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2020-10-01Fix GetStream implementation (#1588)Mary
Fix wrong argument usage on GetStream. Doesn't change anything as it's not used but a nice catch from jD ^^.
2020-09-29Add Motion controls (#1363)emmauss
* Add motion controls Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * cleanup * add reference orientation and derive relative orientation from it * cleanup * remove unused variable and strange file * Review_2. * change GetInput to TryGetInput * Review_3. Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: LDj3SNuD <dvitiello@gmail.com>
2020-09-29Appveyor Ryujinx Updater (#1403)MelonSpeedruns
Co-authored-by: Xpl0itR <xpl0itr@outlook.com>
2020-08-30Remove the Ryujinx.Debugger project (#1506)Mary
This project wasn't really used by anyone and isn't worth mantaining. This commit remove the profiler entirely from Ryujinx and remove the associated CI tasks.
2020-08-30Allow launching with custom data directories (#1505)mageven
* Allow launching with custom data directories Don't load alternate keys when using custom directory * Address gdkchan's comments * Misc fixes to log levels Added more enabled log levels by default Moved successful config updation to Notice as 1. It's not a warning 2. Warnings could've been disabled by the config load and hence message would be lost
2020-08-17Amadeus: Final Act (#1481)Mary
* Amadeus: Final Act This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer! This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months. This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware. Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3. - FE3H voices in videos and chapter intro are not present. - Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time). - Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed. * Make timing more precise when sleeping on Windows Improve precision to a 1ms resolution on Windows NT based OS. This is used to avoid having totally erratic timings and unify all Windows users to the same resolution. NOTE: This is only active when emulation is running.
2020-08-07Rename DebugLevel Performance to Slowdowns (#1450)mageven
2020-08-06Silence several build warnings (#1428)gdkchan
* Silence several build warnings * Remove fixed buffers from NVDEC struct * Remove unused field and usings * Fix wrong name * Silence more warning on H264 PictureInfo
2020-08-04Improved Logger (#1292)mageven
* Logger class changes only Now compile-time checking is possible with the help of Nullable Value types. * Misc formatting * Manual optimizations PrintGuestLog PrintGuestStackTrace Surfaceflinger DequeueBuffer * Reduce SendVibrationXX log level to Debug * Add Notice log level This level is always enabled and used to print system info, etc... Also, rewrite LogColor to switch expression as colors are static * Unify unhandled exception event handlers * Print enabled LogLevels during init * Re-add App Exit disposes in proper order nit: switch case spacing * Revert PrintGuestStackTrace to Info logs due to #1407 PrintGuestStackTrace is now called in some critical error handlers so revert to old behavior as KThread isn't part of Guest. * Batch replace Logger statements
2020-08-02Facilitate OpenGL debug logging via GUI (#1373)mageven
* Allow printing GL Debug logs with GUI options Improve GL Debugger Make the new option persistent Address gdkchan's comments - Rename enum to GraphicsDebugLevel - Move Debugger Init to Renderer Init - Fix formatting * nit: newlines
2020-07-30common: Fix WMI exception (#1422)Ac_K
* common: Fix WMI exception We currently don't check if WMI service is available when we get the CPU name and the RAM size. This fix the issue by catching all exceptions and set default values instead. Close #1353 * remove useless assign * Fix Exception * Address comments Co-authored-by: Thog <me@thog.eu>
2020-07-27ns/nim: Stub eShop related calls (#1420)Ac_K
* ns/nim: Stub eShop related calls As we aren't able to process purchase on the eShop throught the emulator, I have: - Stub IPurchaseEventManager::SetDefaultDeliveryTarget (with RE check). - Implement IPurchaseEventManager::GetPurchasedEventReadableHandle (with RE check). As we can't do any eShop async call throught the emulator, I have: - Stub IShopServiceAccessServerInterface::CreateServerInterface - Stub IShopServiceAccessServer::CreateAccessorInterface - Stub IShopServiceAccessor::IShopServiceAsync Close #1084 and #1322 * fix handle copy * Fix align * Fix readonly event
2020-07-12New NVDEC and VIC implementation (#1384)gdkchan
* Initial NVDEC and VIC implementation * Update FFmpeg.AutoGen to 4.3.0 * Add nvdec dependencies for Windows * Unify some VP9 structures * Rename VP9 structure fields * Improvements to Video API * XML docs for Common.Memory * Remove now unused or redundant overloads from MemoryAccessor * NVDEC UV surface read/write scalar paths * Add FIXME comments about hacky things/stuff that will need to be fixed in the future * Cleaned up VP9 memory allocation * Remove some debug logs * Rename some VP9 structs * Remove unused struct * No need to compile Ryujinx.Graphics.Host1x with unsafe anymore * Name AsyncWorkQueue threads to make debugging easier * Make Vp9PictureInfo a ref struct * LayoutConverter no longer needs the depth argument (broken by rebase) * Pooling of VP9 buffers, plus fix a memory leak on VP9 * Really wish VS could rename projects properly... * Address feedback * Remove using * Catch OperationCanceledException * Add licensing informations * Add THIRDPARTY.md to release too Co-authored-by: Thog <me@thog.eu>
2020-07-09Implement modding support (#1249)mageven
* Implement Modding Support * Executables: Rewrite to use contiguous mem and Spans * Reorder ExeFs, Npdm, ControlData and SaveData calls After discussion with gdkchan, it was decided it's best to call LoadExeFs after all other loads are done as it starts the guest process. * Build RomFs manually instead of Layering FS Layered FS approach has considerable latency when building the final romfs. So, we manually replace files in a single romfs instance. * Add RomFs modding via storage file * Fix and cleanup MemPatch * Add dynamically loaded NRO patching * Support exefs file replacement * Rewrite ModLoader to use mods-search architecture * Disable PPTC when exefs patches are detected Disable PPTC on exefs replacements too * Rewrite ModLoader, again * Increased maintainability and matches Atmosphere closely * Creates base mods structure if it doesn't exist * Add Exefs partition replacement * IPSwitch: Fix nsobid parsing * Move mod logs to new LogClass * Allow custom suffixes to title dirs again * Address nits * Add a per-App "Open Mods Directory" context menu item Creates the path if not present. * Normalize tooltips verbiage * Use LocalStorage and remove unused namespaces
2020-07-07Implement Zero-Configuration Resolution Scaling (#1365)riperiperi
* Initial implementation of Render Target Scaling Works with most games I have. No GUI option right now, it is hardcoded. Missing handling for texelFetch operation. * Realtime Configuration, refactoring. * texelFetch scaling on fragment shader (WIP) * Improve Shader-Side changes. * Fix potential crash when no color/depth bound * Workaround random uses of textures in compute. This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything. * Fix scales oscillating when changing between non-native scales. * Scaled textures on compute, cleanup, lazier uniform update. * Cleanup. * Fix stupidity * Address Thog Feedback. * Cover most of GDK's feedback (two comments remain) * Fix bad rename * Move IsDepthStencil to FormatExtensions, add docs. * Fix default config, square texture detection. * Three final fixes: - Nearest copy when texture is integer format. - Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error) - Discount small textures. * Remove scale threshold. Not needed right now - we'll see if we run into problems. * All CPU modification blacklists scale. * Fix comment.
2020-07-04Implement audio backend configuration option (#1325)Xpl0itR
* Implement audio backend configuration option * Use OpenAL by default * Increment version number in config.json and add 30px to the height of the settings window * nits * capitalise audio backend names
2020-06-26Remember GUI column sort and separate hotkey settings from emulated input ↵Xpl0itR
settings (#1223) * Separate hotkey settings from emulated input settings * Remember gui column sort * nit * fix schema * nit * Remove unused SaveDataPath to speed up game list loading * Reset the vertical scrollbar to the top when titles finish loading
2020-06-23Implement dlc management window (#1313)Xpl0itR
* Implement dlc management window * reduce repetition * Implement per NCA toggling of DLC rather than per container
2020-06-16Add Profiled Persistent Translation Cache. (#769)LDj3SNuD
* Delete DelegateTypes.cs * Delete DelegateCache.cs * Add files via upload * Update Horizon.cs * Update Program.cs * Update MainWindow.cs * Update Aot.cs * Update RelocEntry.cs * Update Translator.cs * Update MemoryManager.cs * Update InstEmitMemoryHelper.cs * Update Delegates.cs * Nit. * Nit. * Nit. * 10 fewer MSIL bytes for us * Add comment. Nits. * Update Translator.cs * Update Aot.cs * Nits. * Opt.. * Opt.. * Opt.. * Opt.. * Allow to change compression level. * Update MemoryManager.cs * Update Translator.cs * Manage corner cases during the save phase. Nits. * Update Aot.cs * Translator response tweak for Aot disabled. Nit. * Nit. * Nits. * Create DelegateHelpers.cs * Update Delegates.cs * Nit. * Nit. * Nits. * Fix due to #784. * Fixes due to #757 & #841. * Fix due to #846. * Fix due to #847. * Use MethodInfo for managed method calls. Use IR methods instead of managed methods about Max/Min (S/U). Follow-ups & Nits. * Add missing exception messages. Reintroduce slow path for Fmov_Vi. Implement slow path for Fmov_Si. * Switch to the new folder structure. Nits. * Impl. index-based relocation information. Impl. cache file version field. * Nit. * Address gdkchan comments. Mainly: - fixed cache file corruption issue on exit; - exposed a way to disable AOT on the GUI. * Address AcK77 comment. * Address Thealexbarney, jduncanator & emmauss comments. Header magic, CpuId (FI) & Aot -> Ptc. * Adaptation to the new application reloading system. Improvements to the call system of managed methods. Follow-ups. Nits. * Get the same boot times as on master when PTC is disabled. * Profiled Aot. * A32 support (#897). * #975 support (1 of 2). * #975 support (2 of 2). * Rebase fix & nits. * Some fixes and nits (still one bug left). * One fix & nits. * Tests fix (by gdk) & nits. * Support translations not only in high quality and rejit. Nits. * Added possibility to skip translations and continue execution, using `ESC` key. * Update SettingsWindow.cs * Update GLRenderer.cs * Update Ptc.cs * Disabled Profiled PTC by default as requested in the past by gdk. * Fix rejit bug. Increased number of parallel translations. Add stack unwinding stuffs support (1 of 2). Nits. * Add stack unwinding stuffs support (2 of 2). Tuned number of parallel translations. * Restored the ability to assemble jumps with 8-bit offset when Profiled PTC is disabled or during profiling. Modifications due to rebase. Nits. * Limited profiling of the functions to be translated to the addresses belonging to the range of static objects only. * Nits. * Nits. * Update Delegates.cs * Nit. * Update InstEmitSimdArithmetic.cs * Address riperiperi comments. * Fixed the issue of unjustifiably longer boot times at the second boot than at the first boot, measured at the same time or reference point and with the same number of translated functions. * Implemented a simple redundant load/save mechanism. Halved the value of Decoder.MaxInstsPerFunction more appropriate for the current performance of the Translator. Replaced by Logger.PrintError to Logger.PrintDebug in TexturePool.cs about the supposed invalid texture format to avoid the spawn of the log. Nits. * Nit. Improved Logger.PrintError in TexturePool.cs to avoid log spawn. Added missing code for FZ handling (in output) for fp max/min instructions (slow paths). * Add configuration migration for PTC Co-authored-by: Thog <me@thog.eu>
2020-06-09Change console log to discard on overflow (#1241)mageven
2020-05-04Refactor SystemInfo and implement macOS system info backend (#1177)Mary
2020-05-04Upgrade projects to C#8 (#1193)Ac_K
Some parts of our code needs C# 8 who isn't set as default in Visual Studio. To fix this we have to set the C# version correctly in the csproj files and then we are be able to build the project using Visual Studio.
2020-05-03system: Make index 0 of keyboards in configuration 'all keyboards'Thog
2020-05-03Improvements to input and input configuration in the GUI. (#849)Xpl0itR
* Improvements to input and input configuration in the GUI * Requested changes * nits * more nits
2020-04-30Use the official JSON parser (#1151)Thog
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.
2020-04-28Fix hbl 2.3.1 and hbmenu 3.3.0 (#1171)Thog
* 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
2020-04-25Log Ryujinx Version, OS Name, CPU Name and RAM size (#1102)Xpl0itR
* Log Ryujinx version and OS * Log total RAM size and CPU name * Requested changes * requested change * jd's requested changes * jd's requested changes
2020-04-22Update .NET Core to 3.1, and update NuGet Packages (#1121)Michael Kuklinski
* 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.
2020-04-22SurfaceFlinger v2 (#981)Thog
* 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
2020-04-17System Time Offset Implementation (#1101)CJ Bok
* System Time Offset Implementation * Addressed @Thog's comments * Addressed JD's comments * Addressed @Thog's and @AcK77's comments * formatting correction
2020-04-12Implement update loader and log loaded application info (#1023)Xpl0itR
* Implement update loader * Add title version to titlebar and log loaded application info * nits * requested changes
2020-03-31Make max anisotropy configurable (#1043)Xpl0itR
* Make max anisotropy configurable * Move opengl command to opengl project * Add GUI option
2020-03-26Make Device Location Name configuration (custom TZ) (#1031)Thog
This permit to use arbitrary timezone (instead of UTC). Useful for games like ACNH.
2020-03-26prepo: Add a MessagePack object formatter (#1034)jduncanator
2020-03-20Implement GetRegionCode and add the RegionCode to settings (#999)Ac_K
This implement `GetRegionCode` accordingly to RE. I've added a setting in the GUI and a field in the Configuration file with a way to update the Configuration file if needed.
2020-02-12Reducing log sizes (#724)BaronKiko
* Separated out log's into a separate file for each run. It will keep up to 3 * Rebase part 2 Co-authored-by: Andy Adshead <andy.075109@hotmail.co.uk>
2020-02-12Add inbuilt Opengl renderer to window (#922)emmauss
* add gl rendering widget * embed renderer into main window * add input * fix mouse input * fix mouse coords * refresh game list after closing game, remove profiler method * rebase, hide game list progress bar while game is running * Some bug fixes Changelog: - Reapply some changes that got lost while rebasing from #904 - Make sure to guarantee exclusivity on the GL context (fixing multiple possible race conditions on Windows) - Avoid making GLRenderer disposed multiple time * add fullscreen, enable input on focus, disable aplha * addressed comments * Disable transparency in the window * fix fullscreen state, fix focus, addressed comments * nit * addressed nit Co-authored-by: Thog <thog@protonmail.com>
2020-02-07Only enumerate cached textures that are modified when flushing. (#918)riperiperi
* Only enumarate cached textures that are modified when flushing, rather than all of them. * Remove locking. * Add missing clear. * Remove texture from modified list when data is disposed. In case the game does not call either flush method at any point. * Add ReferenceEqualityComparer from jD for the HashSet
2020-02-06Render Profiler in GUI (#854)emmauss
* move profiler output to gui * addressed commits, rebased * removed whitespaces
2020-02-06Implement IDeliveryCacheProgressService in bcat (#908)Thog
* Implement IDeliveryCacheProgressService in bcat This stub IDeliveryCacheProgressService IPC interface as we don't plan to support cache delivery. * Address jd's comments * Address jd's comment correctly * Address gdk's comments
2020-01-13Name all threads (#886)Ac_K
* Name all threads Close #874 * use ThreadName instead of ThreadId in Logging
2020-01-09Address PR feedbackgdkchan
Removes a useless null check Aligns some values to improve readability
2020-01-09Address PR feedbackgdkchan
Add TODO comment for GL_EXT_polygon_offset_clamp
2020-01-09ASTC optimizations (#845)Alex Barney
* ASTC optimizations * Move code to Ryujinx.Common * Support 3D textures * Address feedback * Remove ASTC logging * Use stackalloc instead of a Buffer20 struct * Code style and cleanup * Respond to feedback * Rearrange public/private property ordering
2020-01-09Implement BFI, BRK, FLO, FSWZADD, PBK, SHFL and TXD shader instructions, ↵gdk
misc. fixes
2020-01-09Initial workgdk
2020-01-05Fix ReactiveObject initial event not being propagated with boolean types (#860)Thog
* Fix ReactiveObject initial event not being propagated with boolean types. This fix the logger configuration initial state being ignored.
2019-12-21Rewrite the configuration system (#831)Thog
The configuration system was quite fragile and too dependent on everything, this fix #812 . The changes: The file configuration is now entirely independent from the internal configuration state. The file configuration is versioned (current version is 1). Every configuration elements are now reactive properties that the emulator can register on to handle initialization and configuration changes. The configuration system is now in Ryujinx.Common to be accessible on every projects. Discord integration is now independent from the UI and can be reloaded. The primary controller is now configurable at runtime (NOTE: the UI currently doesn't have any options to configure real controller). The logger is entirely reloadable. You can now hotplug your controller when the emulator is running. The logger now takes name for every LogTarget to make them removable at runtime. The logger now always add the default "console" target to avoid loosing early init logs. The configuration system now generates a default file configuration if it's missing or too new. General system stability improvements to enhance the user's experience
2019-11-23Use BinaryPrimitives.ReverseEndianness instead EndianSwap class (#832)Ac_K
This PR remove the `EndianSwap` class who isn't needed anymore since .NET Core 3.0 got a buildin method `BinaryPrimitives.ReverseEndianness` who did the same thing.
2019-11-21ldn: Implement calls of UserLocalCommunicationService (#829)Ac_K
* ldn: Implement calls of UserLocalCommunicationService - Implement `IUserServiceCreator: CreateUserLocalCommunicationService` according to RE. - Implement `IUserLocalCommunicationService` calls: - Every calls in this interface are layered to `NetworkInterface`. - `GetState` according to RE. - `InitializeOld`, `Initialize` and `Finalize` stubbed with the appropriate result code and some TODO according to RE. - `AttachStateChangeEvent` according to RE. * Fix var name and TODO comments * Fix review