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Experimental Switch emulator written in C#
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riperiperi 4b60371e64
Return mapped buffer pointer directly for flush, WriteableRegion for textures (#2494)
* Return mapped buffer pointer directly for flush, WriteableRegion for textures

A few changes here to generally improve performance, even for platforms not using the persistent buffer flush.

- Texture and buffer flush now return a ReadOnlySpan<byte>. It's guaranteed that this span is pinned in memory, but it will be overwritten on the next flush from that thread, so it is expected that the data is used before calling again.
- As a result, persistent mappings no longer copy to a new array - rather the persistent map is returned directly as a Span<>. A similar host array is used for the glGet flushes instead of allocating new arrays each time.
- Texture flushes now do their layout conversion into a WriteableRegion when the texture is not MultiRange, which allows the flush to happen directly into guest memory rather than into a temporary span, then copied over. This avoids another copy when doing layout conversion.

Overall, this saves 1 data copy for buffer flush, 1 copy for linear textures with matching source/target stride, and 2 copies for block textures or linear textures with mismatching strides.

* Fix tests

* Fix array pointer for Mesa/Intel path

* Address some feedback

* Update method for getting array pointer.
2021-07-19 19:10:54 -03:00
.github frontend: Add a SDL2 headless window (#2310) 2021-07-06 22:08:44 +02:00
ARMeilleure Implement VORN (register) Arm32 instruction (#2396) 2021-06-23 23:21:23 +02:00
Ryujinx Revert LibHac update 2021-07-13 16:48:54 +02:00
Ryujinx.Audio Amadeus: DSP code generation improvements (#2460) 2021-07-18 13:05:11 +02:00
Ryujinx.Audio.Backends Haydn: Part 1 (#2007) 2021-02-26 01:11:56 +01:00
Ryujinx.Audio.Backends.OpenAL Fix disposing of IPC sessions server at emulation stop (#2334) 2021-06-29 19:37:13 +02:00
Ryujinx.Audio.Backends.SDL2 audio: Implement a SDL2 backend (#2258) 2021-05-05 23:37:09 +02:00
Ryujinx.Audio.Backends.SoundIo Fix disposing of IPC sessions server at emulation stop (#2334) 2021-06-29 19:37:13 +02:00
Ryujinx.Common Separate GPU engines and make state follow official docs (part 1/2) (#2422) 2021-07-07 20:56:06 -03:00
Ryujinx.Cpu Return mapped buffer pointer directly for flush, WriteableRegion for textures (#2494) 2021-07-19 19:10:54 -03:00
Ryujinx.Graphics.Device Separate GPU engines (part 2/2) (#2440) 2021-07-11 17:20:40 -03:00
Ryujinx.Graphics.GAL Return mapped buffer pointer directly for flush, WriteableRegion for textures (#2494) 2021-07-19 19:10:54 -03:00
Ryujinx.Graphics.Gpu Return mapped buffer pointer directly for flush, WriteableRegion for textures (#2494) 2021-07-19 19:10:54 -03:00
Ryujinx.Graphics.Host1x infra: Migrate to .NET 5 (#1694) 2020-11-15 19:27:15 +01:00
Ryujinx.Graphics.Nvdec infra: Migrate to .NET 5 (#1694) 2020-11-15 19:27:15 +01:00
Ryujinx.Graphics.Nvdec.H264 ffmpeg: Attempt to fix RootPath on some linux distributions (#2292) 2021-05-20 18:28:18 +02:00
Ryujinx.Graphics.Nvdec.Vp9 Enable multithreaded VP9 decoding (#2009) 2021-02-11 01:54:42 +01:00
Ryujinx.Graphics.OpenGL Return mapped buffer pointer directly for flush, WriteableRegion for textures (#2494) 2021-07-19 19:10:54 -03:00
Ryujinx.Graphics.Shader shadertools: Prepare for new target Languages and APIs (#2465) 2021-07-18 12:49:39 +02:00
Ryujinx.Graphics.Texture Return mapped buffer pointer directly for flush, WriteableRegion for textures (#2494) 2021-07-19 19:10:54 -03:00
Ryujinx.Graphics.Vic infra: Migrate to .NET 5 (#1694) 2020-11-15 19:27:15 +01:00
Ryujinx.Graphics.Video infra: Migrate to .NET 5 (#1694) 2020-11-15 19:27:15 +01:00
Ryujinx.Headless.SDL2 Revert LibHac update 2021-07-13 16:48:54 +02:00
Ryujinx.HLE Close transfer memory properly on nvservices (#2477) 2021-07-14 14:09:00 -03:00
Ryujinx.Input Add Direct Mouse Support (#2374) 2021-06-24 02:09:08 +02:00
Ryujinx.Input.SDL2 input: Implement a SDL2 keyboard backend (#2277) 2021-05-21 01:16:34 +02:00
Ryujinx.Memory Return mapped buffer pointer directly for flush, WriteableRegion for textures (#2494) 2021-07-19 19:10:54 -03:00
Ryujinx.Memory.Tests Return mapped buffer pointer directly for flush, WriteableRegion for textures (#2494) 2021-07-19 19:10:54 -03:00
Ryujinx.SDL2.Common frontend: Add a SDL2 headless window (#2310) 2021-07-06 22:08:44 +02:00
Ryujinx.ShaderTools shadertools: Prepare for new target Languages and APIs (#2465) 2021-07-18 12:49:39 +02:00
Ryujinx.Tests Implement VORN (register) Arm32 instruction (#2396) 2021-06-23 23:21:23 +02:00
Ryujinx.Tests.Unicorn infra: Migrate to .NET 5 (#1694) 2020-11-15 19:27:15 +01:00
.editorconfig Adding .editorconfig so code style can be consistent and localized (#1131) 2020-05-03 00:58:58 +02:00
.gitattributes aloha 2018-02-04 20:08:20 -03:00
.gitignore Implement ContentManager and related services (#438) 2018-11-18 17:37:41 -02:00
appveyor.yml frontend: Add a SDL2 headless window (#2310) 2021-07-06 22:08:44 +02:00
global.json Edit the global.json to allow use of dotnet sdk 5.0.XXX (#2008) 2021-02-10 09:37:19 +01:00
LICENSE.txt Update license (#788) 2019-10-12 23:48:31 -03:00
README.md Add SDL2 information & updated game compatibility stats (#2337) 2021-06-03 01:43:23 +02:00
Ryujinx.sln frontend: Add a SDL2 headless window (#2310) 2021-07-06 22:08:44 +02:00
Ryujinx.sln.DotSettings Add features to GUI (#757) 2019-11-29 15:32:51 +11:00

Ryujinx

An experimental Switch emulator written in C#

As of May 2021, Ryujinx has been tested on nearly 3,400 titles: ~3,000 boot past menus and into gameplay, with approximately 2,100 of those being considered playable. See the compatibility list here.

Usage

To run this emulator, we recommend that your PC have at least 8GB of RAM; less than this amount can result in unpredictable behavior and may cause crashes or unacceptable performance.

See our Setup & Configuration Guide on how to set up the emulator.

Latest build

These builds are compiled automatically for each commit on the master branch. While we strive to ensure optimal stability and performance prior to pushing an update, our automated builds may be unstable or completely broken.

The latest automatic build for Windows, macOS, and Linux can be found on the Official Website.

Building

If you wish to build the emulator yourself you will need to:

Step one: Install the X64 version of .NET 5.0 (or higher) SDK.

Step two (choose one):
(Variant one)

After the installation of the .NET SDK is done; go ahead and copy the Clone link from GitHub from here (via Clone or Download --> Copy HTTPS Link. You can Git Clone the repo by using Git Bash or Git CMD.

(Variant two):

Download the ZIP Tarball. Then extract it to a directory of your choice.

Step three:

Build the App using a Command prompt in the project directory. You can quickly access it by holding shift in explorer (in the Ryujinx directory) then right clicking, and typing the following command:
Run dotnet build -c Release inside the Ryujinx project folder to build Ryujinx binaries.

Ryujinx system files are stored in the Ryujinx folder. This folder is located in the user folder, which can be accessed by clicking Open Ryujinx Folder under the File menu in the GUI.

Features

  • Audio

    Audio output is entirely supported, audio input (microphone) isn't supported. We use C# wrappers for OpenAL, and SDL2 & libsoundio as fallbacks.

  • CPU

    The CPU emulator, ARMeilleure, emulates an ARMv8 CPU and currently has support for most 64-bit ARMv8 and some of the ARMv7 (and older) instructions, including partial 32-bit support. It translates the ARM code to a custom IR, performs a few optimizations, and turns that into x86 code.
    There are three memory manager options available depending on the user's preference, leveraging both software-based (slower) and host-mapped modes (much faster). The fastest option (host, unchecked) is set by default.
    Ryujinx also features an optional Profiled Persistent Translation Cache, which essentially caches translated functions so that they do not need to be translated every time the game loads. The net result is a significant reduction in load times (the amount of time between launching a game and arriving at the title screen) for nearly every game. NOTE: this feature is enabled by default in the Options menu > System tab. You must launch the game at least twice to the title screen or beyond before performance improvements are unlocked on the third launch! These improvements are permanent and do not require any extra launches going forward.

  • GPU

    The GPU emulator emulates the Switch's Maxwell GPU using the OpenGL API (version 4.5 minimum) through a custom build of OpenTK. There are currently four graphics enhancements available to the end user in Ryujinx: disk shader caching, resolution scaling, aspect ratio adjustment and anisotropic filtering. These enhancements can be adjusted or toggled as desired in the GUI.

  • Input

    We currently have support for keyboard, mouse, touch input, JoyCon input support, and nearly all controllers. Motion controls are natively supported in most cases; for dual-JoyCon motion support, DS4Windows or BetterJoy are currently required.
    In all scenarios, you can set up everything inside the input configuration menu.

  • DLC & Modifications

    Ryujinx is able to manage add-on content/downloadable content through the GUI. Mods (romfs, exefs, and runtime mods such as cheats) are also supported; the GUI contains a shortcut to open the respective mods folder for a particular game.

  • Configuration

    The emulator has settings for 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, found in the user folder which can be accessed by clicking Open Ryujinx Folder under the File menu in the GUI.

Compatibility

You can check out the compatibility list here. Anyone is free to submit an updated test on an existing game entry; simply follow the new issue template and testing guidelines, and post as a reply to the applicable game issue.

Don't hesitate to open a new issue if a game isn't already on there!

Help

If you are having problems launching homebrew or a particular game marked status-playable or status-ingame in our compatibility list, you can contact us through our Discord server. We'll take note of whatever is causing the app/game to not work, put it 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.

License

This software is licensed under the terms of the MIT license.
The Ryujinx.Audio project is licensed under the terms of the LGPLv3 license.
This project makes use of code authored by the libvpx project, licensed under BSD and the ffmpeg project, licensed under LGPLv3.
See LICENSE.txt and THIRDPARTY.md for more details.

Credits