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2020-11-21amadeus: Fix reverb 3d mono wrong delay line offset (#1742)Mary
This fix reverb 3d mono rendering using -1 instead of 1 for delay line offset. I also did some clean up as this value is now used by all channel variants. Now Resident Evil 6 goes in-gane.
2020-11-21salieri: remove a wrong debug assert (#1740)Mary
THis assert is wrong and useless now, remove it because it's annoying in Debug.
2020-11-21amadeus: Fix possible underflow in delay time delay effect (#1739)Mary
This fix an underflow in the setup of delay time in the delay effect. THis fix a regression caused by Amadeus on Shovel Knight: Treasure Trove.
2020-11-21audin: fix wrong id ListAudioInsAuto call (#1737)Ac_K
2020-11-20audout: Implement and fix some calls (#1725)Ac_K
* audout: Implement GetAudioOutBufferCount, GetAudioOutPlayedSampleCount and FlushAudioOutBuffers This PR implement audout service calls: - GetAudioOutBufferCount - GetAudioOutPlayedSampleCount - FlushAudioOutBuffers The RE calls just give some hints about no extra checks. Since we use a totally different implementation because of our backend, I can't do something better for now. SetAudioOutVolume and GetAudioOutVolume are fixed too by set/get the volume of the current opened track, previous implementation was wrong. This fix #1133, fix #1258 and fix #1519. Thanks to @jduncanator for this help during the implementation and all his precious advices. * Fix some debug leftovers * Address jD feedback
2020-11-20Allow copy destination to have a different scale from source (#1711)riperiperi
* Allow copy destination to have a different scale from source Will result in more scaled copy destinations, but allows scaling in some games that copy textures to the output framebuffer. * Support copying multiple levels/layers Uses glFramebufferTextureLayer to copy multiple layers, copies levels individually (and scales the regions). Remove CopyArrayScaled, since the backend copy handles it now.
2020-11-20Perform Compressed<->Uncompressed copies using Pixel Buffer Objects (#1732)riperiperi
* PBO single layer copy, part 1 Still needs ability to take and set width/height slices. (using pack paramaters) * PBO Copies pt 2 * Some fixes and cleanup. * Misc Cleanup * Move handle into the TextureInfo interface. This interface is shared between texture storages and views. * Move unscaled copy to the TextureCopy class. * Address feedback.
2020-11-20Use backup when PTC compression is corrupt (#1704)riperiperi
* Use backup when PTC compression is corrupt * Apply suggestions from code review Co-authored-by: LDj3SNuD <35856442+LDj3SNuD@users.noreply.github.com> Co-authored-by: LDj3SNuD <35856442+LDj3SNuD@users.noreply.github.com>
2020-11-20olsc: Add service olsc:u and stub some calls (#1734)Ac_K
2020-11-19gui: Toggle Docked/Handheld mode and VSync by clicking status bar (#1726)Ac_K
* gui: Toggle between docked/handheld mode by clicking status bar This PR just add a way to toggle between the docked and the handheld mode by clicking the lable in the status bar. Nothing more. * Fix glade file formatting * Add VSync toggle
2020-11-19GLRenderer: Change between docked and handheld mode using a keybinding (#1685)Sera
* GLRenderer: Change between docked and handheld mode using a keybinding * nit
2020-11-18Do not perform layout conversion on buffer texture flushes (#1729)gdkchan
2020-11-18CPU (A64): Add FP16/FP32 fast paths (F16C Intrinsics) for Fcvt_S, Fcvtl_V & ↵LDj3SNuD
Fcvtn_V Instructions. Now HardwareCapabilities uses CpuId. (#1650) * net5.0 * CPU (A64): Add FP16/FP32 fast paths (F16C Intrinsics) for Fcvt_S, Fcvtl_V & Fcvtn_V Instructions. Switch to .NET 5.0. Nits. Tests performed successfully in both debug and release mode (for all instructions involved). * Address comment. * Update appveyor.yml * Revert "Update appveyor.yml" This reverts commit 27cdd59e8b90e227e6924d9c162af26c00a89013. * Remove Assembler CpuId. * Update appveyor.yml * Address comment.
2020-11-18Improvements with new .NET 5 functions or bugfixes (#1714)gdkchan
* Improvements with new .NET 5 functions or bugfixes * This no longer needs to be unsafe
2020-11-18loaders: Fix possible parsing errors of informations on some NSO (#1724)Ac_K
This fix possible parsing errors of informations on some NSO where the "zero" field don't exist introduced by #1661 leading to crashes at start. References: https://github.com/Atmosphere-NX/Atmosphere/blob/master/stratosphere/creport/source/creport_modules.cpp#L202 https://github.com/Thog/oss-rtld/blob/master/source/main.cpp#L14
2020-11-17Simplify depth test state updates (#1695)gdkchan
2020-11-17Fix buffer to texture copy with remap enabled (#1721)gdkchan
2020-11-17Specify the X64 version of .NET 5, and change the build command to be the ↵EmulationFanatic
right one (#1719)
2020-11-17shader cache: Fix Linux boot issues (#1709)Mary
* shader cache: Fix Linux boot issues This rollback the init logic back to previous state, and replicate the way PTC handle initialization. * shader cache: set default state of ready for translation event to false * Fix cpu unit tests
2020-11-17shader cache: Fix possible race causing crashes on manifest at startup (#1718)Mary
* shader cache: Fix possible race causing crashes on manifest at startup This fix a misplace function call ending up causing possibly two write on the cache.info at the same time. * shader cache: Make RemoveManifestEntries async too to be sure all operations are perform before starting the game
2020-11-17shader cache: Fix invalid virtual address clean up (#1717)Mary
* shader cache: Fix invalid virtual address clean up This fix an issue causing the virtual address of texture descriptors to not be cleaned up when caching and instead cleaning texture format and swizzle. This should fix duplicate high duplication in the cache for certain games and possible texture corruption issues. **THIS WILL INVALIDATE ALL SHADER CACHE LEVELS CONSIDERING THE NATURE OF THE ISSUE** * shader cache: Address gdk's comment
2020-11-16Propagate zeta format properly (#1716)gdkchan
2020-11-15am: Fix VR enabled by default (#1715)Ac_K
This PR fix an issue I've made in #1688 which is enabled VR as default. It could cause rendering issues in games when VR mode isn't used, as users have reported in Smash:
2020-11-15am/lbl/hid/pctl: Enabled VR Rendering (#1688)Ac_K
* am/lbl/hid/pctl: Enabled VR Rendering This PR enable VR rendering on games which support it through the Toy-Con VR Goggles. Please remember Ryujinx currently don't support console SixAxis sensor and for now, in some games, the view can't be moved. Everything is implemented accordingly to RE: - am: ICommonStateGetter: SetVrModeEnabled, BeginVrModeEx, EndVrModeEx. - lbl: ILblController: SetBrightnessReflectionDelayLevel, GetBrightnessReflectionDelayLevel, SetCurrentAmbientLightSensorMapping, GetCurrentAmbientLightSensorMapping, SetCurrentBrightnessSettingForVrMode, GetCurrentBrightnessSettingForVrMode, EnableVrMode, DisableVrMode, IsVrModeEnabled. - pctl: IParentalControlService: ConfirmStereoVisionPermission, ConfirmStereoVisionRestrictionConfigurable, GetStereoVisionRestriction, SetStereoVisionRestriction, ResetConfirmedStereoVisionPermission, IsStereoVisionPermitted. - hid: IHidServer: ResetSevenSixAxisSensorTimestamp is stubbed because we don't support console SixAxisSensor for now. Maybe we could add a setting later to enable or disable VR. But I think it's fine to keep this always available since you have to enable it in games. * Fix permission flag check * Address gdkchan feedback
2020-11-15ui diag: Add missing error message for ApplicationNotFound (#1693)Mary
I missed to add the error messages for this error code on the initial PR, this fix it.
2020-11-15Standardize to camel-case: option to check for updates on launch (#1698)EmulationFanatic
* Standardize to camel-case: option to check for updates on launch Updates the "Check for updates on launch" to read instead "Check For Updates On Launch" to be consistent with camel-case options elsewhere in the UI. This time done with manual editing instead of with the Glade app. * Updated to match general English rules on articles and conjunctions
2020-11-15Don't warn when debug feature is enabled in debug mode (#1707)Xpl0itR
2020-11-15infra: Migrate to .NET 5 (#1694)Mary
* infra: Migrate to .NET 5 This migrate projects and CI to .NET 5 * Remove language version restrictions (now on 9.0 by default) * infra: pin .NET 5 to avoid later issues * infra: Cleanup csproj files * infra: update dependencies * infra: Add temporary workaround for a bug in Vector128.Create see https://github.com/dotnet/runtime/issues/44704 for more informations
2020-11-13IPSwitch: Quick fix to patch sets toggling (#1668)mageven
* IPSwitch: Quick fix to patch sets toggling * fmt fix: newlines before continue and return
2020-11-13SettingsWindow: Add an Apply button (#1562)Sera
* SettingsWindow: Add an Apply button Adds an apply button that doesnt close the settings window when saving the changes. * fix the apply button staying turned on after clicking it
2020-11-13Use "Screen Scissor" as size hint for render targets (#1703)riperiperi
"Screen scissor" is the minimum size of all render targets, and is set when any render target is bound on NVN or OpenGL. Since it works on all active texture's real sizes, it is therefore more reliable than viewport 0's width, and is actually set before clear. This fixes a regression with Hyrule Warriors: Age Of Calamity's cubemaps, which did not set viewport dimensions before clear. This resulted in attempting to create a cubemap with rectangular sides, which is logically and physically impossible. (also it just fails)
2020-11-13Salieri: shader cache (#1701)Mary
Here come Salieri, my implementation of a disk shader cache! "I'm sure you know why I named it that." "It doesn't really mean anything." This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-12Update performance mode when docked mode changes. (#1696)riperiperi
2020-11-10Do not report unmapped pages as dirty (#1672)gdkchan
* Do not report unmapped pages as dirty * Make tests pass again * PR feedback
2020-11-09Size hints for copy regions and viewport dimensions to avoid data loss (#1686)riperiperi
* Size hints for copy regions and viewport dimensions to avoid data loss * Reword comment. * Use info for the rule rather than calculating aligned size. * Reorder min/max, remove spaces
2020-11-10Implement ATOM shader instruction (#1687)gdkchan
* Implement ATOM shader instruction * Fix reduction type decoding
2020-11-09Simplify logic for bindless texture handling (#1667)gdkchan
* Simplify logic for bindless texture handling * Nits
2020-11-08apm/am: Refactoring/Unstub services (#1662)Ac_K
* apm: Refactoring/Unstub service This PR implement some IPC calls of apm service: - nn::apm::IManager is fully implemented. - nn::apm::ISession is fully implemented (close #1633). - nn::apm::ISystemManager is partially implemented. nn::appletAE::ICommonStateGetter have some calls which are just a layer of apm IPC calls. What we did in some calls was wrong, it's fixed now! Everything is checked with RE. * abstract Apm *Server as Thog requested * abstract ISession and fix other classes * Address gdkchan feedback * Fix class * Fix Logging
2020-11-08Use explicit buffer and texture bindings on shaders (#1666)gdkchan
* Use explicit buffer and texture bindings on shaders * More XML docs and other nits
2020-11-07Synchronize Rasterizer State before Clear (#1680)riperiperi
2020-11-06Only report that GPU commands are available when the queue is not empty. (#1656)riperiperi
* Only report that commands are available when the queue is not empty. * Address Feedback Co-authored-by: FICTURE7 <FICTURE7@gmail.com> Co-authored-by: FICTURE7 <FICTURE7@gmail.com>
2020-11-06Update game compatibility list info in README.md (#1675)EmulationFanatic
* Update game compatibility list info in README.md * clarity on playable games
2020-11-06Loaders: Log extra NSO informations (#1661)Ac_K
NSO files can contains useful informations who aren't currently logged. This PR fix that by logging Module name, Libraries and SDK Version when they are available.
2020-11-06updater: Ignore first commandline argument when passing commandline to ↵Mary
updated binary (#1674) Fix a regression caused by #1643.
2020-11-06Support single precision contants for double precision operations (#1673)gdkchan
2020-11-06Do not align sizes for buffer texture targets. (#1671)riperiperi
This should fix a random crash in Hyrule Warriors, and potentially other games that use buffer textures.
2020-11-06Correct BPP of buffer to texture copies (#1670)gdkchan
2020-11-05Separate zeta from color formats (#1647)gdkchan
2020-11-04Fix LiveInterval.Split (#1660)FICTURE7
Before when splitting intervals, the end of the range would be included in the split check, this can produce empty ranges in the child split. This in turn can affect spilling decisions since the child split will have a different start position and this empty range will get a register and move to the active set for a brief moment. For example: A = [153, 172[; [1899, 1916[; [1991, 2010[; [2397, 2414[; ... Split(A, 1916) A0 = [153, 172[; [1899, 1916[ A1 = [1916, 1916[; [1991, 2010[; [2397, 2414[; ...
2020-11-02Add seamless cubemap flag in sampler parameters. (#1658)riperiperi
* Add seamless cubemap flag in sampler parameters. * Check for the extension