| Age | Commit message (Collapse) | Author |
|
* Use branch instead of tailcall for recursive calls
Use a branch instead of doing a tailcall for recursive calls. This
avoids having to store the dispatch address, setting up the epilogue and
keeps guest registers in host registers for longer.
The rejit check is moved down into the entry block so that the rejit
behaviour remains the same as before.
* Set PTC version
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
|
|
* Add fast path for BIC Vd.T, #imm
* Add fast path for ORR Vd.T, #imm
* Set PTC version
* Fixup Exception to InvalidOperationException
|
|
* Move shader resource descriptor creation out of the backend
* Remove now unused code, and other nits
* Shader cache version bump
* Nits
* Set format for bindless image load/store
* Fix buffer write flag
|
|
Allow parallel shader compilation when loading a shader cache
|
|
|
|
* Pass CbufSlot when getting info from the texture descriptor
Fixes some issues with bindless textures, when CbufSlot is not equal to the current TextureBufferIndex.
Specifically fixes a random chance of full screen colour flickering in Super Mario Party.
* Apply suggestions from code review
Oops
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
|
|
* Allow `LocalVariable` to be assigned more than once
This allows us to write flow controls like loops and if-elses with
LocalVariables participating in phi nodes.
* Add `GetLocalNumber` to operand
|
|
* This might help AMD a bit
* Removal of old workaround.
|
|
* Decouple configuration from Ryujinx.HLE and Ryujinx.Input
* Move Configuration to the Ryujinx project
|
|
This avoid issues when two different users work on a single PR.
|
|
* Fold constant offsets and group constant addresses
* PPTC version bump
|
|
* PPTC meets ExeFS Patching.
* InternalVersion = 1865
* Ready!
* Optimized the PtcProfiler Load/Save methods.
|
|
|
|
|
|
I found some mistake I made back when I first wrote the mapping for
Miria.
This fix:
- an offset by one after the tilde key in the mapping.
- F30 being mapped to F29.
|
|
This fix an issue when after a relaunch of a game containing other
games (embedded games), the renderer window size would be 1x1.
This bug was introduced by #2260.
|
|
As title say.
Doesn't change anything as the Ryujinx project set it.
|
|
This PR addresses the following issues:
- SM was previously instancied once and reused on all sessions. This
could cause inconsistency on the service initialization.
- TIPC replies were not matching what is generated on hardware.
|
|
* audio: Implement a SDL2 backend
This adds support to SDL2 as an audio backend.
It has the same compatibility level as OpenAL without its issues.
I also took the liberty of restructuring the SDL2 code to have one
shared project between audio and input.
The configuration version was also incremented.
* Address gdkchan's comments
* Fix update logic
* Add an heuristic to pick the correct target sample count wanted by the game
* Address gdkchan's comments
* Address Ac_k's comments
* Fix audren output
* Address gdkchan's comments
|
|
* ffmpeg: Redirect log output
* Remove leftover delegate
* Logging -> Log
|
|
* nim: Cleanup the service and implement some calls
* Fix symbol typo
* add ApplicationServerEnvironmentType enum
* Change condition
|
|
* 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
|
|
This fix FFmpeg.AutoGen being unable to find system ffmpeg libraries on
Linux.
|
|
* ui: Cleanup Discord Presence
* Clean Timestamps
|
|
* Update to FFmpeg 4.4.0
As the title say
* Fix warning from 4.4.0
|
|
* hid: Rewrite shared memory management
This entirely rewrite our ancient (and original) HID shared memory
interface to be more usable and accurate.
HID update logics were updated to reflect those changes but should work
still the same way it previously did.
This need heavy testing just in case to avoid possible regressions.
* Silence warnings
* Address gdkchan's comments
* Address Ac_K's comments
* Address one missing nit
|
|
* Fix shader buffer write flag on atomic instructions
* Shader cache version bump
|
|
This allows configuration values to be written to log file for analysis
|
|
|
|
|
|
|
|
|
|
|
|
* Make all title id instances unsigned
* Replace address and size with ulong instead of signed types
Long overdue change.
Also change some logics here and there to optimize with the new memory
manager.
* Address Ac_K's comments
* Remove uneeded cast all around
* Fixes some others misalignment
|
|
* Initial Impl
* Fix names
* remove useless ContentManager
* Support backgrounds and improve avatar loading
* Fix firmware checks
* Addresses gdkchan feedback
|
|
|
|
This fix a possible crash with raw keyboard input since Miria.
I took the liberty to move the the keyboard update to avoid possible duplicate update if we end up having two keyboards in use.
|
|
* Only enable clip distance if written to on shader
* Signal InstanceId use through FeatureFlags
* Shader cache version bump
|
|
* Add EntryTable<TEntry>
* Add on translation call counting
* Add Counter
* Add PPTC support
* Make Counter a generic & use a 32-bit counter instead
* Return false on overflow
* Set PPTC version
* Print more information about the rejit queue
* Make Counter<T> disposable
* Remove Block.TailCall since it is not used anymore
* Apply suggestions from code review
Address gdkchan's feedback
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Fix more stale docs
* Remove rejit requests queue logging
* Make Counter<T> finalizable
Most certainly quite an odd use case.
* Make EntryTable<T>.TryAllocate set entry to default
* Re-trigger CI
* Dispose Counters before they hit the finalizer queue
* Re-trigger CI
Just for good measure...
* Make EntryTable<T> expandable
* EntryTable is now expandable instead of being a fixed slab.
* Remove EntryTable<T>.TryAllocate
* Remove Counter<T>.TryCreate
Address LDj3SNuD's feedback
* Apply suggestions from code review
Address LDj3SNuD's feedback
Co-authored-by: LDj3SNuD <35856442+LDj3SNuD@users.noreply.github.com>
* Remove useless return
* POH approach, but the sequel
* Revert "POH approach, but the sequel"
This reverts commit 5f5abaa24735726ff2db367dc74f98055d4f4cba.
The sequel got shelved
* Add extra documentation
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: LDj3SNuD <35856442+LDj3SNuD@users.noreply.github.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This adds missing parenthesis around low pass z computation.
This fixes FEZ audio gain issues inside rooms. (Ryujinx/Ryujinx-Games-List#3526)
|
|
* Improve shader global memory to storage pass
* Formatting and more comments
* Shader cache version bump
|