b1b6f294f2
* Implement TEQ and MOV (Imm16)
* Initial work on A32 instructions + SVC. No tests yet, hangs in rtld.
* Implement CLZ, fix BFI and BFC
Now stops on SIMD initialization.
* Exclusive access instructions, fix to mul, system instructions.
Now gets to a break after SignalProcessWideKey64.
* Better impl of UBFX, add UDIV and SDIV
Now boots way further - now stuck on VMOV instruction.
* Many more instructions, start on SIMD and testing framework.
* Fix build issues
* svc: Rework 32 bit codepath
Fixing once and for all argument ordering issues.
* Fix 32 bits stacktrace
* hle debug: Add 32 bits dynamic section parsing
* Fix highCq mode, add many tests, fix some instruction bugs
Still suffers from critical malloc failure 😩
* Fix incorrect opcode decoders and a few more instructions.
* Add a few instructions and fix others. re-disable highCq for now.
Disabled the svc memory clear since i'm not sure about it.
* Fix build
* Fix typo in ordered/exclusive stores.
* Implement some more instructions, fix others.
Uxtab16/Sxtab16 are untested.
* Begin impl of pairwise, some other instructions.
* Add a few more instructions, a quick hack to fix svcs for now.
* Add tests and fix issues with VTRN, VZIP, VUZP
* Add a few more instructions, fix Vmul_1 encoding.
* Fix way too many instruction bugs, add tests for some of the more important ones.
* Fix HighCq, enable FastFP paths for some floating point instructions
(not entirely sure why these were disabled, so important to note this
commit exists)
Branching has been removed in A32 shifts until I figure out if it's
worth it
* Cleanup Part 1
There should be no functional change between these next few commits.
Should is the key word. (except for removing break handler)
* Implement 32 bits syscalls
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
Implement all 32 bits counterparts of the 64 bits syscalls we currently
have.
* Refactor part 2: Move index/subindex logic to Operand
May have inadvertently fixed one (1) bug
* Add FlushProcessDataCache32
* Address jd's comments
* Remove 16 bit encodings from OpCodeTable
Still need to catch some edge cases (operands that use the "F" flag) and
make Q encodings with non-even indexes undefined.
* Correct Fpscr handling for FP vector slow paths
WIP
* Add StandardFPSCRValue behaviour for all Arithmetic instructions
* Add StandardFPSCRValue behaviour to compare instructions.
* Force passing of fpcr to FPProcessException and FPUnpack.
Reduces potential for code error significantly
* OpCode cleanup
* Remove urgency from DMB comment in MRRC
DMB is currently a no-op via the instruction, so it should likely still
be a no-op here.
* Test Cleanup
* Fix FPDefaultNaN on Ryzen CPUs
* Improve some tests, fix some shift instructions, add slow path for Vadd
* Fix Typo
* More test cleanup
* Flip order of Fx and index, to indicate that the operand's is the "base"
* Remove Simd32 register type, use Int32 and Int64 for scalars like A64 does.
* Reintroduce alignment to DecoderHelper (removed by accident)
* One more realign as reading diffs is hard
* Use I32 registers in A32 (part 2)
Swap default integer register type based on current execution mode.
* FPSCR flags as Registers (part 1)
Still need to change NativeContext and ExecutionContext to allow
getting/setting with the flag values.
* Use I32 registers in A32 (part 1)
* FPSCR flags as registers (part 2)
Only CMP flags are on the registers right now. It could be useful to use
more of the space in non-fast-float when implementing A32 flags
accurately in the fast path.
* Address Feedback
* Correct FP->Int behaviour (should saturate)
* Make branches made by writing to PC eligible for Rejit
Greatly improves performance in most games.
* Remove unused branching for Vtbl
* RejitRequest as a class rather than a tuple
Makes a lot more sense than storing tuples on a dictionary.
* Add VMOVN, VSHR (imm), VSHRN (imm) and related tests
* Re-order InstEmitSystem32
Alphabetical sorting.
* Address Feedback
Feedback from Ac_K, remove and sort usings.
* Address Feedback 2
* Address Feedback from LDj3SNuD
Opcode table reordered to have alphabetical sorting within groups,
Vmaxnm and Vminnm have split names to be less ambiguous, SoftFloat nits,
Test nits and Test simplification with ValueSource.
* Add Debug Asserts to A32 helpers
Mainly to prevent the shift ones from being used on I64 operands, as
they expect I32 input for most operations (eg. carry flag setting), and
expect I32 input for shift and boolean amounts. Most other helper
functions don't take Operands, throw on out of range values, and take
specific types of OpCode, so didn't need any asserts.
* Use ConstF rather than creating an operand.
(useful for pooling in future)
* Move exclusive load to helper, reference call flag rather than literal 1.
* Address LDj feedback (minus table flatten)
one final look before it's all gone. the world is so beautiful.
* Flatten OpCodeTable
oh no
* Address more table ordering
* Call Flag as int on A32
Co-authored-by: Natalie C. <cyuubiapps@gmail.com>
Co-authored-by: Thog <thog@protonmail.com>
|
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.github | ||
ARMeilleure | ||
Ryujinx | ||
Ryujinx.Audio | ||
Ryujinx.Common | ||
Ryujinx.Debugger | ||
Ryujinx.Graphics.GAL | ||
Ryujinx.Graphics.Gpu | ||
Ryujinx.Graphics.Nvdec | ||
Ryujinx.Graphics.OpenGL | ||
Ryujinx.Graphics.Shader | ||
Ryujinx.Graphics.Texture | ||
Ryujinx.HLE | ||
Ryujinx.LLE | ||
Ryujinx.ShaderTools | ||
Ryujinx.Tests | ||
Ryujinx.Tests.Unicorn | ||
.gitattributes | ||
.gitignore | ||
.travis.yml | ||
appveyor.yml | ||
CONFIG.md | ||
KEYS.md | ||
LICENSE.txt | ||
README.md | ||
Ryujinx.sln | ||
Ryujinx.sln.DotSettings |
Ryujinx
An Experimental Switch emulator written in C#
A lot of games boot, but only some are playable. See the compatiblity list here.
Usage
To run this emulator, you need the .NET Core 3.0 (or higher) SDK.
If you use a pre-built version, you can use the graphical interface to run your games and homebrew.
If you build it yourself you will need to:
Run dotnet run -c Release -- path\to\homebrew.nro
inside the Ryujinx project folder to run homebrew apps.
Run dotnet run -c Release -- path\to\game.nsp/xci
to run official games.
Every file related to Ryujinx is stored in the Ryujinx
folder. Located in C:\Users\USERNAME\AppData\Roaming\
for Windows, /home/USERNAME/.config
for Linux or /Users/USERNAME/Library/Application Support/
for macOS. It can also be accessed by clicking Open Ryujinx Folder
under the File menu in the GUI.
Latest build
These builds are compiled automatically for each commit on the master branch, and may be unstable or completely broken.
The latest automatic build for Windows, macOS, and Linux can be found on the Official Website.
Requirements
-
Switch Keys
Everything on the Switch is encrypted, so if you want to run anything other than homebrew, you have to dump encryption keys from your console. To get more information please take a look at our Keys Documentation.
-
System Titles
Some of our System Module implementations, like
time
, require System Data Archives. You can install them by mounting your nand partition using HacDiskMount and copying the content toRyujinx/bis/system
. -
Executables
Ryujinx is able to run both official games and homebrew.
Homebrew is available on many websites, such as the Switch Appstore.
A hacked Nintendo Switch is needed to dump games, which you can learn how to do here. Once you have hacked your Nintendo Switch, you will need to dump your own games with NxDumpTool to get an XCI or NSP dump.
Features
-
Audio
Everything for audio is partially supported. We currently use a C# wrapper for libsoundio, and we support OpenAL (installation needed) too as a fallback. Our current Opus implementation is pretty incomplete.
-
CPU
The CPU emulator, ARMeilleure, emulates an ARMv8 CPU, and currently only has support for the new 64-bit ARMv8 instructions (with a few instructions still missing). It translates the ARM code to a custom IR, performs a few optimizations, and turns that into x86 code. To handle that, we use our own JIT called ARMeilleure, which uses the custom IR and compiles the code to x86.
-
GPU
The GPU emulator emulates the Switch's Maxwell GPU using the OpenGL API (version 4.2 minimum) through a custom build of OpenTK.
-
Input
We currently have support for keyboard, mouse, touch input, JoyCon input support emulated through the keyboard, and some controllers too. You can set up everything inside the configuration menu.
-
Configuration
The emulator has settings for dumping shaders, enabling or disabling some logging, remapping controllers, and more. You can configure all of them through the graphical interface or manually through the config file,
Config.json
.For more information you can go here (Outdated).
Compatibility
You can check out the compatibility list here.
Don't hesitate to open a new issue if a game isn't already on there.
Help
If you have homebrew that currently doesn't work within the emulator, you can contact us through our Discord with the .NRO/.NSO and source code, if possible. We'll take note of whatever is causing the app/game to not work, on the watch list and fix it at a later date.
If you need help with setting up Ryujinx, you can ask questions in the support channel of our Discord server.
Contact
If you have contributions, need support, have suggestions, or just want to get in touch with the team, join our Discord server!
If you'd like to donate, please take a look at our Patreon.