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2021-07-03Honour copy dependencies when switching render target (#2433)riperiperi
* Honour copy dependencies when switching render target When switching from one render target to another, when both have a copy dependency to each other, a copy can be deferred on the second target when unbinding the first. Before, this would not be honoured before binding the new texture, so the copy would stay deferred until the render targets change again, at which point it would copy in old data and essentially clear all the draws done during that time. This change runs synchronize memory to make sure that copies are honoured. This can cause a redundant copy, but it's better than it breaking for now. This should fix miiedit on AMD/Intel GPUs on windows. May fix other games, or perhaps rare copy dependency bugs on NVIDIA too. * Address feedback
2021-06-29aoc: Fix wrong check (#2427)Ac_K
This PR fixes a wrong check added in #2414 which made Pokémon crash.
2021-06-29Fix disposing of IPC sessions server at emulation stop (#2334)Mary
2021-06-29Initial support for separate GPU address spaces (#2394)gdkchan
* Make GPU memory manager a member of GPU channel * Move physical memory instance to the memory manager, and the caches to the physical memory * PR feedback
2021-06-29aoc/am: Cleanup aoc service and stub am calls (#2414)Ac_K
* aoc/am: Cleanup aoc service and stub am calls This PR implement aoc call `GetAddOnContentListChangedEventWithProcessId` (Closes #2408) and `CreateContentsServiceManager`. Additionnally, a big cleanup (checked by RE on latest firmware) is made on the whole service. I've added `CountAddOnContent`, `ListAddOnContent` and `GetAddonContentBaseId` for games which require version `1.0.0-6.2.0` too. Am service call `ReportUserIsActive` is stubbed (checked by RE, closes #2413). Since some logic in the service (aoc) which handle the DLCs has been changed, it could be nice to have some testing to be sure there is no regression. * Remove wrong check * Addresses gdkchan feedback * Fix GetAddOnContentLostErrorCode * fix null pid in services * Add missing comment * remove leftover comment
2021-06-28Add Screenshot Feature (#2354)emmauss
* Add internal screenshot capabilities * update version notice
2021-06-28no name: Mii Editor applet support (#2419)Ac_K
* no name: Mii Editor applet support * addresses gdkchan feedback * Fix comment * Bypass MountCounter of MiiDatabaseManager * Fix GetSettingsPlatformRegion * Disable Applet Menu for unsupported firmwares
2021-06-25Add support for custom line widths (#2406)gdkchan
2021-06-25Fix default value for unwritten shader outputs (#2412)gdkchan
* Fix shader default output values * Shader cache version bump
2021-06-25Fix texture sampling with depth compare and LOD level or bias (#2404)gdkchan
* Fix texture sampling with depth compare and LOD level or bias * Shader cache version bump * nit: Sorting
2021-06-25caps: Stubs GetAlbumFileList0AafeAruidDeprecated and ↵Ac_K
GetAlbumFileList3AaeAruid (#2403) This PR stubs caps service call `GetAlbumFileList0AafeAruidDeprecated` and `GetAlbumFileList3AaeAruid` (Closes #2035, Closes #2401), both are checked by RE. This avoid using "ignore missing services" when you want to play World of Light in Super Smash Bros Ultimate.
2021-06-24Improve gameTable search (#2398)ooa113y
* Improve gameTable search * Remove useless split * Remove unneeded brackets * Simplify searchEqualFunc Co-authored-by: Ac_K <Acoustik666@gmail.com> * Remove leftovers (oops) Co-authored-by: Ac_K <Acoustik666@gmail.com>
2021-06-24Add Direct Mouse Support (#2374)emmauss
* and direct mouse support * and direct mouse support * hide cursor if mouse enabled * add config * update docs * sorted usings
2021-06-24Initial support for GPU channels (#2372)gdkchan
* Ground work for separate GPU channels * Rename TextureManager to TextureCache * Decouple texture bindings management from the texture cache * Rename BufferManager to BufferCache * Decouple buffer bindings management from the buffer cache * More comments and proper disposal * PR feedback * Force host state update on channel switch * Typo * PR feedback * Missing using
2021-06-24Inherit buffer tracking handles rather than recreating on resize (#2330)riperiperi
This greatly speeds up games that constantly resize buffers, and removes stuttering on games that resize large buffers occasionally: - Large improvement on Super Mario 3D All-Stars (#1663 needed for best performance) - Improvement to Hyrule Warriors: AoC, and UE4 games. These games can still stutter due to texture creation/loading. - Small improvement to other games, potential 1-frame stutters avoided. `ForceSynchronizeMemory`, which was added with POWER, is no longer needed. Some tests have been added for the MultiRegionHandle.
2021-06-24settings: Implement GetDeviceNickName and SetDeviceNickName (#2383)Ac_K
* settings: Implement GetDeviceNickName and SetDeviceNickName This PR implement `set` and `sys:set` calls : `GetDeviceNickName` and `SetDeviceNickName` accordingly to RE. I've cleaned up both services a bit and `SystemStateMgr` class too. Closes #2110 * Addresses gdkchan_s feedback
2021-06-24nfc/nfp: Implement ISystemManager and ISystem (#2381)Ac_K
* nfc/nfp: Implement ISystemManager and ISystem This PR add permission levels for `nfc` and `nfp` services: - `nfc`: `CreateUserInterface` and `CreateSystemInterface` are implemented. - `INfc`: `Initialize` and `IsNfcEnabled` calls are stubbed. - `nfp`: `CreateDebugInterface` and `CreateSystemInterface` are implemented. - `INfp`: `GetRegisterInfo2` for `IDebug` and `ISystem` are implemented. * Addresses gdkchan feedback
2021-06-24Reduce number of dlls on distribution with single file publish (#2211)gdkchan
* Enable single file publish * Set DebugType to embedded on build scripts
2021-06-23input: Fixes TouchPoint wrong attribute (#2390)Ac_K
2021-06-23Fix shader texture LOD query (#2397)gdkchan
2021-06-23Implement VORN (register) Arm32 instruction (#2396)gdkchan
2021-06-23Pass all inputs when geometry shader passthrough is enabled (#2362)gdkchan
* Pass all inputs when geometry shader passthrough is enabled * Shader cache version bump
2021-06-23hid: Cleanup and implement some calls (#2380)Ac_K
2021-06-23Unbind input on middle click (#2358)ooa113y
* Unbind input on middle click * Clear _middleMousePressed unconditionally * Remove unneded initialization code * Swap conditions * CR fixes
2021-06-23prepo: Implement SaveSystemReport and SaveSystemReportWithUser (#2379)Ac_K
2021-06-23pl: Implement GetSharedFontInOrderOfPriorityForSystem (#2382)Ac_K
2021-06-23mii: Fix multiple inconsistencies (#2392)Mary
I found multiple inconsistencies while diffing with latest sdb, this PR fixes those findings.
2021-06-23kernel: Implement MapTransferMemory and UnmapTransferMemory (#2386)Mary
Based on my reversing of kernel 12.0.0
2021-06-22ipc: Remove size checks for buffer type 0x21/0x22 (#2387)Ac_K
* ipc: Remove size checks for buffer type 0x21/0x22 Since original IPC implementation doesn't check the buffers size, there is no reason to check them so I've removed it. Checking the buffers addresses could prevent to unexpected behaviors. That's fix a bsd service issue with some homebrew and some games like Knockout City (https://github.com/Ryujinx/Ryujinx-Games-List/issues/3622) which is now bootable: * addresses gdkchan's review
2021-06-21account: Fix wrong condition in TrySelectUserWithoutInteraction (#2384)Ac_K
* account: Fix wrong condition in TrySelectUserWithoutInteraction Since the implementation of User Profiles, we can get more than one profile stored. This PR fixes a wrong condition in `TrySelectUserWithoutInteraction`. Closes #2320 * Some cleanup
2021-06-21am: Add all known AppletMessage (#2378)Ac_K
This PR add all known AppletMessage values for accuracy, nothing more. `MessageInfo` is renamed to the right `AppletMessage` name.
2021-06-20Fix separate bindless sampler at offset 0 (#2360)gdkchan
2021-06-19hid/irs: Stub IsFirmwareUpdateAvailableForSixAxisSensor and ↵LukeFZ
CheckFirmwareVersion (#2371) * Stub two services Stubs IHidServer::IsFirmwareUpdateAvailableForSixAxisSensor and IIrSensorServer::CheckFirmwareVersion * Apply suggestions from code review Also changed PackedMcuVersion to be two shorts instead of two bytes, because that's its actual type * Apply new code review suggestions Degroup field from previous assignation + Add padding after SixAxisSensorHandle
2021-06-17Miria: Make default profile loads Pro Controller by default (#2368)Mary
This was a regression introduced by Miria.
2021-06-15End shader decoding when reaching a block that starts with an infinite loop ↵riperiperi
(after BRX) (#2367) * End shader decoding when reaching an infinite loop The NV shader compiler puts these at the end of shaders. * Update shader cache version
2021-06-14Add TouchScreen Manager (#2333)emmauss
2021-06-10Increase height of Settings Window (#2355)EmulationFanatic
2021-06-09GAL: Fix sampler leaks on exit (#2353)Mary
Before this, all samplers instance were leaking on exit because the dispose method was never getting called. This fix this issue by making TextureBindingsManager disposable and calling the dispose method in the TextureManager.
2021-06-09Do not clear gpu subchannel state on BindChannel (#2348)Mary
This fixes a regression caused by #980, that was causing a crash on New Super Lucky's Tale. As always, this need feedback on possible regression on any games. Fix #2343.
2021-06-09Support bindless textures with separate constant buffers for texture and ↵gdkchan
sampler (#2339)
2021-06-03Add SDL2 information & updated game compatibility stats (#2337)EmulationFanatic
2021-06-03Fix shaders with mixed PBK and SSY addresses on the stack (#2329)gdkchan
* Fix shaders with mixed PBK and SSY addresses on the stack * Address PR feedback and nits
2021-06-03Fix texture blit off-by-one errors (#2335)gdkchan
2021-06-02Reactivate DInput on SDL2Mary
Seems more people than expected use DInput in 2021, will find another way to fix the latency issue I suppose.
2021-06-02Update SDL2-CS (#2327)Mary
Changelog: - SDL2 was updated to lastest master - DInput was disabled from build configuration (Close #2238) - HIDAPI was forced enabled on Linux and libusb library name was fixed (Close #2226) NOTE about HIDAPI support on Linux: Make sure that your gamepad is accesible to your user for it to be detected by HIDAPI. This can be done via a udev rule like: ``` KERNEL=="hidraw*", MODE="0660", TAG+="uaccess" ``` **NOTE: This rule is given as an example, this can present a security risk. Make sure to filter by vendor and product ids.**
2021-06-02Use Quads on OpenGL host when supported. (#2331)riperiperi
Improves OpenGL performance on FAST RMX and Xenoblade DE/2. Will probably only work on NVIDIA GPUs, but the emulated quads path will still be valid for other GPUs. Note: SLOW RMX gets a bit faster in handheld mode. I'd recommend checking on platforms without supported host quads to make sure a GL error is actually thrown when attempting GL.Begin(PrimitiveType.Quads)
2021-06-01Avoid clearing alpha channel by handle when presenting (#2323)Mary
* Avoid clearning alpha channel by handle when presenting Previous code was binding then blitting while the framebuffer was bound and then clearing the alpha channel by its handle. This ended up triggering a bug since AMD driver 21.4.1 ending up clearing the whole framebuffer as a result. New code fix this weird logic by applying the clear on the bound framebuffer. Close #2236. * Address rip's comments * Fix AMD being broken once again
2021-05-31Do not attempt to normalize SNORM image buffers on shaders (#2317)gdkchan
* Do not attempt to normalize SNORM image buffers on shaders * Shader cache version bump
2021-05-30Fix guest stack trace inexistent function names (#2326)gdkchan
2021-05-30Fix inverted low/high mask value on GetThreadCoreMask32 syscall (#2325)gdkchan