| Age | Commit message (Collapse) | Author |
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* Update IAccountService and IManagerForApplication
`IAccountService`:
- Add symbols.
- Fix some mistake.
- Add `IsUserRegistrationRequestPermitted` and `TrySelectUserWithoutInteraction`.
`IManagerForApplication`:
- Add symbols.
- Add Uuid args.
- Little improvement of `GetAccountId`
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Fix invalid Write implementation.
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* Quads, QuadStrip and const attributes support
* Add support for half float attributes and fix texture pitch alignment
* Throw when an unsupported float type is used as const attribute aswell
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* Implement IResolver
- GetAddrInfo & GetNameInfo still need to be implemented.
* Address comments
* Use MakeError
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* Implement IRoInterface
This is required by Super Mario Party.
This commit also adds MapProcessCodeMemory and UnmapProcessCodeMemory functions in KMemoryManager. Those two calls might not reflect what the SVC of the same names do.
* Fix some code style issues
* Use MakeError to clarify error code
* Add NRR and NRO constants
* Fix some codestyle issues
* Fix InvalidMemoryState error code
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* Tweak cpu cache deletion policy values
* Address PR feedback
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* stub/implement audren commands
* stub ISelfController get/set IdleTimeDetectonExtension
* stub irs
* add irs logclass, stub mmu:u irequest 1
* style fixes, addressed comments
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* save common implementation
* remove zero userid check
* Renamed UserId to UInt128
* fix index in hex conversion
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This PR implement an empty `ISslContext` and update `CreateContext` and `SetInterfaceVersion` inside `ISslService`
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* Misc content loading improvements
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* Update CpuTest.cs
* Delete CpuTestSimdCmp.cs
Obsolete.
* Update CpuTestSimdArithmetic.cs
Superseded.
* Update CpuTestSimd.cs
* Update CpuTestSimdReg.cs
* Update AInstEmitSimdArithmetic.cs
* Update AInstEmitSimdHelper.cs
* Update ASoftFloat.cs
* Nit.
* Update AOpCodeTable.cs
* Update AOptimizations.cs
* Update AInstEmitSimdArithmetic.cs
* Update ASoftFloat.cs
* Update CpuTest.cs
* Update CpuTestSimd.cs
* Update CpuTestSimdReg.cs
* Update AOpCodeTable.cs
* Update AInstEmitSimdArithmetic.cs
* Update ASoftFloat.cs
* Update CpuTestSimdReg.cs
* Update AOpCodeTable.cs
* Update AInstEmitSimdArithmetic.cs
* Update ASoftFloat.cs
* Update CpuTestSimd.cs
* Update CpuTestSimdReg.cs
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Fix Out of Handles error in HidServer
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(Scalar) using SSE intrinsics (#405)
* Optimize BIC, BSL, BIT, BIF, XTN, ZIP, DUP (Gp), FMADD (Scalar) and FCVT (Scalar) using SSE intrinsics, some CQ improvements
* Remove useless space
* Address PR feedback
* Revert EmitVectorZero32_128 changes
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* Implement friend:a IFriendService: 10101
* Update Profile Picture
* Update IFriendServiceTypes.cs
* Update IFriendServiceTypes.cs
* Update IFriendService.cs
* Update IFriendServiceTypes.cs
* Update IFriendServiceTypes.cs
* Update IFriendService.cs
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* Simplify render target bindings
* Implement multiple viewports
* Pack glViewportIndexed calls into a single glViewportArray
* Use ARB_viewport_array when available
* Cache framebuffer attachments
* Use get accessors in OGLExtension
* Address feedback
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* Improve kernel events implementation
* Some cleanup
* Address PR feedback
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* Add FMAXP and FMINP (Vector) instructions on the CPU
* Address PR feedback
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* Full 5.X stubbed IHidServer
Since we can't support all those Hid calls in the right way, we can stub them with more information as possible in the logs.
I have added all symbols in it to be more revelant as possible.
It's remove some Hid spam in few games too, because we assign some var as the game want.
* Fix issues
* Fix code according to review
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* General improvements to GpuResourceManager
* Address feedback
* Address feedback
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* Remove unused tracing functionality from the CPU
* GetNsoExecutable -> GetExecutable
* Unsigned comparison
* Re-add cpu tracing
* Config change
* Remove cold methods from the translation cache on the cpu
* Replace lock with try lock, pass new ATranslatorCache instead of ATranslator
* Rebase fixups
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* Call interrupt less often, remove some leftovers from the old scheduler code
* Remove unneeded attribute
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* support reading control data
* show game info on titlebar
* use first language is default is not available
* use seperate language enums for titles
* fix hex display
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* Started to rewrite the thread scheduler
* Add a single core-like scheduling mode, enabled by default
* Clear exclusive monitor on context switch
* Add SetThreadActivity, misc fixes
* Implement WaitForAddress and SignalToAddress svcs, misc fixes
* Misc fixes (on SetActivity and Arbiter), other tweaks
* Rebased
* Add missing null check
* Rename multicore key on config, fix UpdatePriorityInheritance
* Make scheduling data MLQs private
* nit: Ordering
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* (Re)Implement format reinterpretation, other changes
* Implement writeback to guest memory, some refactoring
* More refactoring, implement reinterpretation the old way again
* Clean up
* Some fixes on M2MF (old Dma engine), added partial support for P2MF, fix conditional ssy, add Z24S8 zeta format, other fixes
* nit: Formatting
* Address PR feedback
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called (#369)
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add 14 Tests. Add 6 Tests for PR#405. Add 2 Tests for PR#412. (#409)
* Update AOpCodeTable.cs
* Update AInstEmitSimdShift.cs
* Update CpuTestSimdShImm.cs
* Update AInstEmitSimdArithmetic.cs
* Update AInstEmitSimdHelper.cs
* Create CpuTestSimdIns.cs
* Update CpuTest.cs
* Update CpuTestSimd.cs
* Update CpuTestSimdReg.cs
* Update CpuTest.cs
* Update CpuTestSimd.cs
* Update CpuTestSimdReg.cs
* Update CpuTestSimd.cs
* Update CpuTestSimdReg.cs
* Update CpuTest.cs
* Update CpuTestSimdReg.cs
* Update CpuTestSimd.cs
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format. Fix BC6H_UF16 from Unorm to Sfloat (#417)
* Implement B5G6R5Unorm & BGR5A1Unorm
* Implement RGBA32Uint
* Implement R16Unorm & Z16 texture format
* Fix BC6H_UF16 from Unorm to Sfloat
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* Rewrite the C++ Demangler
This new Demangler provides support to almost every possible mangled
symbols and should behaves like GNU c++filt.
It works on 98.9% of the sdk's symbols and 99.5%
of Puyo Puyo Tetris's symbols.
* Fix code style
* Fix noexcept enclosed expression parsing issues
* fix code style issues
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Lock the stream fix a multithreading error when a XCI game try to access to the RomFs.
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* Initial Framerate limit implementation
* use seperate event for limiter
* check for vsync signal after queue up framebuffer
* removed ingame toggle
* fix nits
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* initial save path implementation
* fix savedatatype offset, remove incomplete createsavedata implimentation
* address nits
* fix crash if npdm is not found
* made saveinfo readonly, other stuff
* remove context param from saveinfo contructor
* fix style
* remove whitespace
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* Add XCI and NCA loading support
* Code style changes
* Add NSP loading
* Changes from code review
* Read XCIs with patches. Code style
* Add KEYS.md file
* Make file extension matching case-insensitive
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* Move GPU LLE emulation from HLE to Graphics
* Graphics: Move Gal/Texture to Texture
* Remove Engines/ directory and namespace
* Use tables for image formats
* Abstract OpCode decoding
* Simplify image table
* Do not leak Read* symbols in TextureReader
* Fixups
* Rename IGalFrameBuffer -> IGalRenderTarget
* Remove MaxBpp hardcoded value
* Change yet again texture data and add G8R8 flipping
* Rename GalFrameBufferFormat to GalSurfaceFormat
* Unident EnsureSetup in ImageHandler
* Add IsCompressed
* Address some feedback
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* Update AOpCodeTable.cs
* Update AInstEmitSimdShift.cs
* Update ASoftFallback.cs
* Update AOpCodeSimdShImm.cs
* Update ABitUtils.cs
* Update AInstEmitSimdArithmetic.cs
* Update AInstEmitSimdHelper.cs
* Create CpuTestSimdShImm.cs
* Create CpuTestSimdRegElem.cs
* Address PR feedback.
* Nit.
* Nit.
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* Delete Bits.cs
* Delete Integer.cs
* Delete Instructions.cs
* Delete Pseudocode.cs
* Add files via upload
* Add mnemonic.
* Literals all uppercase.
* Nit.
* Allow FPSR control.
* Allow FPSR control.
* Allow FPSR control.
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* Logging: Asynchronously log messages to the Console window
Writing to the Console blocks until the write completes. This has the potential to block any code path that logs to the application logger.
By queuing up log messages in an asynchronous queue and returning without blocking, we can speed up code paths that heavily log to the console (for example stubbed services like ServiceHid).
From testing this results in a roughly 8% time decrease between Ryujinx startup and the splash screen in Super Mario Odyssey on my system - 00:03:19.591 down to
00:03:04.354. Depending on your system, YMMV.
* Logging: Resolve code styling issues
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* implement loading of profile image
* rename icon to profilepicture
* rename icon file
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