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2022-01-12Update to LibHac 0.15.0 (#2986)Alex Barney
2022-01-11Fix render target clear when sizes mismatch (#2994)gdkchan
2022-01-11Fix adjacent 3d texture slices being detected as Incompatible Overlaps (#2993)riperiperi
This fixes some regressions caused by #2971 which caused rendered 3D texture data to be lost for most slices. Fixes issues with Xenoblade 2's colour grading, probably a ton of other games. This also removes the check from TextureCache, making it the tiniest bit smaller (any win is a win here).
2022-01-11account: Rework LoadIdTokenCache to auto generate a random JWT token (#2991)Mary
This improve correctness of that call while possibly spoofing possible recognizable patterns.
2022-01-11sfdnsres: Block communication attempt with NPLN servers (#2990)Mary
Seen on Monster Hunter Rise.
2022-01-10Implement IMUL, PCNT and CONT shader instructions, fix FFMA32I and HFMA32I ↵gdkchan
(#2972) * Implement IMUL shader instruction * Implement PCNT/CONT instruction and fix FFMA32I * Add HFMA232I to the table * Shader cache version bump * No Rc on Ffma32i
2022-01-10Fix sampled multisample image size (#2984)gdkchan
2022-01-09Texture Sync, incompatible overlap handling, data flush improvements. (#2971)riperiperi
* Initial test for texture sync * WIP new texture flushing setup * Improve rules for incompatible overlaps Fixes a lot of issues with Unreal Engine games. Still a few minor issues (some caused by dma fast path?) Needs docs and cleanup. * Cleanup, improvements Improve rules for fast DMA * Small tweak to group together flushes of overlapping handles. * Fixes, flush overlapping texture data for ASTC and BC4/5 compressed textures. Fixes the new Life is Strange game. * Flush overlaps before init data, fix 3d texture size/overlap stuff * Fix 3D Textures, faster single layer flush Note: nosy people can no longer merge this with Vulkan. (unless they are nosy enough to implement the new backend methods) * Remove unused method * Minor cleanup * More cleanup * Use the More Fun and Hopefully No Driver Bugs method for getting compressed tex too This one's for metro * Address feedback, ASTC+ETC to FormatClass * Change offset to use Span slice rather than IntPtr Add * Fix this too
2022-01-08Return error on DNS resolution when guest internet access is disabled (#2983)gdkchan
* Return error on DNS resolution when guest internet access is disabled * Log DNS lookup calls
2022-01-08Add support for render scale to vertex stage. (#2763)riperiperi
* Add support for render scale to vertex stage. Occasionally games read off textureSize on the vertex stage to inform the fragment shader what size a texture is without querying in there. Scales were not present in the vertex shader to correct the sizes, so games were providing the raw upscaled texture size to the fragment shader, which was incorrect. One downside is that the fragment and vertex support buffer description must be identical, so the full size scales array must be defined when used. I don't think this will have an impact though. Another is that the fragment texture count must be updated when vertex shader textures are used. I'd like to correct this so that the update is folded into the update for the scales. Also cleans up a bunch of things, like it making no sense to call CommitRenderScale for each stage. Fixes render scale causing a weird offset bloom in Super Mario Party and Clubhouse Games. Clubhouse Games still has a pixelated look in a number of its games due to something else it does in the shader. * Split out support buffer update, lazy updates. * Commit support buffer before compute dispatch * Remove unnecessary qualifier. * Address Feedback
2022-01-04CPU - Implement FCVTMS (Vector) (#2937)sharmander
* Add FCVTMS_V Implementation to Armeilleure * Fix opcode designation * Add tests * Amend Ptc version * Fix OpCode / Tests * Create Math.Floor helper method + Update implementation * Address gdk comments * Re-address gdk comments * Update ARMeilleure/Decoders/OpCodeTable.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Update Tests to use 2S (4S) and 2D Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2022-01-03sfdnsres: Implement NSD resolution (#2962)Mary
This fix a missing implementation usage of NSD on IResolver when requested on GetAddrInfoRequest* and GetHostByNameRequest*.
2022-01-03fix build id case issue for enabled cheats (#2970)Emmanuel Hansen
2022-01-03Implement analog stick range modifier (#2783)MutantAura
* adjust position vector + GUI * remove brackets * Update configuration * Update ConfigurationFileFormat.cs * rebase + review changes * spacing * revert deletion * fix profile loading * spacing * comment spacing
2022-01-03ffmpeg: Add extra checks and error messages (#2951)Ac_K
* ffmpeg: Add extra checks and error messages This PR adds some checks and logging error messages related to the ffmpeg context creation, that will prevent users to open issues because they don't have the correct packages installed. Close #2762 * Update FFmpegContext.cs
2022-01-03Add Cheat Manager (#2964)Emmanuel Hansen
* add cheatmanager * use modloader to load cheats for manager * addressed nits
2022-01-03misc: Improve DNS blacklist for Nintendo servers (#2963)Mary
This blocks more that have been seen in the wild
2021-12-31Force crop when presentation cached texture size mismatches (#2957)gdkchan
2021-12-30Add support for the R4G4 texture format (#2956)gdkchan
2021-12-30Fix A1B5G5R5 format for good (#2955)gdkchan
2021-12-30friend: Stub IsFriendListCacheAvailable and EnsureFriendListAvailable (#2949)Ac_K
* friend: Stub IsFriendListCacheAvailable and EnsureFriendListAvailable This PR stubs IsFriendListCacheAvailable and EnsureFriendListAvailable call of friend service which close #2896. Sadly, Super Bomberman R Online is still stuck on the loading screen and keep calling `TryPopFromFriendInvitationStorageChannel`, probably because another issue somewhere. * Add FW version * Apply suggestions from gdkchan Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Update IFriendService.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-12-30am: Stub SetMediaPlaybackStateForApplication (#2952)Ac_K
This PR stub `SetMediaPlaybackStateForApplication` of the am service. Accordingly to gdkchan it's needed by the Youtube app. This is checked by RE aswell.
2021-12-30kernel: Implement thread pinning support (#2840)Mary
* kernel: Implement Thread pinning support This commit adds support for 8.x thread pinning changes and implement SynchronizePreemptionState syscall. Based on kernel 13.x reverse. * Address gdkchan's comment * kernel: fix missing critical section leave in SetActivity Fix Unity games * Implement missing bits on the interrupt handler and inline update pinning function as it cannot be generic * Fix some bugs in SetActivity and SetCoreAndAffinityMask * Address gdkchan's comments
2021-12-29Improve SocketOption handling (#2946)gdkchan
2021-12-29hid: A little cleanup (#2950)Ac_K
While I'm looking to the code, I've found some syntax issue, and a little inconsistencie between `ActivateNpad` and `ActivateNpadWithRevision`. Nothing more.
2021-12-28Flip scissor box when the YNegate bit is set (#2941)gdkchan
* Flip scissor box when the YNegate bit is set * Flip scissor based on screen scissor state, account for negative scissor Y * No need for abs when we already know the value is negative
2021-12-28Fix GetHostByNameRequestWithOptions and GetHostByAddrRequestWithOptions (#2943)gdkchan
2021-12-27Use minimum stream sample count on SDL2 audio backend (#2948)gdkchan
2021-12-27Fix wrong title language (#2933)gdkchan
* Fix wrong title language * Sort
2021-12-26Fix DMA copy fast path line size when xCount < stride (#2942)gdkchan
2021-12-26Fix missing default value of audio volume. (#2939)sharmander
2021-12-26Fix I2M texture copies when line length is not a multiple of 4 (#2938)gdkchan
* Fix I2M texture copies when line length is not a multiple of 4 * Do not copy padding bytes for 1D copies * Nit
2021-12-26Fix GetAddrInfoWithOptions and some sockets issues (#2936)gdkchan
* Fix GetAddrInfoWithOptions and some sockets issues * Was not supposed to remove this log
2021-12-26Fix bug causing an audio buffer to be enqueued more than once (#2940)gdkchan
2021-12-24Revert "sdl2: Update to Ryujinx.SDL2-CS 2.0.19 (#2907)"Mary
This reverts commit 5dae02cfcb507a77e7fef2dcd56049c3edc058c7.
2021-12-23Remove PortRemoteClosed warning (#2928)gdkchan
2021-12-23misc: Update SPB to 0.0.4-build17 (#2903)Mary
Update to a new SPB version targeting .NET 6.
2021-12-23sdl2: Update to Ryujinx.SDL2-CS 2.0.19 (#2907)Mary
2021-12-23Update to LibHac v0.14.3 (#2925)Alex Barney
* Update to LibHac v0.14.3 * Fix loading NCAs that don't have a data partition
2021-12-23UI - Add Volume Controls + Mute Toggle (F2) (#2871)sharmander
* Add the ability to toggle mute in the status bar. * Add the ability to toggle mute in the status bar. * Formatting fixes * Add hotkey (F2) to mute * Add default hotkey to config.json * Add ability to change volume via slider. * Fix Headless * Fix SDL2 Problem : Credits to d3xMachina * Remove unnecessary work * Address gdk comments * Toggling with Hotkey now properly restores volume to original level. * Toggling with Hotkey now properly restores volume to original level. * Update UI to show Volume % instead of Muted/Unmuted * Clean up the volume ui a bit. * Undo unintentionally committed code. * Implement AudRen Support * Restore intiial volume level in function definition. * Finalize UI * Finalize UI * Use clamp for bounds check * Use Math.Clamp for volume in soundio * Address comments by gdkchan * Address remaining comments * Fix missing semicolon * Address remaining gdkchan comment * Fix comment * Change /* to // * Allow volume slider to change volume immediately. Also force label text to cast to int to prevent decimals from showing in status bar * Remove blank line * Undo setting of volume level when "Cancel" is pressed. * Fix allignment for settings window code
2021-12-19Fix for texture pool not being updated when it should + buffer texture ↵gdkchan
related fixes (#2911)
2021-12-19Add support for releasing a semaphore to DmaClass (#2926)riperiperi
* Add support for releasing a semaphore to DmaClass Fixes freezes in OpenGL games, primarily GameMaker ones such as Undertale. * Address Feedback
2021-12-19Implement CSDB instruction (#2927)gdkchan
2021-12-19Using more intense lossless compression. (#2811)VocalFan
2021-12-15Remove debug configuration and schema (#2920)Mary
The debug configuration can be created by the emulator and is an artefact of the past. I also took the liberty of removing the _schema.json file as most of the time it is left unused/outdated.
2021-12-14Remove unused empty Ryujinx.Audio.Backends project (#2919)Mary
2021-12-12misc: Sync Config.json default debug config (#2904)Mary
2021-12-08Fix SUATOM and other texture shader instructions with RZ dest (#2885)gdkchan
* Fix SUATOM and other texture shader instructions with RZ dest * Shader cache version bump
2021-12-08Remove usage of Mono.Posix.NETStandard accross all projects (#2906)Mary
* Remove usage of Mono.Posix.NETStandard in Ryujinx project * Remove usage of Mono.Posix.NETStandard in ARMeilleure project * Remove usage of Mono.Posix.NETStandard in Ryujinx.Memory project * Address gdkchan's comments
2021-12-08Move texture anisotropy check to SetInfo (#2843)riperiperi
Rather than calculating this for every sampler, this PR calculates if a texture can force anisotropy when its info is set, and exposes the value via a public boolean. This should help texture/sampler heavy games when anisotropic filtering is not Auto, like UE4 ones (or so i hear?). There is another cost where samplers are created twice when anisotropic filtering is enabled, but I'm not sure how relevant this one is.