. * Fix HighCq, enable FastFP paths for some floating point instructions (not entirely sure why these were disabled, so important to note this commit exists) Branching has been removed in A32 shifts until I figure out if it's worth it * Cleanup Part 1 There should be no functional change between these next few commits. Should is the key word. (except for removing break handler) * Implement 32 bits syscalls Co-authored-by: riperiperi <rhy3756547@hotmail.com> Implement all 32 bits counterparts of the 64 bits syscalls we currently have. * Refactor part 2: Move index/subindex logic to Operand May have inadvertently fixed one (1) bug * Add FlushProcessDataCache32 * Address jd's comments * Remove 16 bit encodings from OpCodeTable Still need to catch some edge cases (operands that use the "F" flag) and make Q encodings with non-even indexes undefined. * Correct Fpscr handling for FP vector slow paths WIP * Add StandardFPSCRValue behaviour for all Arithmetic instructions * Add StandardFPSCRValue behaviour to compare instructions. * Force passing of fpcr to FPProcessException and FPUnpack. Reduces potential for code error significantly * OpCode cleanup * Remove urgency from DMB comment in MRRC DMB is currently a no-op via the instruction, so it should likely still be a no-op here. * Test Cleanup * Fix FPDefaultNaN on Ryzen CPUs * Improve some tests, fix some shift instructions, add slow path for Vadd * Fix Typo * More test cleanup * Flip order of Fx and index, to indicate that the operand's is the "base" * Remove Simd32 register type, use Int32 and Int64 for scalars like A64 does. * Reintroduce alignment to DecoderHelper (removed by accident) * One more realign as reading diffs is hard * Use I32 registers in A32 (part 2) Swap default integer register type based on current execution mode. * FPSCR flags as Registers (part 1) Still need to change NativeContext and ExecutionContext to allow getting/setting with the flag values. * Use I32 registers in A32 (part 1) * FPSCR flags as registers (part 2) Only CMP flags are on the registers right now. It could be useful to use more of the space in non-fast-float when implementing A32 flags accurately in the fast path. * Address Feedback * Correct FP->Int behaviour (should saturate) * Make branches made by writing to PC eligible for Rejit Greatly improves performance in most games. * Remove unused branching for Vtbl * RejitRequest as a class rather than a tuple Makes a lot more sense than storing tuples on a dictionary. * Add VMOVN, VSHR (imm), VSHRN (imm) and related tests * Re-order InstEmitSystem32 Alphabetical sorting. * Address Feedback Feedback from Ac_K, remove and sort usings. * Address Feedback 2 * Address Feedback from LDj3SNuD Opcode table reordered to have alphabetical sorting within groups, Vmaxnm and Vminnm have split names to be less ambiguous, SoftFloat nits, Test nits and Test simplification with ValueSource. * Add Debug Asserts to A32 helpers Mainly to prevent the shift ones from being used on I64 operands, as they expect I32 input for most operations (eg. carry flag setting), and expect I32 input for shift and boolean amounts. Most other helper functions don't take Operands, throw on out of range values, and take specific types of OpCode, so didn't need any asserts. * Use ConstF rather than creating an operand. (useful for pooling in future) * Move exclusive load to helper, reference call flag rather than literal 1. * Address LDj feedback (minus table flatten) one final look before it's all gone. the world is so beautiful. * Flatten OpCodeTable oh no * Address more table ordering * Call Flag as int on A32 Co-authored-by: Natalie C. <cyuubiapps@gmail.com> Co-authored-by: Thog <thog@protonmail.com>
2020-02-18Actually use the dummy NACP for EnsureApplicationSaveData (#939)Alex Barney
2020-02-18Improve rendering on resolution lower than 1080p (#944)Thog
* Improve rendering on resolution lower than 1080p * Apply scaling factor to the renderer (This fix 4K displays)
2020-02-17Add button in settings to open logs folder (#947)Xpl0itR
2020-02-17Replace LinkedList by IntrusiveList to avoid allocations on JIT (#931)gdkchan
* Replace LinkedList by IntrusiveList to avoid allocations on JIT * Fix wrong replacements
2020-02-17Implement GetCurrentIpConfigInfo (#943)Thog
* Implement GetCurrentIpConfigInfo This is needed by Rocket League. Also fix GetCurrentIpConfigInfo to not return ipv6 addresses * Address Ac_K comment
2020-02-15Catch System.IO.IOException (#932)Xpl0itR
2020-02-15Retrigger AppveyorThog
2020-02-15Accept gamepad inputs when not focused (#941)Thog
2020-02-14Fix crash when first starting the emulator (#945)Thog
* Fix crash when first starting the emulator * Fix a nit
2020-02-14Changes to configuration (#811)Xpl0itR
* 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
2020-02-14Remove ScopedGlContext (#933)Thog
As MakeCurrent can be slow to execute, this PR changes GLRenderer to not have to reexecute MakeCurrent when processing frames.
2020-02-14Add version in all window titles (#935)Ac_K
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).
2020-02-14Update bindless to indexed conversion code pattern match (#938)gdkchan
* Update bindless to indexed conversion code pattern match * Correct index shift
2020-02-14Sign-extend shader memory instruction offsets (#934)gdkchan
2020-02-13Some fixes for the new GLRenderer (#930)Thog
* 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
2020-02-12Improve build identification (#927)Thog
* Improve build identification Add versioning on CI build Fix #887 * Fix appveyor * Fix appveyor for real now
2020-02-12Reducing log sizes (#724)BaronKiko
* Separated out log's into a separate file for each run. It will keep up to 3 * Rebase part 2 Co-authored-by: Andy Adshead <andy.075109@hotmail.co.uk>
2020-02-12Add inbuilt Opengl renderer to window (#922)emmauss
* 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>
2020-02-12Stub the application copyright framebuffer api (#921)Thog
* Stub the application copyright framebuffer api As we currently don't support multi layers on vi/nvnflinger, this PR implement a stub of this API. * Address Cyuubi's comments * Add IPC checks and comments for future reversing Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: Ac_K <Acoustik666@gmail.com>
2020-02-11Get program IDs for the game list from NCA headers (#928)Alex Barney
Previously it would try various fields from the NACP and didn't always work
2020-02-11Support compute uniform buffers emulated with global memory (#924)gdkchan
2020-02-08Implement NCA section extractors in the GUI (#896)Xpl0itR
* 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
2020-02-07Only enumerate cached textures that are modified when flushing. (#918)riperiperi
* Only enumarate cached textures that are modified when flushing, rather than all of them. * Remove locking. * Add missing clear. * Remove texture from modified list when data is disposed. In case the game does not call either flush method at any point. * Add ReferenceEqualityComparer from jD for the HashSet
2020-02-06Fix a crash when closing the main UI (#904)Thog
* 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
2020-02-06Render Profiler in GUI (#854)emmauss
* move profiler output to gui * addressed commits, rebased * removed whitespaces
2020-02-06Implement IDeliveryCacheProgressService in bcat (#908)Thog
* Implement IDeliveryCacheProgressService in bcat This stub IDeliveryCacheProgressService IPC interface as we don't plan to support cache delivery. * Address jd's comments * Address jd's comment correctly * Address gdk's comments
2020-02-03Compare shader code using a span instead of individual reads. (#917)riperiperi
* Compare shader code using a span instead of individual reads. * Add comment for new parameter. * Remove unnecessary Math.Min
2020-02-02Use correct shader local memory size instead of a hardcoded size (#914)gdkchan
* Use correct shader local size instead of a hardcoded size * Remove unused uniform block * Update XML doc * Local memory size has 23 bits on maxwell * Generate compute QMD struct from nv open doc header * Remove dummy arrays when shared or local memory is not used, other improvements
2020-02-02Fix inconsistencies with UserId (#906)Thog
* Fix inconsistencies with UserId The account user id isn't an UUID. This PR adds a new UserId type with the correct value ordering to avoid mismatch with LibHac's Uid. This also fix an hardcoded value of the UserId. As the userid has been invalid for quite some time (and to avoid forcing users to their recreate saves), the userid has been changed to "00000000000000010000000000000000". Also implement a stub for IApplicationFunctions::GetSaveDataSize. (see the sources for the reason) Fix #626 * Address jd's & Ac_k's comments
2020-02-02Support configurable point size (#916)gdkchan
2020-02-02Support flat interpolation qualifier on shaders (#915)gdkchan
2020-01-31Fix application list (#891)Xpl0itR
* 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
2020-01-31Enable stencil texturing (fixes #866) (#910)gdkchan
2020-01-30Discard higher 32-bits of IPC message magic and command number (#911)gdkchan
2020-01-30prepo IPrepoService accurate parsing for report (#905)Ac_K
* prepo IPrepoService accurate parsing for report I've found they use msgpack for the report, so I've added a nuget package and deserialize the report in the right way. Close #838 * jD requested changes * Change nuget to MsgPack.Cli * Use var instead of explicit cast
2020-01-27Fix OpenBisFileSystem wrong buffer type (#909)Thog
As the title say.
2020-01-26SoftwareKeyboard: Interactive data size should include size field. (#907)bunnei
2020-01-24Make VirtualFileSystem only instanciable once (#901)Thog
This fix a regression caused by #888 on temporary saves for SNES Online. (and probably other games)
2020-01-24Added Program Icon (#900)MelonSpeedruns
* Added Program Icon Added an icon that displays in the Windows File Explorer and on the console window itself when launched. * Renamed ryu.ico to Ryujinx.ico
2020-01-22Ignore exit flag on branch delay slot (#899)gdkchan
2020-01-21Keep the GUI alive when closing a game (#888)Thog
* 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
2020-01-20Update DiscordRichPresence package reference to 1.0.147 which is now built ↵Jonathan Goyvaerts
for .NET core (#898)