This was a missed change that would resolve Image Usage validation error
that is created fairly frequently.
``VUID-VkImageViewCreateInfo-pNext-02662(ERROR / SPEC): msgNum:
-55646969 - Validation Error: [ VUID-VkImageViewCreateInfo-pNext-02662 ]
Object 0: handle = 0x260b9d1f6b8, type = VK_OBJECT_TYPE_IMAGE; |
MessageID = 0xfcaee507 | vkCreateImageView():
pCreateInfo->pNext<VkImageViewUsageCreateInfo>.usage
(VK_IMAGE_USAGE_SAMPLED_BIT|VK_IMAGE_USAGE_STORAGE_BIT) must not include
any bits that were not set in VkImageCreateInfo::usage
(VK_IMAGE_USAGE_TRANSFER_SRC_BIT|VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT|VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
of the image. The Vulkan spec states: If the pNext chain includes a
VkImageViewUsageCreateInfo structure, and image was not created with a
VkImageStencilUsageCreateInfo structure included in the pNext chain of
VkImageCreateInfo, its usage member must not include any bits that were
not set in the usage member of the VkImageCreateInfo structure used to
create image
(https://vulkan.lunarg.com/doc/view/1.3.290.0/windows/1.3-extensions/vkspec.html#VUID-VkImageViewCreateInfo-pNext-02662)
Objects: 1
[0] 0x260b9d1f6b8, type: 10, name: NULL
``
Added functionality to load 532-byte Amiibo BIN files, commonly used in
Tagmo and similar tools. These files were missing the following pages.
* 133 (85h) PWD
* 134 (86h) PACK RFUI
These pages can be added as null bytes if not present. The system seems
to function correctly without them.
Use 1 locales file instead of individual files for each langauge.
This makes it easier to keep track of what is missing.
The PR will automatically fix missing locales and throw an error if
anything is incorrect, by running the emulator. That way the person
adding a new locale or new language can just run the emulator once to
populate all the fields, so they can easily begin translating.
This introduces the ability to read and write game data and model
information from an Amiibo dump file (BIN format). Note that this
functionality requires the presence of a key_retail.bin file. For the
option to appear and function in the UI, ensure that the key_retail.bin
file is located in the <RyujinxData>/system folder.
These changes allow Mario Kart Live: Home Circuit (v2.0.0) to boot into
menus. Kart functionality has not been implemented and will not work.
Version 1.0.0 is currently unsupported due to unimplemented ARM
registers. I plan on addressing this issue at a later date.
### Here is a list of the implemented and stubbed services in this PR:
#### Implemented:
Ldn.Lp2p.IServiceCreator: 0 (CreateNetworkService)
Ldn.Lp2p.IServiceCreator: 8 (CreateNetworkServiceMonitor)
Ldn.Lp2p.ISfService: 0 (Initialize)
Ldn.Lp2p.ISfServiceMonitor: 0 (Initialize)
Ldn.Lp2p.ISfServiceMonitor: 256 (AttachNetworkInterfaceStateChangeEvent)
Ldn.Lp2p.ISfServiceMonitor: 328 (AttachJoinEvent)
#### Stubbed:
Ldn.Lp2p.ISfService: 768 (CreateGroup)
Ldn.Lp2p.ISfService: 1536 (SendToOtherGroup)
Ldn.Lp2p.ISfService: 1544 (RecvFromOtherGroup)
Ldn.Lp2p.ISfServiceMonitor: 288 (GetGroupInfo)
Ldn.Lp2p.ISfServiceMonitor: 296 (GetGroupInfo2)
Ldn.Lp2p.ISfServiceMonitor: 312 (GetIpConfig)
A couple of games have random crashing with the JIT Sparse Ftable changes, and it seems to have been caused by an insufficient int size returned by `AddressTableLevel#GetValue(ulong address)`.
It was 32 bits (Int32), but the GiantBlock (which is the current address table impl) uses potentially 36 bits for the first level.
Rebased @jcm93's refreshinterval branch:
https://github.com/jcm93/Ryujinx/tree/refreshinterval
The option is placed under System/Hacks. Disabled, it's the default
Ryujinx behavior. Enabled, the behavior is shown in the attached
screenshots. If a framerate is too high or low, you can adjust the value
where you normally toggle VSync on and off. It will also cycle through
the default on/off toggles.
Also, in order to reduce clutter, I made an adjustment to remove the
target FPS and only show the percentage.
---------
Co-authored-by: jcm <6864788+jcm93@users.noreply.github.com>
More up to date build of the JIT Sparse PR for continued development.
JIT Sparse Function Table was originally developed by riperiperi for the
original Ryujinx project, and decreased the amount of layers in the
Function Table structure, to decrease lookup times at the cost of
slightly higher RAM usage.
This PR rebalances the JIT Sparse Function Table to be a bit more RAM
intensive, but faster in workloads where the JIT Function Table is a
bottleneck. Faster RAM will see a bigger impact and slower RAM (DDR3 and
potentially slow DDR4) will see a slight performance decrease.
This PR also implements a base for a PPTC profile system that could
allow for PPTC with ExeFS mods enabled in the future.
This PR also potentially fixes a strange issue where Avalonia would time
out in some rare instances, e.g. when running ExeFS mods with TotK and a
strange controller configuration.
---------
Co-authored-by: Evan Husted <gr33m11@gmail.com>