* Add the ability to layeredfs individual exefs with mod loader
* Address code style issues
* Further adjustments to the mod loading
* Update Ryujinx.HLE/HOS/ModLoader.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Apply suggestions from code review
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Address issue with checking for NSO existence (and code style fixes)
Co-authored-by: Ac_K <Acoustik666@gmail.com>
This PR fixes a regression introduced in #1741. The actual implementation do the assumption of fences always exist and then registering the callback.
Homebrews may not use fences, so the code crashes when it try to register the callback.
* Added support for offline invalidation, via PPTC, of low cq translations replaced by high cq translations; both on a single run and between runs.
Added invalidation of .cache files in the event of reuse on a different user operating system.
Added .info and .cache files invalidation in case of a failed stream decompression.
Nits.
* InternalVersion = 1712;
* Nits.
* Address comment.
* Get rid of BinaryFormatter.
Nits.
* Move Ptc.LoadTranslations().
Nits.
* Nits.
* Fixed corner cases (in case backup copies have to be used). Added save logs.
* Not core fixes.
* Complement to the previous commit. Added load logs. Removed BinaryFormatter leftovers.
* Add LoadTranslations log.
* Nits.
* Removed the search and management of LowCq overlapping functions.
* Final increment of .info and .cache flags.
* Nit.
* GetIndirectFunctionAddress(): Validate that writing actually takes place in dynamic table memory range (and not elsewhere).
* Fix Ptc.UpdateInfo() due to rebase.
* Nit for retrigger Checks.
* Nit for retrigger Checks.
* 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.
* am/gui: Implement Wake-up message.
This implement the ability to send a Wake-up (Resume) message to the guest.
Sometime games needs to Sleep and Wake-up the switch to unlock some ingame features.
* Address gdkchan feedback
* 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
This implement IApplicationFunctions GetHealthWarningDisappearedSystemEvent call which is needed by Mario Kart 8 in Chinese version. Call was checked by RE.
We still have to determine where to signals some AM events.
Thanks to Kakasita on our Discord to reported this and confirm this works fine!
* Make sure to not leak copy handles passed in request
Following last gdkchan's PR this make sure to close copy handles that
are passed by guest when it should.
* fix comment copy pasta
* 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>
* 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
* 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
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:
* 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
* 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
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.
* 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
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.
* fix stalling when server is offline
* add retry timer to fail server connections, fix alt slot number
* fix alt slot key issue
* fix crash when saving controller config with empty fields
* code fixes
* add index check in motion hid update, made HandleResponse async
Co-authored-by: Emmanuel <nhv3@localhost.localdomain>
* Replace Host FPS with FIFO%
* Change measurement order. Improve calculation.
Now at 100% when FIFO is blocking game exectution, rather than "0".
* Address feedback (1)
* Remove Host FPS
* FIFO rather than Fifo
* Address Ac_k feedback
* Rebase
This fix a mistake I made during my original reimplementation of SurfaceFlinger by disabling async buffer.
This fix a memory corruption on Super Mario All-Stars 3D (Super Mario Sunshine & Super
Mario Galaxy now go ingame).
Thanks to @gdkchan for tracing the memory corruption.