| Age | Commit message (Collapse) | Author |
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* Updated all NuGet packages to latest, and updated the framework from .NET Core 3.0 to 3.1.
* Updating appveyor settings for 3.1
Updating appveyor to use the netcoreapp3.1 path instead of 3.0.
* Removing unneeded NuGet package System.Runtime.CompilerServices.Unsafe.
* Removing unused NuGet package SharpFontCore.
* Removing unused NuGet package TimeZoneConverter.Posix
* Cleaning up by adding newline to a csproj.
* Simplfying a NuGet conditional include, and adding a warning disable for an annoying NuGet package.
* Adding .editorconfig so users have a consistent style setting regardless of their local settings.
* I'm not sure if .travis.yml is still used, but I'm updating its 'dotnet' version to the correct SDK.
* Making the runtime version into its own environment variable so it's a bit easier to change in the future.
* Removing OpenTK.NetStandard reference from Ryujinx.Common
* Fixing indentation in Common.csproj
* Updating the README to specify .NET Core 3.1.
* Reverting the update of the GTKSharp package so it doesn't block the PR.
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(#1197)
* nvservice: add a lock to NvHostEvent
* Disable surface flinger release fence and readd infinite timeout
* FenceAction: Add a timeout of 1 seconds as this shouldn't wait forever anyuway
* surfaceflinger: remove leftovers from the release fence
* Don't allow infinite timeout on syncpoint while printing all timeout for better debugging
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InternetRequestDenied (I can't find a better name) was taken from Switchbrew (switchbrew.org/wiki/Error_codes)
Regarding this error, SwitchBrew notes: "IsAnyInternetRequestAccepted with the output from GetClientId returned false."
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* Add various error codes to AM
The error codes were taken from Switchbrew (https://switchbrew.org/wiki/Error_codes)
* TitleID -> TitleId
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* nvservices: mitigate abort with heavy load on the GPU processing thread.
This should fix Mario Tennis and LM3 regressions with syncpoints.
NOTE: Mario Tennis seems to have another issue related to the texture
cache that happens randomly when starting a match.
PS: Also add a debug logger for all known ioctl call to facilitate
debugging and add a missing UpdateMin in EventSignal.
* Address LDj3SNuD's comment
* Address gdkchan's comment
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* am: stub IsVrMode
Needed by SSBU 7.0.0
* Address Ac_K's comments
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- Adds EnumerateDeliveryCacheDirectory to BCAT
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This remove Utf8son and JsonPrettyPrinter dependencies.
NOTE: the standard JSON parser doesn't support configurable
indentation, as a result, all the pretty printed JSON are indented with 2
spaces.
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* Initial bcat delivery cache support
* Use LibHac 0.11.0
* Add option to open the BCAT savedata directory
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This implement the rendering information output informations of
RequestUpdate.
This is needed by some games to keep track of the count of update on the
DSP.
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Verified with deko3d and opengl driver code.
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* Create log folder if not exists fixes #1143
* Fixed Format
Co-authored-by: Patrick Grabensteiner <patrick.grabensteiner@gmx.at>
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* Fix hbl 2.3.1 and hbmenu 3.3.0
* log class: Add ServicePtm
* fix build issue
* do not cast titleId to byte
* Address Ac_K's comment
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* Fix texture level offset/size calculation when sparse tile width is > 1
* Sparse tile width affects layer size alignment aswell
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* Fix kernel memory allocator block coalescing
* Fix and move clear bit logic to a separate method
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As I was unable to disable the ctrl + f keybinding, this implement
something to make it works with the default GTK code logic.
Also remove unused _treeView static member.
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* Implement texture buffers
* Throw NotSupportedException where appropriate
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* Log Ryujinx version and OS
* Log total RAM size and CPU name
* Requested changes
* requested change
* jd's requested changes
* jd's requested changes
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(#1126)
* Do temp constant copy for CompareAndSwap, other improvements to PreAllocator
* Nit
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* Implement Constant Color blends and init blend states
* Address gdkchan's comments
Also adds Set methods to GpuState
* Fix descriptions of QueryModified
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Nintendo sets the buffer count in SetPreallocatedBuffer too.
This fix triple buffering on all games and finally fix SSBU flickering.
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This adds update support to the section extractor.
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* Load defualt metadata if the metadata.json gets corrupt
* Write to disk immediately to decrease the chances of corruption
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* Add support for dynamic docking/undocking
As SurfaceFlinger is now working more accurately, we can now support
dynamic configuration of docking mode :)
* Simplify a bt the code
* Fix import ordering
* Remove unused argument
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This invalidate the GraphicBuffer on the consumer side when
SetPreallocatedBuffer is called on a buffer slot.
This fix rendering issues on games with a dynamic resolution like Yoshi
Crafted World.
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* Initial conditional rendering support
* Properly reset state
* Support conditional modes and skeleton a counter cache for future host conditional rendering
* Address PR feedback
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* Updated all NuGet packages to latest, and updated the framework from .NET Core 3.0 to 3.1.
* Updating appveyor settings for 3.1
Updating appveyor to use the netcoreapp3.1 path instead of 3.0.
* Removing unneeded NuGet package System.Runtime.CompilerServices.Unsafe.
* Removing unused NuGet package SharpFontCore.
* Removing unused NuGet package TimeZoneConverter.Posix
* Cleaning up by adding newline to a csproj.
* Simplfying a NuGet conditional include, and adding a warning disable for an annoying NuGet package.
* I'm not sure if .travis.yml is still used, but I'm updating its 'dotnet' version to the correct SDK.
* Making the runtime version into its own environment variable so it's a bit easier to change in the future.
* Removing OpenTK.NetStandard reference from Ryujinx.Common
* Fixing indentation in Common.csproj
* Updating the README to specify .NET Core 3.1.
* Reverting the update of the GTKSharp package so it doesn't block the PR.
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* Rewrite SurfaceFlinger
Reimplement accurately SurfaceFlinger (based on my 8.1.0 reversing of it)
TODO: support swap interval properly and reintroduce disabled "game vsync" support.
* Some fixes for SetBufferCount
* uncomment a test from last commit
* SurfaceFlinger: don't free the graphic buffer in SetBufferCount
* SurfaceFlinger: Implement swap interval correctly
* SurfaceFlinger: Reintegrate Game VSync toggle
* SurfaceFlinger: do not push a fence on buffer release on the consumer side
* Revert "SurfaceFlinger: do not push a fence on buffer release on the consumer side"
This reverts commit 586b52b0bfab2d11f361f4b59ab7b7141020bbad.
* Make the game vsync toggle work dynamically again
* Unregister producer's Binder object when closing layer
* Address ripinperi's comments
* Add a timeout on syncpoint wait operation
Syncpoint aren't supposed to be waited on for more than a second.
This effectively workaround issues caused by not having a channel
scheduling in place yet.
PS: Also introduce Android WaitForever warning about fence being not
signaled for 3s
* Fix a print of previous commit
* Address Ac_K's comments
* Address gdkchan's comments
* Address final comments
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* Implement SULD shader instruction
* Some nits
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CS0649) (#919)
* chore : disable unwanted warnings and minor code cleanup
* chore : remove more warnings
* fix : reorder struct correctly
* fix : restore _isKernel and remove useless comment
* fix : copy/paste error
* fix : restore CallMethod call
* fix : whitespace
* chore : clean using
* feat : remove warnings
* fix : simplify warning removal on struct
* fix : revert fields deletion and code clean up
* fix : re-add RE value
* fix : typo
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* Implement GPU syncpoints
This adds support for GPU syncpoints on the GPU backend & nvservices.
Everything that was implemented here is based on my researches,
hardware testing of the GM20B and reversing of nvservices (8.1.0).
Thanks to @fincs for the informations about some behaviours of the pusher
and for the initial informations about syncpoints.
* syncpoint: address gdkchan's comments
* Add some missing logic to handle SubmitGpfifo correctly
* Handle the NV event API correctly
* evnt => hostEvent
* Finish addressing gdkchan's comments
* nvservices: write the output buffer even when an error is returned
* dma pusher: Implemnet prefetch barrier
lso fix when the commands should be prefetch.
* Partially fix prefetch barrier
* Add a missing syncpoint check in QueryEvent of NvHostSyncPt
* Address Ac_K's comments and fix GetSyncpoint for ChannelResourcePolicy == Channel
* fix SyncptWait & SyncptWaitEx cmds logic
* Address ripinperi's comments
* Address gdkchan's comments
* Move user event management to the control channel
* Fix mm implementation, nvdec works again
* Address ripinperi's comments
* Address gdkchan's comments
* Implement nvhost-ctrl close accurately + make nvservices dispose channels when stopping the emulator
* Fix typo in MultiMediaOperationType
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* Implement Depth Clamping and add misc enums
* Fix formatting
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* System Time Offset Implementation
* Addressed @Thog's comments
* Addressed JD's comments
* Addressed @Thog's and @AcK77's comments
* formatting correction
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* Improve V128
* Use LayoutKind.Sequential instead
* Add As<T>, Get<T> & Set<T>
* Fix CpuTest
* Rename Get<T> & Set<T> to Extract<T> & Insert<T>
* Add XML documentation
* Nit
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Also fix a regression from cecbd256 where the dummy control data wouldn't be used
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* Implement update loader
* Add title version to titlebar and log loaded application info
* nits
* requested changes
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* JIT: Optimize %x ^ %x = 0
* Address feedback
* Fix typo
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* Use libhac for loading NSOs and KIPs
* Fix formatting
* Refactor KIP and NSO executables for libhac
* Fix up formatting
* Remove Ryujinx.HLE.Loaders.Compression
* Remove reference to Ryujinx.HLE.Loaders.Compression in NxStaticObject.cs
* Remove reference to Ryujinx.HLE.Loaders.Compression in KernelInitialProcess.cs
* Rename classes in Ryujinx.HLE.Loaders.Executables
* Fix space alignment
* Fix up formatting
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