* IPC refactor part 3 + 4: New server HIPC message processor with source generator based serialization
* Make types match on calls to AlignUp/AlignDown
* Formatting
* Address some PR feedback
* Move BitfieldExtensions to Ryujinx.Common.Utilities and consolidate implementations
* Rename Reader/Writer to SpanReader/SpanWriter and move to Ryujinx.Common.Memory
* Implement EventType
* Address more PR feedback
* Log request processing errors since they are not normal
* Rename waitable to multiwait and add missing lock
* PR feedback
* Ac_K PR feedback
* Initial GTK implementation
* Less messy and Avalonia imp
* Move clamping to HLE and streamline imps
* Make viewmodel update consistent
* Fix rebase and add an english locale.
Co-authored-by: Mary-nyan <mary@mary.zone>
* Back to the origins: Make memory manager take guest PA rather than host address once again
* Direct mapping with alias support on Windows
* Fixes and remove more of the emulated shared memory
* Linux support
* Make shared and transfer memory not depend on SharedMemoryStorage
* More efficient view mapping on Windows (no more restricted to 4KB pages at a time)
* Handle potential access violations caused by partial unmap
* Implement host mapping using shared memory on Linux
* Add new GetPhysicalAddressChecked method, used to ensure the virtual address is mapped before address translation
Also align GetRef behaviour with software memory manager
* We don't need a mirrorable memory block for software memory manager mode
* Disable memory aliasing tests while we don't have shared memory support on Mac
* Shared memory & SIGBUS handler for macOS
* Fix typo + nits + re-enable memory tests
* Set MAP_JIT_DARWIN on x86 Mac too
* Add back the address space mirror
* Only set MAP_JIT_DARWIN if we are mapping as executable
* Disable aliasing tests again (still fails on Mac)
* Fix UnmapView4KB (by not casting size to int)
* Use ref counting on memory blocks to delay closing the shared memory handle until all blocks using it are disposed
* Address PR feedback
* Make RO hold a reference to the guest process memory manager to avoid early disposal
Co-authored-by: nastys <nastys@users.noreply.github.com>
* hle: Some cleanup
This PR cleaned up a bit the HLE folder and the VirtualFileSystem one, since we use LibHac, we can use some class of it directly instead of duplicate things. The "Content" of VFS folder is removed since it should be handled in the NCM service directly.
A larger cleanup should be done later since there is still be duplicated code here and there.
* Fix Headless.SDL2
* Addresses gdkchan feedback
* Add the ability to toggle mute in the status bar.
* Add the ability to toggle mute in the status bar.
* Formatting fixes
* Add hotkey (F2) to mute
* Add default hotkey to config.json
* Add ability to change volume via slider.
* Fix Headless
* Fix SDL2 Problem : Credits to d3xMachina
* Remove unnecessary work
* Address gdk comments
* Toggling with Hotkey now properly restores volume to original level.
* Toggling with Hotkey now properly restores volume to original level.
* Update UI to show Volume % instead of Muted/Unmuted
* Clean up the volume ui a bit.
* Undo unintentionally committed code.
* Implement AudRen Support
* Restore intiial volume level in function definition.
* Finalize UI
* Finalize UI
* Use clamp for bounds check
* Use Math.Clamp for volume in soundio
* Address comments by gdkchan
* Address remaining comments
* Fix missing semicolon
* Address remaining gdkchan comment
* Fix comment
* Change /* to //
* Allow volume slider to change volume immediately.
Also force label text to cast to int to prevent decimals from showing in status bar
* Remove blank line
* Undo setting of volume level when "Cancel" is pressed.
* Fix allignment for settings window code
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. 😌
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
* 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
* Refactoring of KMemoryManager class
* Replace some trivial uses of DRAM address with VA
* Get rid of GetDramAddressFromVa
* Abstracting more operations on derived page table class
* Run auto-format on KPageTableBase
* Managed to make TryConvertVaToPa private, few uses remains now
* Implement guest physical pages ref counting, remove manual freeing
* Make DoMmuOperation private and call new abstract methods only from the base class
* Pass pages count rather than size on Map/UnmapMemory
* Change memory managers to take host pointers
* Fix a guest memory leak and simplify KPageTable
* Expose new methods for host range query and mapping
* Some refactoring of MapPagesFromClientProcess to allow proper page ref counting and mapping without KPageLists
* Remove more uses of AddVaRangeToPageList, now only one remains (shared memory page checking)
* Add a SharedMemoryStorage class, will be useful for host mapping
* Sayonara AddVaRangeToPageList, you served us well
* Start to implement host memory mapping (WIP)
* Support memory tracking through host exception handling
* Fix some access violations from HLE service guest memory access and CPU
* Fix memory tracking
* Fix mapping list bugs, including a race and a error adding mapping ranges
* Simple page table for memory tracking
* Simple "volatile" region handle mode
* Update UBOs directly (experimental, rough)
* Fix the overlap check
* Only set non-modified buffers as volatile
* Fix some memory tracking issues
* Fix possible race in MapBufferFromClientProcess (block list updates were not locked)
* Write uniform update to memory immediately, only defer the buffer set.
* Fix some memory tracking issues
* Pass correct pages count on shared memory unmap
* Armeilleure Signal Handler v1 + Unix changes
Unix currently behaves like windows, rather than remapping physical
* Actually check if the host platform is unix
* Fix decommit on linux.
* Implement windows 10 placeholder shared memory, fix a buffer issue.
* Make PTC version something that will never match with master
* Remove testing variable for block count
* Add reference count for memory manager, fix dispose
Can still deadlock with OpenAL
* Add address validation, use page table for mapped check, add docs
Might clean up the page table traversing routines.
* Implement batched mapping/tracking.
* Move documentation, fix tests.
* Cleanup uniform buffer update stuff.
* Remove unnecessary assignment.
* Add unsafe host mapped memory switch
On by default. Would be good to turn this off for untrusted code (homebrew, exefs mods) and give the user the option to turn it on manually, though that requires some UI work.
* Remove C# exception handlers
They have issues due to current .NET limitations, so the meilleure one fully replaces them for now.
* Fix MapPhysicalMemory on the software MemoryManager.
* Null check for GetHostAddress, docs
* Add configuration for setting memory manager mode (not in UI yet)
* Add config to UI
* Fix type mismatch on Unix signal handler code emit
* Fix 6GB DRAM mode.
The size can be greater than `uint.MaxValue` when the DRAM is >4GB.
* Address some feedback.
* More detailed error if backing memory cannot be mapped.
* SetLastError on all OS functions for consistency
* Force pages dirty with UBO update instead of setting them directly.
Seems to be much faster across a few games. Need retesting.
* Rebase, configuration rework, fix mem tracking regression
* Fix race in FreePages
* Set memory managers null after decrementing ref count
* Remove readonly keyword, as this is now modified.
* Use a local variable for the signal handler rather than a register.
* Fix bug with buffer resize, and index/uniform buffer binding.
Should fix flickering in games.
* Add InvalidAccessHandler to MemoryTracking
Doesn't do anything yet
* Call invalid access handler on unmapped read/write.
Same rules as the regular memory manager.
* Make unsafe mapped memory its own MemoryManagerType
* Move FlushUboDirty into UpdateState.
* Buffer dirty cache, rather than ubo cache
Much cleaner, may be reusable for Inline2Memory updates.
* This doesn't return anything anymore.
* Add sigaction remove methods, correct a few function signatures.
* Return empty list of physical regions for size 0.
* Also on AddressSpaceManager
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Restore removed text
* Adds more items to logs:
- Remove #1942
* Further removal of changes from #1942
* Removes hardcoded config state variables for logging
- Adds Configuration logging
* Decoupled logging from ReactiveObject
- Event handler added to Configuration state to handle logging of value changes
* Decoupled logging from ReactiveObject
- Event handler added to Configuration state to handle logging of value changes
* account: Adds Account Manager
In a way to have Custom User Profiles merged in master faster, this PR adds a `AccountManager` class (based on `AccountUtils` class) and the following changes have been made:
- Adds a "default profile values" which were the old hardcoded ones.
- The image profile is moved to the Account service folder.
- The hardcoded UserId for the savedata is now using the `AccountManager` last opened one.
- The DeviceId in Mii service is changed to the right value (checked by REd sys:set call).
* Fix csproj
* Addresses gdkchan's comments
* Fix UserProfile fields
* Fix mii GetDeviceId()
* Update Ryujinx.HLE.csproj
* Add initial implementation of the Tamper Machine
* Implement Atmosphere opcodes 0, 4 and 9
* Add missing TamperCompilationException class
* Implement Atmosphere conditional and loop opcodes 1, 2 and 3
* Inplement input conditional opcode 8
* Add register store opcode A
* Implement extended pause/resume opcodes FF0 and FF1
* Implement extended log opcode FFF
* Implement extended register conditional opcode C0
* Refactor TamperProgram to an interface
* Moved Atmosphere classes to a separate subdirectory
* Fix OpProcCtrl class not setting process
* Implement extended register save/restore opcodes C1, C2 and C3
* Refactor code emitters to separate classes
* Supress memory access errors from the Tamper Machine
* Add debug information to tamper register and memory writes
* Add block stack check to Atmosphere Cheat compiler
* Add handheld input support to Tamper Machine
* Fix code styling
* Fix build id and cheat case mismatch
* Fix invalid immediate size selection
* Print build ids of the title
* Prevent Tamper Machine from change code regions
* Remove Atmosphere namespace
* Remove empty cheats from the list
* Prevent code modification without disabling the tampering
* Fix missing addressing mode in LoadRegisterWithMemory
* Fix wrong addressing in RegisterConditional
* Add name to the tamper machine thread
* Fix code styling
* Haydn: Part 1
Based on my reverse of audio 11.0.0.
As always, core implementation under LGPLv3 for the same reasons as for Amadeus.
This place the bases of a more flexible audio system while making audout & audin accurate.
This have the following improvements:
- Complete reimplementation of audout and audin.
- Audin currently only have a dummy backend.
- Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL).
- Audio Renderer now can output to 5.1 devices when supported.
- Audio Renderer init its backend on demand instead of keeping two up all the time.
- All backends implementation are now in their own project.
- Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this.
As a note, games having issues with OpenAL haven't improved and will not
because of OpenAL design (stopping when buffers finish playing causing
possible audio "pops" when buffers are very small).
* Update for latest hexkyz's edits on Switchbrew
* audren: Rollback channel configuration changes
* Address gdkchan's comments
* Fix typo in OpenAL backend driver
* Address last comments
* Fix a nit
* Address gdkchan's comments
* Interrupt GPU command processing when a frame's fence is reached.
* Accumulate times rather than %s
* Accurate timer for vsync
Spin wait for the last .667ms of a frame. Avoids issues caused by signalling 16ms vsync. (periodic stutters in smo)
* Use event wait for better timing.
* Fix lazy wait
Windows doesn't seem to want to do 1ms consistently, so force a spin if we're less than 2ms.
* A bit more efficiency on frame waits.
Should now wait the remainder 0.6667 instead of 1.6667 sometimes (odd waits above 1ms are reliable, unlike 1ms waits)
* Better swap interval 0 solution
737 fps without breaking a sweat. Downside: Vsync can no longer be disabled on games that use the event heavily (link's awakening - which is ok since it breaks anyways)
* Fix comment.
* Address Comments.
* Implement TreeMap from scratch.
Begin implementation of MemoryBlockManager
* Implement GetFreePosition using MemoryBlocks
* Implementation of Memory Management using a Tree.
Still some issues to work around, but promising thus far.
* Resolved invalid mapping issue.
Performance appears promising.
* Add tick metrics
* Use the logger instead
* Use debug loggin instead of info.
* Remove unnecessary code. Add descriptions of added functions.
* Improve memory allocation even further. As well as improve speed of position fetching.
* Add TreeDictionary to Ryujinx Commons
Removed Unnecessary Usigns
* Add a Performance Profiler + Improve ReserveFixed
* Begin transition to allocation in nvdrv
* Create singleton nvmemallocator
* Moved Allocation into Nv Related Files
As requested by gdkchan, any allocation of memory has been moved into the driver files.
Mapping remains in the GPU MemoryManager.
* Remove unnecessary usings
* Add missing descriptions
* Correct descriptions
* Fix formatting.
* Remove unnecessary whitespace
* Formatting / Convention Updates
* Changes / Fixes
Made syntax and convention changes as requested by gdkchan.
Fixed an issue where IsRegionUsed would return the wrong boolean.
Fixed an issue where GetFreePosition was asked for an address instead of a size.
* Undo commenting of Assert in shader cache
* Update Ryujinx.Common/Collections/TreeDictionary.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Resolved many suggestions
* Implement Improved TreeDictionary
Based off of Pseudo code and custom implementations.
* Rename _set to _dictionary
* Remove unused code
* Remove unused code.
* Remove unnecessary MapLow function.
* Resolve data-structure based issues
* Make adjustments to memory management.
Deactive de-allocation for now, it causes more harm than good.
* Minor refactorings + Re-implement deallocation
Also cleaned up unnecessary code.
* Add Tests for TreeDictionary
* Update data structure to properly balance the tree
* Experimental Implementation:
1. Reduce Time to Next Node to O(1) Runtime
2. Reduce While Loop Ct To 2 (In Most Cases)
* Address issues w/ Deallocating Memory
* Final Build
+ Fully Implement Dictionary Interface for new Data Structure
+ Cover All Memory Allocation Edge Cases, particularly w/ Games that De-Allocate a lot.
* Minor Corrections
Give TreeDictionary its own count (do not depend on inner dictionary)
Properly remove adjacent allocations
* Add AsList
* Fix bug where internal dictionary wasn't being updated w/ new node for overwritten key.
* Address comments in review.
* Fix issue where block wouldn't break out (Fixes UE4 issues)
* Update descriptions
* Update descriptions
* Reduce Node visibility to protect TreeDictionary Integrity + Remove usage of struct.
* Update tests to use new TreeDictionary implementation.
* Remove usage of dictionary in TreeDictionary
* Refactoring / Renaming
* Remove unneeded memoryblock class.
* Add space for while
* Add space for if
* Formatting / descriptions
* Clarified some descriptions
* Reduce visibility of memory allocator
* Edit method names to make more sense as memory blocks are no longer in use.
* Make names consistent.
* Protect against npe when sucessorof is called against keys that don't exist. (Not in use by memory manager, this is for other prs that might use this data structure)
* Possible edge-case resolve
* Update Ryujinx.Common/Collections/TreeDictionary.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Update Ryujinx.HLE/HOS/Services/Nv/NvMemoryAllocator.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Reduce # of unnecessary duplicate variables / Reduce visibility of variables only internally used.
* Rename count to _count
* Update Description of Add method.
* Fix copypasta
* Address comments
* Address comments
* Remove whitespace
* Address comments, condense variables.
* Consolidate vars
* Fix whitespace.
* Nit
* Fix exception msg
* Fix arrayIndex check
* Fix arrayIndex check + indexer
* Remove whitespace from cast
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Rewrite scheduler context switch code
* Fix race in UnmapIpcRestorePermission
* Fix thread exit issue that could leave the scheduler in a invalid state
* Change context switch method to not wait on guest thread, remove spin wait, use SignalAndWait to pass control
* Remove multi-core setting (it is always on now)
* Re-enable assert
* Remove multicore from default config and schema
* Fix race in KTimeManager
* IPC refactor part 2: Use ReplyAndReceive on HLE services and remove special handling from kernel
* Fix for applet transfer memory + some nits
* Keep handles if possible to avoid server handle table exhaustion
* Fix IPC ZeroFill bug
* am: Correctly implement CreateManagedDisplayLayer and implement CreateManagedDisplaySeparableLayer
CreateManagedDisplaySeparableLayer is requires since 10.x+ when appletResourceUserId != 0
* Make it exit properly
* Make ServiceNotImplementedException show the full message again
* Allow yielding execution to avoid starving other threads
* Only wait if active
* Merge IVirtualMemoryManager and IAddressSpaceManager
* Fix Ro loading data from the wrong process
Co-authored-by: Thog <me@thog.eu>
* hos/gui: Add a check of NCA program index in titleid
This add a check to `ApplicationLoader` for the last 2 digits of the game TitleId who seems to be the NCA program index.
We currently return the last index, instead of the lower one.
Same check is added to ApplicationLibrary in the UI.
I've cleaned up both file too.
* hle: implement partial relaunch logic
TODO: make the emulator auto relauch.
* Handle auto relaunch
* hle: Unify update usage system
* hle: Implement support of multi programs in update system
* Add some documentation
* Address rip's comment
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Initial implementation. Still pending better valid-overlap handling,
disposed pool, compressed format flush fix.
* Very messy backend resource cache.
* Oops
* Dispose -> Release
* Improve Release/Dispose.
* More rule refinement.
* View compatibility levels as an enum - you can always know if a view is only copy compatible.
* General cleanup.
Use locking on the resource cache, as it is likely to be used by other threads in future.
* Rename resource cache to resource pool.
* Address some of the smaller nits.
* Fix regression with MK8 lens flare
Texture flushes done the old way should trigger memory tracking.
* Use TextureCreateInfo as a key.
It now implements IEquatable and generates a hashcode based on width/height.
* Fix size change for compressed+non-compressed view combos.
Before, this could set either the compressed or non compressed texture with a size with the wrong size, depending on which texture had its size changed. This caused exceptions when flushing the texture.
Now it correctly takes the block size into account, assuming that these textures are only related because a pixel in the non-compressed texture represents a block in the compressed one.
* Implement JD's suggestion for HashCode Combine
Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>
* Address feedback
* Address feedback.
Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>
* Initial commit
Enable proper LED patterns
Toggle Hotkeys only on focus
Ignore Handheld on Docked mode
Remove PrimaryController
Validate NpadIdType
Rewrite NpadDevices to process config in update loop
Cleanup
* Notify in log periodically when no matched controllers
* Remove duplicate StructArrayHelpers in favor of Common.Memory
Fix struct padding CS0169 warns in Touchscreen
* Remove GTK markup from Controller Applet
Use IList instead of List
Explicit list capacity in 1ms loop
Fix formatting
* Restrict ControllerWindow to show valid controller types
Add selected player name to ControllerWindow title
* ControllerWindow: Fix controller type initial value
NpadDevices: Simplify default battery charge
* Address AcK's comments
Use explicit types and fix formatting
* Remove HashSet for SupportedPlayers
Fixes potential exceptions due to race
* Fix ControllerSupportArg struct packing
Also comes with two revisions of struct for 4/8 players max.
* Implement SwKbd GUI
* Relocate UI handler to Emu Context from Config
Also create a common interface for UI handlers in the context and specialize for Gtk
Add basic input length validation in InputDialog
* Add Transfer Memory support to AppletCreator
Read Initial Text for SwKbd using Transfer Memory
* Improve InputDialog widget
Improve length validation
Has extra label to show validition info
Handle potential errors and log them
* Misc improvements
* Improve string validation
* Improve error handling
* Remove tuple in struct
* Address formatting nits
* Add proper Cancel functionality
Also handle GUI errors in UI handler
* Address jD's comments
* Fix _uiHandler init
* Address AcK's comments
* Add new structures from official docs, start migrating GPFifo
* Finish migration to new GPFifo processor
* Implement fast constant buffer data upload
* Migrate to new GPFifo class
* XML docs
* 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>
* 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>
* Implement a new physical memory manager and replace DeviceMemory
* Proper generic constraints
* Fix debug build
* Add memory tests
* New CPU memory manager and general code cleanup
* Remove host memory management from CPU project, use Ryujinx.Memory instead
* Fix tests
* Document exceptions on MemoryBlock
* Fix leak on unix memory allocation
* Proper disposal of some objects on tests
* Fix JitCache not being set as initialized
* GetRef without checks for 8-bits and 16-bits CAS
* Add MemoryBlock destructor
* Throw in separate method to improve codegen
* Address PR feedback
* QueryModified improvements
* Fix memory write tracking not marking all pages as modified in some cases
* Simplify MarkRegionAsModified
* Remove XML doc for ghost param
* Add back optimization to avoid useless buffer updates
* Add Ryujinx.Cpu project, move MemoryManager there and remove MemoryBlockWrapper
* Some nits
* Do not perform address translation when size is 0
* Address PR feedback and format NativeInterface class
* Remove ghost parameter description
* Update Ryujinx.Cpu to .NET Core 3.1
* Address PR feedback
* Fix build
* Return a well defined value for GetPhysicalAddress with invalid VA, and do not return unmapped ranges as modified
* Typo
* 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
* 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
* Delete old HLE.Input
* Add new HLE Input.
git shows Hid.cs as modified because of the same name. It is new.
* Change HID Service
* Change Ryujinx UI to reflect new Input
* Add basic ControllerApplet
* Add DebugPad
Should fix Kirby Star Allies
* Address Ac_K's comments
* Moved all of HLE.Input to Services.Hid
* Separated all structs and enums each to a file
* Removed vars
* Made some naming changes to align with switchbrew
* Added official joycon colors
As an aside, fixed a mistake in touchscreen headers and added checks to
important SharedMem structs at init time.
* Further address Ac_K's comments
* Addressed gdkchan's and some more Ac_K's comments
* Address AcK's review comments
* Address AcK's second review comments
* Replace missed Marshal.SizeOf and address gdkchan's comments
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.
* Keep the GUI alive when closing a game
Make HLE.Switch init when starting a game and dispose it when closing
the GlScreen.
This also make HLE in charge of disposing the audio and gpu backend.
* Address Ac_k's comments
* Make sure to dispose the Discord module and use GTK quit method
Also update Discord Precense when closing a game.
* Make sure to dispose MainWindow
* Address gdk's comments
* Use savedata FS commands from LibHac
* Add EnsureSaveData. Use ApplicationControlProperty struct
* Add a function to migrate to the new directory layout
* LibHac update
* Change backup structure
* Don't create UI files in the save path
* Update RyuFs paths
* Add GetProgramIndexForAccessLog
Ryujinx only runs one program at a time, so always return values reflecting that
* Load control NCA when loading from an NSP
* Skip over UI stats when exiting
* Set TitleName and TitleId in more cases. Fix TitleID naming style
* Completely comment out GUI play stats code
* rebase
* Update LibHac
* Update LibHac
* Revert UI changes
* Do migration automatically at startup
* Rename RyuFs directory to Ryujinx
* Update RyuFs text
* Store savedata paths in the GUI
* Make "Open Save Directory" work
* Use a dummy NACP in EnsureSaveData if one is not loaded
* Remove manual migration button
* Respond to feedback
* Don't read the installer config to get a version string
* Delete nuget.config
* Exclude 'sdcard' and 'bis' during migration
Co-authored-by: Thog <thog@protonmail.com>
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
* Logging: Refactor log targets into Ryujinx.Common
* Logger: Implement JSON Log Target
* Logger: Optimize Console/File logging targets
Implement a simple ObjectPool to pool up StringBuilders to avoid causing excessive GCing of gen1/2 items when large amounts of log entries are being generated.
We can also pre-determine the async overflow action at initialization time, allowing for an easy optimization in the message enqueue function, avoiding a number of comparisons.
* Logger: Implement LogFormatters
* Config: Refactor configuration file and loading
* Config: Rename to .jsonc to avoid highlighting issues in VSC and GitHub
* Resolve style nits
* Config: Resolve incorrect default key binding
* Config: Also update key binding default in schema
* Tidy up namespace imports
* Config: Update CONFIG.md to reflect new Config file