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."
* 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
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.
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.
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.
* Log Ryujinx version and OS
* Log total RAM size and CPU name
* Requested changes
* requested change
* jd's requested changes
* jd's requested changes
* Implement Constant Color blends and init blend states
* Address gdkchan's comments
Also adds Set methods to GpuState
* Fix descriptions of QueryModified
* 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
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.
* Initial conditional rendering support
* Properly reset state
* Support conditional modes and skeleton a counter cache for future host conditional rendering
* Address PR feedback
* 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.
* 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
* 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
* 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
* Implement RasterizeEnable
* Match viewport count to hardware
* Simplify ScissorTest tracking around Blits
* Disable RasterizerDiscard around Blits and track its state
* Read RasterizeEnable reg as bool and add doc
* Use the jump table for tail continues.
This path is always reached when a function larger than our current length limit (currently 5000) is compiled.
* Use Call Flag rather than 1L