* Add swizzle matching rules.
Improves rules which try to match incompatible formats as perfect, such as D32 float -> R32 float.
Remove Format.HasOneComponent, since this information is now available via the FormatInfo struct.
* Fix this rule.
* Update component counts for depth formats.
* 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>
This add a missing offset on the output buffer of the DataSourceVersion2Command.
This fix music only playing on the left channel on Fairy Tail, Family Mysteries: Poisonous Promises, SEGA AGES Sonic the Hedgehog 2 and probably more.
* SIMD&FP load/store with scale > 4 should be undefined
* Catch more invalid encodings for FP&SIMD LDR/STR (reg variant)
* Set PTC version to PR number
This update the "No keys" dialog and block starting NSP/XCI/NCA without firmware.
Also propose to the user if they want to install firmware if they start an untrimmed XCI and remove KEYS.md as it was completely outdated.
PS: Also fix a bug with "&" in URL with OpenUrl on Windows.
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.
* 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
* Clean up and update readme
THis clean up and improve the README a bit.
* Apply suggestions from code review
Co-authored-by: EmulationFanatic <62343878+EmulationFanatic@users.noreply.github.com>
Co-authored-by: EmulationFanatic <62343878+EmulationFanatic@users.noreply.github.com>
This fix front center and lfe being inverted in input of the
DownMixSurroundToStereoCommand.
This fix:
- Voices being missing on FE3H videos
- Mario Tennis Aces missing backgroun
- Probably more.
* 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.
* account: Implement IManagerForApplication calls and IAsyncContext
This implement:
- IManagerForApplication::EnsureIdTokenCacheAsync (accordingly to RE) but the Async task is stubbed.
- IAsyncContext interface (accordingly to RE).
- IManagerForApplication::LoadIdTokenCache (checked with RE, and stubbed).
I've tried some games but now they needs some `sfdnsres` calls, some other boots and crashes with other issues.
Maybe we should disable the connection somewhere to lets the game think we are offline. I have done many attempts, without success, but since the code is here now, it's better than nothing.
(I've cleaned up `using` of IGeneralService too)
Closes#629 and closes#630
* change AccountId
* Fix gdkchan's comments
* use CompletedTask
Changes:
Implement software surround downmixing (fix#796).
Fix a crash when no audio renderer were created when stopping emulation.
NOTE: This PR also disable support of 5.1 surround on the OpenAL backend as we cannot detect if the hardware directly support it. (the downmixing applied by OpenAL on Windows is terribly slow)
* 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.
* Add Issue Templates
This disable the creation of empty issues and adds some templates when one is opened.
A link to our discord is directly added to the issue templates list.
Thanks EmulationFanatic for the proof reading.
* fix copy paste
* Fix name
* Silence several build warnings
* Remove fixed buffers from NVDEC struct
* Remove unused field and usings
* Fix wrong name
* Silence more warning on H264 PictureInfo
* Add Compare instruction
* Add BranchIf instruction
* Use test when BranchIf & Compare against 0
* Propagate Compare into BranchIfTrue/False use
- Propagate Compare operations into their BranchIfTrue/False use and
turn these into a BranchIf.
- Clean up Comparison enum.
* Replace BranchIfTrue/False with BranchIf
* Use BranchIf in EmitPtPointerLoad
- Using BranchIf early instead of BranchIfTrue/False improves LCQ and
reduces the amount of work needed by the Optimizer.
EmitPtPointerLoader was a/the big producer of BranchIfTrue/False.
- Fix asserts firing when assembling BitwiseAnd because of type
mismatch in EmitStoreExclusive. This is harmless and should not
cause any diffs.
* Increment PPTC interval version
* Improve IRDumper for BranchIf & Compare
* Use BranchIf in EmitNativeCall
* Clean up
* Do not emit test when immediately preceded by and
* 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
* 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
* friend: Implement GetPlayHistoryRegistrationKey
This implement IServiceCreator::GetPlayHistoryRegistrationKey call accordingly to RE.
Close#1110
* Fix comments
* Fix guid and comment some codes
* Improve guid casting and remove unused vars
* 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>
* Use movd,movq for i32/64 VectorExtract %x, 0x0
* Increment PPTC interval version
* Use else-if instead
- Address gdkchan's feedback.
- Clean up Debug.Assert calls
* Inline `count` expression into Debug.Assert
Apparently the CoreCLR JIT will not eliminate this. :(