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ryujinx-final/Ryujinx/Ui/MainWindow.cs

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using ARMeilleure.Translation;
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
using Gtk;
using LibHac.Common;
2022-01-12 11:22:19 +00:00
using LibHac.Common.Keys;
using LibHac.Ncm;
using LibHac.Ns;
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using LibHac.Tools.FsSystem;
using LibHac.Tools.FsSystem.NcaUtils;
using Ryujinx.Audio.Backends.Dummy;
using Ryujinx.Audio.Backends.OpenAL;
using Ryujinx.Audio.Backends.SDL2;
using Ryujinx.Audio.Backends.SoundIo;
using Ryujinx.Audio.Integration;
using Ryujinx.Common;
using Ryujinx.Common.Configuration;
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
using Ryujinx.Common.Logging;
using Ryujinx.Common.SystemInterop;
using Ryujinx.Cpu;
using Ryujinx.Graphics.GAL;
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) * Initial Implementation About as fast as nvidia GL multithreading, can be improved with faster command queuing. * Struct based command list Speeds up a bit. Still a lot of time lost to resource copy. * Do shader init while the render thread is active. * Introduce circular span pool V1 Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next. * Refactor SpanRef some more Use a struct to represent SpanRef, rather than a reference. * Flush buffers on background thread * Use a span for UpdateRenderScale. Much faster than copying the array. * Calculate command size using reflection * WIP parallel shaders * Some minor optimisation * Only 2 max refs per command now. The command with 3 refs is gone. :relieved: * Don't cast on the GPU side * Remove redundant casts, force sync on window present * Fix Shader Cache * Fix host shader save. * Fixup to work with new renderer stuff * Make command Run static, use array of delegates as lookup Profile says this takes less time than the previous way. * Bring up to date * Add settings toggle. Fix Muiltithreading Off mode. * Fix warning. * Release tracking lock for flushes * Fix Conditional Render fast path with threaded gal * Make handle iteration safe when releasing the lock This is mostly temporary. * Attempt to set backend threading on driver Only really works on nvidia before launching a game. * Fix race condition with BufferModifiedRangeList, exceptions in tracking actions * Update buffer set commands * Some cleanup * Only use stutter workaround when using opengl renderer non-threaded * Add host-conditional reservation of counter events There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made. * Address Feedback * Make counter flush tracked again. Hopefully does not cause any issues this time. * Wait for FlushTo on the main queue thread. Currently assumes only one thread will want to FlushTo (in this case, the GPU thread) * Add SDL2 headless integration * Add HLE macro commands. Co-authored-by: Mary <mary@mary.zone>
2021-08-26 22:31:29 +00:00
using Ryujinx.Graphics.GAL.Multithreading;
2019-10-13 06:02:07 +00:00
using Ryujinx.Graphics.OpenGL;
Vulkan backend (#2518) * WIP Vulkan implementation * No need to initialize attributes on the SPIR-V backend anymore * Allow multithreading shaderc and vkCreateShaderModule You'll only really see the benefit here with threaded-gal or parallel shader cache compile. Fix shaderc multithreaded changes Thread safety for shaderc Options constructor Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes. * Support multiple levels/layers for blit. Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now. * TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use * New depth-stencil blit method for AMD * Workaround for AMD driver bug * Fix some tessellation related issues (still doesn't work?) * Submit command buffer before Texture GetData. (UE4 fix) * DrawTexture support * Fix BGRA on OpenGL backend * Fix rebase build break * Support format aliasing on SetImage * Fix uniform buffers being lost when bindings are out of order * Fix storage buffers being lost when bindings are out of order (also avoid allocations when changing bindings) * Use current command buffer for unscaled copy (perf) Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies. * Update to .net6 * Update Silk.NET to version 2.10.1 Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before. * Fix PrimitivesGenerated query, disable Transform Feedback queries for now Lets Splatoon 2 work on nvidia. (mostly) * Update counter queue to be similar to the OGL one Fixes softlocks when games had to flush counters. * Don't throw when ending conditional rendering for now This should be re-enabled when conditional rendering is enabled on nvidia etc. * Update findMSB/findLSB to match master's instruction enum * Fix triangle overlay on SMO, Captain Toad, maybe others? * Don't make Intel Mesa pay for Intel Windows bugs * Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders) * Update Spv.Generator * Add alpha test emulation on shader (but no shader specialisation yet...) * Fix R4G4B4A4Unorm texture format permutation * Validation layers should be enabled for any log level other than None * Add barriers around vkCmdCopyImage Write->Read barrier for src image (we want to wait for a write to read it) Write->Read barrier for dst image (we want to wait for the copy to complete before use) * Be a bit more careful with texture access flags, since it can be used for anything * Device local mapping for all buffers May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?) Also some performance things and fixes issues with opengl games loading textures weird. * Cleanup, disable device local buffers for now. * Add single queue support Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment. * Fix some validation errors around extended dynamic state * Remove Intel bug workaround, it was fixed on the latest driver * Use circular queue for checking consumption on command buffers Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once. * Use SupportBufferUpdater, add single layer flush * Fix counter queue leak when game decides to use host conditional rendering * Force device local storage for textures (fixes linux performance) * Port #3019 * Insert barriers around vkCmdBlitImage (may fix some amd flicker) * Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers * Don't pause transform feedback for multi draw * Fix draw outside of render pass and missing capability * Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more) * Better workaround for AMD vertex buffer size alignment issue * More instructions + fixes on SPIR-V backend * Allow custom aspect ratio on Vulkan * Correct GTK UI status bar positions * SPIR-V: Functions must always end with a return * SPIR-V: Fix ImageQuerySizeLod * SPIR-V: Set DepthReplacing execution mode when FragDepth is modified * SPIR-V: Implement LoopContinue IR instruction * SPIR-V: Geometry shader support * SPIR-V: Use correct binding number on storage buffers array * Reduce allocations for Spir-v serialization Passes BinaryWriter instead of the stream to Write and WriteOperand - Removes creation of BinaryWriter for each instruction - Removes allocations for literal string * Some optimizations to Spv.Generator - Dictionary for lookups of type declarations, constants, extinst - LiteralInteger internal data format -> ushort - Deterministic HashCode implementation to avoid spirv result not being the same between runs - Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost) TODO: improve instruction allocation, structured program creator, ssa? * Pool Spv.Generator resources, cache delegates, spv opts - Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module. - NewInstruction is called instead of new Instruction() - Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually. - Estimate code size when creating the output MemoryStream - LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast. Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call. TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads. * LocalDefMap for Ssa Rewriter Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator. * SPIR-V: Transform feedback support * SPIR-V: Fragment shader interlock support (and image coherency) * SPIR-V: Add early fragment tests support * SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta * Don't pass depth clip state right now (fix decals) Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted. * Multisampling support * Multisampling: Use resolve if src samples count > dst samples count * Multisampling: We can only resolve for unscaled copies * SPIR-V: Only add FSI exec mode if used. * SPIR-V: Use ConstantComposite for Texture Offset Vector Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are. * SPIR-V: Don't OpReturn if we already OpExit'ed Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist) * SPIR-V: Only use input attribute type for input attributes Output vertex attributes should always be of type float. * Multithreaded Pipeline Compilation * Address some feedback * Make this 32 * Update topology with GpuAccessorState * Cleanup for merge (note: disables spir-v) * Make more robust to shader compilation failure - Don't freeze when GLSL compilation fails - Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure. * Fix Multisampling * Only update fragment scale count if a vertex texture needs a scale. Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage. This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now. * Use a bitmap to do granular tracking for buffer uploads. This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful. Avoids ending render passes to update buffer data (not all the time) - 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI) - Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI) As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory) Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here. * Copy query results after RP ends, rather than ending to copy We need to end the render pass to get the data (submit command buffer) anyways... Reduces render passes created in games that use queries. * Rework Query stuff a bit to avoid render pass end Tries to reset returned queries in background when possible, rather than ending the render pass. Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?) * Remove unnecessary lines Was for testing * Fix validation error for query reset Need to think of a better way to do this. * SPIR-V: Fix SwizzleAdd and some validation errors * SPIR-V: Implement attribute indexing and StoreAttribute * SPIR-V: Fix TextureSize for MS and Buffer sampler types * Fix relaunch issues * SPIR-V: Implement LogicalExclusiveOr * SPIR-V: Constant buffer indexing support * Ignore unsupported attributes rather than throwing (matches current GLSL behaviour) * SPIR-V: Implement tessellation support * SPIR-V: Geometry shader passthrough support * SPIR-V: Implement StoreShader8/16 and StoreStorage8/16 * SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug * SPIR-V: Fix field index for scale count * SPIR-V: Fix another case of wrong field index * SPIRV/GLSL: More scaling related fixes * SPIR-V: Fix ImageLoad CompositeExtract component type * SPIR-V: Workaround for Intel FrontFacing bug * Enable SPIR-V backend by default * Allow null samplers (samplers are not required when only using texelFetch to access the texture) * Fix some validation errors related to texel block view usage flag and invalid image barrier base level * Use explicit subgroup size if we can (might fix some block flickering on AMD) * Take componentMask and scissor into account when clearing framebuffer attachments * Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA) * Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight) Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different * Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc) * Check if the subgroup size is supported before passing a explicit size * Only enable ShaderFloat64 if the GPU supports it * We don't need to recompile shaders if alpha test state changed but alpha test is disabled * Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before) * Fix pipeline state saving before it is updated. This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache. * Allow null samplers on OpenGL backend * _unit0Sampler should be set only for binding 0 * Remove unused PipelineConverter format variable (was causing IOR) * Raise textures limit to 64 on Vulkan * No need to pack the shader binaries if shader cache is disabled * Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL * Do not clear unbound framebuffer color attachments * Geometry shader passthrough emulation * Consolidate UpdateDepthMode and GetDepthMode implementation * Fix A1B5G5R5 texture format and support R4G4 on Vulkan * Add barrier before use of some modified images * Report 32 bit query result on AMD windows (smo issue) * Add texture recompression support (disabled for now) It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures * Do not report R4G4 format as supported on Vulkan It was causing mario head to become white on Super Mario 64 (???) * Improvements to -1 to 1 depth mode. - Transformation is only applied on the last stage in the vertex pipeline. - Should fix some issues with geometry and tessellation (hopefully) - Reading back FragCoord Z on fragment will transform back to -1 to 1. * Geometry Shader index count from ThreadsPerInputPrimitive Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL * Remove gl_FragDepth scaling This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade. * Add Gl StencilOp enum values to Vulkan * Update guest cache to v1.1 (due to specialization state changes) This will explode your shader cache from earlier vulkan build, but it must be done. :pensive: * Vulkan/SPIR-V support for viewport inverse * Fix typo * Don't create query pools for unsupported query types * Return of the Vector Indexing Bug One day, everyone will get this right. * Check for transform feedback query support Sometimes transform feedback is supported without the query type. * Fix gl_FragCoord.z transformation FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs. Fixes Pokemon Sword/Shield, possibly others. * Fix Avalonia Rebase Vulkan is currently not available on Avalonia, but the build does work and you can use opengl. * Fix headless build * Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host * Fix BCn 4/5 conversion, GetTextureTarget BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect. GetTextureTarget was not creating a view with the replacement format. * Fix dependency * Fix inverse viewport transform vector type on SPIR-V * Do not require null descriptors support * If MultiViewport is not supported, do not try to set more than one viewport/scissor * Bounds check on bitmap add. * Flush queries on attachment change rather than program change Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending. Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets. * Add support for avalonia (#6) * add avalonia support * only lock around skia flush * addressed review * cleanup * add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check * fix getting window handle on linux. skip render is size is 0 * Combine non-buffer with buffer image descriptor sets * Support multisample texture copy with automatic resolve on Vulkan * Remove old CompileShader methods from the Vulkan backend * Add minimal pipeline layouts that only contains used bindings They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders * Pre-compile helper shader as SPIR-V, and some fixes * Remove pre-compiled shaderc binary for Windows as its no longer needed by default * Workaround RADV crash Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist". * Use RobustBufferAccess on NVIDIA gpus Avoids the SMO waterfall triangle on older NVIDIA gpus. * Implement GPU selector and expose texture recompression on the UI and config * Fix and enable background compute shader compilation Also disables warnings from shader cache pipeline misses. * Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added * If S8D24 is not supported, use D32FS8 * Ensure all fences are destroyed on dispose * Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks * Add missing clear layer parameter after rebase * Use selected gpu from config for avalonia (#7) * use configured device * address review * Fix D32S8 copy workaround (AMD) Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things. * Use push descriptors for uniform buffer updates (disabled for now) * Push descriptor support check, buffer redundancy checks Should make push descriptors faster, needs more testing though. * Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs * Adjust bindings array sizes * Force submit command buffers if memory in use by its resources is high * Add workaround for AMD GCN cubemap view sins `ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue. This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry) Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there. * Add mobile, non-RX variants to the GCN regex. Also make sure that the 3 digit ones only include numbers starting with 7 or 8. * Increase image limit per stage from 8 to 16 Xenoblade Chronicles 2 was hiting the limit of 8 * Minor code cleanup * Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer * Add gpu selector to Avalonia (#8) * Add gpu selector to avalonia settings * show backend label on window * some fixes * address review * Minor changes to the Avalonia UI * Update graphics window UI and locales. (#9) * Update xaml and update locales * locale updates Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish? * Fix locales with more (?) correct translations. * add separator to render widget * fix spanish and portuguese * Add new IdList, replaces buffer list that could not remove elements and had unbounded growth * Don't crash the settings window if Vulkan is not supported * Fix Actions menu not being clickable on GTK UI after relaunch * Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer * Fix IdList and make it not thread safe * Revert useless OpenGL format table changes * Fix headless project build * List throws ArgumentOutOfRangeException * SPIR-V: Fix tessellation * Increase shader cache version due to tessellation fix * Reduce number of Sync objects created (improves perf in some specific titles) * Fix vulkan validation errors for NPOT compressed upload and GCN workaround. * Add timestamp to the shader cache and force rebuild if host cache is outdated * Prefer Mail box present mode for popups (#11) * Prefer Mail box present mode * fix debug * switch present mode when vsync is toggled * only disable vsync on the main window * SPIR-V: Fix geometry shader input load with transform feedback * BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0 * Fix Avalonia build * Address initial PR feedback * Only set transform feedback outputs on last vertex stage * Address riperiperi PR feedback * Remove outdated comment * Remove unused constructor * Only throw for negative results * Throw for QueueSubmit and other errors No point in delaying the inevitable * Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler * Fix some resolution scale issues * No need for two UpdateScale calls * Fix comments on SPIR-V generator project * Try to fix shader local memory size On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region? * Remove RectangleF that is now unused * Fix ImageGather with multiple offsets Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct` * Address PR feedback from jD in all projects except Avalonia * Address most of jD PR feedback on Avalonia * Remove unsafe * Fix VulkanSkiaGpu * move present mode request out of Create Swapchain method * split more parts of create swapchain * addressed reviews * addressed review * Address second batch of jD PR feedback * Fix buffer <-> image copy row length and height alignment AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes * Better fix for NPOT alignment issue * Use switch expressions on Vulkan EnumConversion Thanks jD * Fix Avalonia build * Add Vulkan selection prompt on startup * Grammar fixes on Vulkan prompt message * Add missing Vulkan migration flag Co-authored-by: riperiperi <rhy3756547@hotmail.com> Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com> Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 21:26:06 +00:00
using Ryujinx.Graphics.Vulkan;
using Ryujinx.HLE.FileSystem;
using Ryujinx.HLE.HOS;
using Ryujinx.HLE.HOS.Services.Account.Acc;
using Ryujinx.HLE.HOS.SystemState;
Miria: The Death of OpenTK 3 (#2194) * openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
2021-04-14 10:28:43 +00:00
using Ryujinx.Input.GTK3;
using Ryujinx.Input.HLE;
using Ryujinx.Input.SDL2;
using Ryujinx.Modules;
Avalonia UI - Part 1 (#3270) * avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
2022-05-15 11:30:15 +00:00
using Ryujinx.Ui.App.Common;
using Ryujinx.Ui.Applet;
Avalonia UI - Part 1 (#3270) * avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
2022-05-15 11:30:15 +00:00
using Ryujinx.Ui.Common;
using Ryujinx.Ui.Common.Configuration;
using Ryujinx.Ui.Common.Helper;
using Ryujinx.Ui.Helper;
using Ryujinx.Ui.Widgets;
using Ryujinx.Ui.Windows;
Vulkan backend (#2518) * WIP Vulkan implementation * No need to initialize attributes on the SPIR-V backend anymore * Allow multithreading shaderc and vkCreateShaderModule You'll only really see the benefit here with threaded-gal or parallel shader cache compile. Fix shaderc multithreaded changes Thread safety for shaderc Options constructor Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes. * Support multiple levels/layers for blit. Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now. * TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use * New depth-stencil blit method for AMD * Workaround for AMD driver bug * Fix some tessellation related issues (still doesn't work?) * Submit command buffer before Texture GetData. (UE4 fix) * DrawTexture support * Fix BGRA on OpenGL backend * Fix rebase build break * Support format aliasing on SetImage * Fix uniform buffers being lost when bindings are out of order * Fix storage buffers being lost when bindings are out of order (also avoid allocations when changing bindings) * Use current command buffer for unscaled copy (perf) Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies. * Update to .net6 * Update Silk.NET to version 2.10.1 Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before. * Fix PrimitivesGenerated query, disable Transform Feedback queries for now Lets Splatoon 2 work on nvidia. (mostly) * Update counter queue to be similar to the OGL one Fixes softlocks when games had to flush counters. * Don't throw when ending conditional rendering for now This should be re-enabled when conditional rendering is enabled on nvidia etc. * Update findMSB/findLSB to match master's instruction enum * Fix triangle overlay on SMO, Captain Toad, maybe others? * Don't make Intel Mesa pay for Intel Windows bugs * Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders) * Update Spv.Generator * Add alpha test emulation on shader (but no shader specialisation yet...) * Fix R4G4B4A4Unorm texture format permutation * Validation layers should be enabled for any log level other than None * Add barriers around vkCmdCopyImage Write->Read barrier for src image (we want to wait for a write to read it) Write->Read barrier for dst image (we want to wait for the copy to complete before use) * Be a bit more careful with texture access flags, since it can be used for anything * Device local mapping for all buffers May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?) Also some performance things and fixes issues with opengl games loading textures weird. * Cleanup, disable device local buffers for now. * Add single queue support Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment. * Fix some validation errors around extended dynamic state * Remove Intel bug workaround, it was fixed on the latest driver * Use circular queue for checking consumption on command buffers Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once. * Use SupportBufferUpdater, add single layer flush * Fix counter queue leak when game decides to use host conditional rendering * Force device local storage for textures (fixes linux performance) * Port #3019 * Insert barriers around vkCmdBlitImage (may fix some amd flicker) * Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers * Don't pause transform feedback for multi draw * Fix draw outside of render pass and missing capability * Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more) * Better workaround for AMD vertex buffer size alignment issue * More instructions + fixes on SPIR-V backend * Allow custom aspect ratio on Vulkan * Correct GTK UI status bar positions * SPIR-V: Functions must always end with a return * SPIR-V: Fix ImageQuerySizeLod * SPIR-V: Set DepthReplacing execution mode when FragDepth is modified * SPIR-V: Implement LoopContinue IR instruction * SPIR-V: Geometry shader support * SPIR-V: Use correct binding number on storage buffers array * Reduce allocations for Spir-v serialization Passes BinaryWriter instead of the stream to Write and WriteOperand - Removes creation of BinaryWriter for each instruction - Removes allocations for literal string * Some optimizations to Spv.Generator - Dictionary for lookups of type declarations, constants, extinst - LiteralInteger internal data format -> ushort - Deterministic HashCode implementation to avoid spirv result not being the same between runs - Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost) TODO: improve instruction allocation, structured program creator, ssa? * Pool Spv.Generator resources, cache delegates, spv opts - Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module. - NewInstruction is called instead of new Instruction() - Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually. - Estimate code size when creating the output MemoryStream - LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast. Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call. TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads. * LocalDefMap for Ssa Rewriter Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator. * SPIR-V: Transform feedback support * SPIR-V: Fragment shader interlock support (and image coherency) * SPIR-V: Add early fragment tests support * SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta * Don't pass depth clip state right now (fix decals) Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted. * Multisampling support * Multisampling: Use resolve if src samples count > dst samples count * Multisampling: We can only resolve for unscaled copies * SPIR-V: Only add FSI exec mode if used. * SPIR-V: Use ConstantComposite for Texture Offset Vector Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are. * SPIR-V: Don't OpReturn if we already OpExit'ed Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist) * SPIR-V: Only use input attribute type for input attributes Output vertex attributes should always be of type float. * Multithreaded Pipeline Compilation * Address some feedback * Make this 32 * Update topology with GpuAccessorState * Cleanup for merge (note: disables spir-v) * Make more robust to shader compilation failure - Don't freeze when GLSL compilation fails - Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure. * Fix Multisampling * Only update fragment scale count if a vertex texture needs a scale. Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage. This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now. * Use a bitmap to do granular tracking for buffer uploads. This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful. Avoids ending render passes to update buffer data (not all the time) - 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI) - Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI) As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory) Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here. * Copy query results after RP ends, rather than ending to copy We need to end the render pass to get the data (submit command buffer) anyways... Reduces render passes created in games that use queries. * Rework Query stuff a bit to avoid render pass end Tries to reset returned queries in background when possible, rather than ending the render pass. Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?) * Remove unnecessary lines Was for testing * Fix validation error for query reset Need to think of a better way to do this. * SPIR-V: Fix SwizzleAdd and some validation errors * SPIR-V: Implement attribute indexing and StoreAttribute * SPIR-V: Fix TextureSize for MS and Buffer sampler types * Fix relaunch issues * SPIR-V: Implement LogicalExclusiveOr * SPIR-V: Constant buffer indexing support * Ignore unsupported attributes rather than throwing (matches current GLSL behaviour) * SPIR-V: Implement tessellation support * SPIR-V: Geometry shader passthrough support * SPIR-V: Implement StoreShader8/16 and StoreStorage8/16 * SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug * SPIR-V: Fix field index for scale count * SPIR-V: Fix another case of wrong field index * SPIRV/GLSL: More scaling related fixes * SPIR-V: Fix ImageLoad CompositeExtract component type * SPIR-V: Workaround for Intel FrontFacing bug * Enable SPIR-V backend by default * Allow null samplers (samplers are not required when only using texelFetch to access the texture) * Fix some validation errors related to texel block view usage flag and invalid image barrier base level * Use explicit subgroup size if we can (might fix some block flickering on AMD) * Take componentMask and scissor into account when clearing framebuffer attachments * Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA) * Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight) Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different * Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc) * Check if the subgroup size is supported before passing a explicit size * Only enable ShaderFloat64 if the GPU supports it * We don't need to recompile shaders if alpha test state changed but alpha test is disabled * Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before) * Fix pipeline state saving before it is updated. This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache. * Allow null samplers on OpenGL backend * _unit0Sampler should be set only for binding 0 * Remove unused PipelineConverter format variable (was causing IOR) * Raise textures limit to 64 on Vulkan * No need to pack the shader binaries if shader cache is disabled * Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL * Do not clear unbound framebuffer color attachments * Geometry shader passthrough emulation * Consolidate UpdateDepthMode and GetDepthMode implementation * Fix A1B5G5R5 texture format and support R4G4 on Vulkan * Add barrier before use of some modified images * Report 32 bit query result on AMD windows (smo issue) * Add texture recompression support (disabled for now) It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures * Do not report R4G4 format as supported on Vulkan It was causing mario head to become white on Super Mario 64 (???) * Improvements to -1 to 1 depth mode. - Transformation is only applied on the last stage in the vertex pipeline. - Should fix some issues with geometry and tessellation (hopefully) - Reading back FragCoord Z on fragment will transform back to -1 to 1. * Geometry Shader index count from ThreadsPerInputPrimitive Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL * Remove gl_FragDepth scaling This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade. * Add Gl StencilOp enum values to Vulkan * Update guest cache to v1.1 (due to specialization state changes) This will explode your shader cache from earlier vulkan build, but it must be done. :pensive: * Vulkan/SPIR-V support for viewport inverse * Fix typo * Don't create query pools for unsupported query types * Return of the Vector Indexing Bug One day, everyone will get this right. * Check for transform feedback query support Sometimes transform feedback is supported without the query type. * Fix gl_FragCoord.z transformation FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs. Fixes Pokemon Sword/Shield, possibly others. * Fix Avalonia Rebase Vulkan is currently not available on Avalonia, but the build does work and you can use opengl. * Fix headless build * Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host * Fix BCn 4/5 conversion, GetTextureTarget BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect. GetTextureTarget was not creating a view with the replacement format. * Fix dependency * Fix inverse viewport transform vector type on SPIR-V * Do not require null descriptors support * If MultiViewport is not supported, do not try to set more than one viewport/scissor * Bounds check on bitmap add. * Flush queries on attachment change rather than program change Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending. Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets. * Add support for avalonia (#6) * add avalonia support * only lock around skia flush * addressed review * cleanup * add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check * fix getting window handle on linux. skip render is size is 0 * Combine non-buffer with buffer image descriptor sets * Support multisample texture copy with automatic resolve on Vulkan * Remove old CompileShader methods from the Vulkan backend * Add minimal pipeline layouts that only contains used bindings They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders * Pre-compile helper shader as SPIR-V, and some fixes * Remove pre-compiled shaderc binary for Windows as its no longer needed by default * Workaround RADV crash Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist". * Use RobustBufferAccess on NVIDIA gpus Avoids the SMO waterfall triangle on older NVIDIA gpus. * Implement GPU selector and expose texture recompression on the UI and config * Fix and enable background compute shader compilation Also disables warnings from shader cache pipeline misses. * Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added * If S8D24 is not supported, use D32FS8 * Ensure all fences are destroyed on dispose * Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks * Add missing clear layer parameter after rebase * Use selected gpu from config for avalonia (#7) * use configured device * address review * Fix D32S8 copy workaround (AMD) Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things. * Use push descriptors for uniform buffer updates (disabled for now) * Push descriptor support check, buffer redundancy checks Should make push descriptors faster, needs more testing though. * Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs * Adjust bindings array sizes * Force submit command buffers if memory in use by its resources is high * Add workaround for AMD GCN cubemap view sins `ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue. This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry) Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there. * Add mobile, non-RX variants to the GCN regex. Also make sure that the 3 digit ones only include numbers starting with 7 or 8. * Increase image limit per stage from 8 to 16 Xenoblade Chronicles 2 was hiting the limit of 8 * Minor code cleanup * Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer * Add gpu selector to Avalonia (#8) * Add gpu selector to avalonia settings * show backend label on window * some fixes * address review * Minor changes to the Avalonia UI * Update graphics window UI and locales. (#9) * Update xaml and update locales * locale updates Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish? * Fix locales with more (?) correct translations. * add separator to render widget * fix spanish and portuguese * Add new IdList, replaces buffer list that could not remove elements and had unbounded growth * Don't crash the settings window if Vulkan is not supported * Fix Actions menu not being clickable on GTK UI after relaunch * Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer * Fix IdList and make it not thread safe * Revert useless OpenGL format table changes * Fix headless project build * List throws ArgumentOutOfRangeException * SPIR-V: Fix tessellation * Increase shader cache version due to tessellation fix * Reduce number of Sync objects created (improves perf in some specific titles) * Fix vulkan validation errors for NPOT compressed upload and GCN workaround. * Add timestamp to the shader cache and force rebuild if host cache is outdated * Prefer Mail box present mode for popups (#11) * Prefer Mail box present mode * fix debug * switch present mode when vsync is toggled * only disable vsync on the main window * SPIR-V: Fix geometry shader input load with transform feedback * BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0 * Fix Avalonia build * Address initial PR feedback * Only set transform feedback outputs on last vertex stage * Address riperiperi PR feedback * Remove outdated comment * Remove unused constructor * Only throw for negative results * Throw for QueueSubmit and other errors No point in delaying the inevitable * Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler * Fix some resolution scale issues * No need for two UpdateScale calls * Fix comments on SPIR-V generator project * Try to fix shader local memory size On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region? * Remove RectangleF that is now unused * Fix ImageGather with multiple offsets Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct` * Address PR feedback from jD in all projects except Avalonia * Address most of jD PR feedback on Avalonia * Remove unsafe * Fix VulkanSkiaGpu * move present mode request out of Create Swapchain method * split more parts of create swapchain * addressed reviews * addressed review * Address second batch of jD PR feedback * Fix buffer <-> image copy row length and height alignment AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes * Better fix for NPOT alignment issue * Use switch expressions on Vulkan EnumConversion Thanks jD * Fix Avalonia build * Add Vulkan selection prompt on startup * Grammar fixes on Vulkan prompt message * Add missing Vulkan migration flag Co-authored-by: riperiperi <rhy3756547@hotmail.com> Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com> Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 21:26:06 +00:00
using Silk.NET.Vulkan;
using SPB.Graphics.Vulkan;
using System;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Threading;
using System.Threading.Tasks;
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
using GUI = Gtk.Builder.ObjectAttribute;
using ShaderCacheLoadingState = Ryujinx.Graphics.Gpu.Shader.ShaderCacheState;
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
namespace Ryujinx.Ui
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
public class MainWindow : Window
{
private readonly VirtualFileSystem _virtualFileSystem;
private readonly ContentManager _contentManager;
private readonly AccountManager _accountManager;
private readonly LibHacHorizonManager _libHacHorizonManager;
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
private UserChannelPersistence _userChannelPersistence;
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
private HLE.Switch _emulationContext;
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
private WindowsMultimediaTimerResolution _windowsMultimediaTimerResolution;
private readonly ApplicationLibrary _applicationLibrary;
private readonly GtkHostUiHandler _uiHandler;
private readonly AutoResetEvent _deviceExitStatus;
private readonly ListStore _tableStore;
private bool _updatingGameTable;
private bool _gameLoaded;
private bool _ending;
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
private string _currentEmulatedGamePath = null;
private string _lastScannedAmiiboId = "";
private bool _lastScannedAmiiboShowAll = false;
public RendererWidgetBase RendererWidget;
Miria: The Death of OpenTK 3 (#2194) * openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
2021-04-14 10:28:43 +00:00
public InputManager InputManager;
public bool IsFocused;
#pragma warning disable CS0169, CS0649, IDE0044
[GUI] public MenuItem ExitMenuItem;
[GUI] public MenuItem UpdateMenuItem;
[GUI] MenuBar _menuBar;
[GUI] Box _footerBox;
[GUI] Box _statusBar;
[GUI] MenuItem _optionMenu;
[GUI] MenuItem _manageUserProfiles;
[GUI] MenuItem _fileMenu;
[GUI] MenuItem _loadApplicationFile;
[GUI] MenuItem _loadApplicationFolder;
[GUI] MenuItem _appletMenu;
[GUI] MenuItem _actionMenu;
[GUI] MenuItem _pauseEmulation;
[GUI] MenuItem _resumeEmulation;
[GUI] MenuItem _stopEmulation;
[GUI] MenuItem _simulateWakeUpMessage;
[GUI] MenuItem _scanAmiibo;
[GUI] MenuItem _takeScreenshot;
[GUI] MenuItem _hideUi;
[GUI] MenuItem _fullScreen;
[GUI] CheckMenuItem _startFullScreen;
[GUI] CheckMenuItem _showConsole;
[GUI] CheckMenuItem _favToggle;
[GUI] MenuItem _firmwareInstallDirectory;
[GUI] MenuItem _firmwareInstallFile;
[GUI] MenuItem _fileTypesSubMenu;
[GUI] Label _fifoStatus;
[GUI] CheckMenuItem _iconToggle;
[GUI] CheckMenuItem _developerToggle;
[GUI] CheckMenuItem _appToggle;
[GUI] CheckMenuItem _timePlayedToggle;
[GUI] CheckMenuItem _versionToggle;
[GUI] CheckMenuItem _lastPlayedToggle;
[GUI] CheckMenuItem _fileExtToggle;
[GUI] CheckMenuItem _pathToggle;
[GUI] CheckMenuItem _fileSizeToggle;
Vulkan backend (#2518) * WIP Vulkan implementation * No need to initialize attributes on the SPIR-V backend anymore * Allow multithreading shaderc and vkCreateShaderModule You'll only really see the benefit here with threaded-gal or parallel shader cache compile. Fix shaderc multithreaded changes Thread safety for shaderc Options constructor Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes. * Support multiple levels/layers for blit. Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now. * TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use * New depth-stencil blit method for AMD * Workaround for AMD driver bug * Fix some tessellation related issues (still doesn't work?) * Submit command buffer before Texture GetData. (UE4 fix) * DrawTexture support * Fix BGRA on OpenGL backend * Fix rebase build break * Support format aliasing on SetImage * Fix uniform buffers being lost when bindings are out of order * Fix storage buffers being lost when bindings are out of order (also avoid allocations when changing bindings) * Use current command buffer for unscaled copy (perf) Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies. * Update to .net6 * Update Silk.NET to version 2.10.1 Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before. * Fix PrimitivesGenerated query, disable Transform Feedback queries for now Lets Splatoon 2 work on nvidia. (mostly) * Update counter queue to be similar to the OGL one Fixes softlocks when games had to flush counters. * Don't throw when ending conditional rendering for now This should be re-enabled when conditional rendering is enabled on nvidia etc. * Update findMSB/findLSB to match master's instruction enum * Fix triangle overlay on SMO, Captain Toad, maybe others? * Don't make Intel Mesa pay for Intel Windows bugs * Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders) * Update Spv.Generator * Add alpha test emulation on shader (but no shader specialisation yet...) * Fix R4G4B4A4Unorm texture format permutation * Validation layers should be enabled for any log level other than None * Add barriers around vkCmdCopyImage Write->Read barrier for src image (we want to wait for a write to read it) Write->Read barrier for dst image (we want to wait for the copy to complete before use) * Be a bit more careful with texture access flags, since it can be used for anything * Device local mapping for all buffers May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?) Also some performance things and fixes issues with opengl games loading textures weird. * Cleanup, disable device local buffers for now. * Add single queue support Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment. * Fix some validation errors around extended dynamic state * Remove Intel bug workaround, it was fixed on the latest driver * Use circular queue for checking consumption on command buffers Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once. * Use SupportBufferUpdater, add single layer flush * Fix counter queue leak when game decides to use host conditional rendering * Force device local storage for textures (fixes linux performance) * Port #3019 * Insert barriers around vkCmdBlitImage (may fix some amd flicker) * Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers * Don't pause transform feedback for multi draw * Fix draw outside of render pass and missing capability * Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more) * Better workaround for AMD vertex buffer size alignment issue * More instructions + fixes on SPIR-V backend * Allow custom aspect ratio on Vulkan * Correct GTK UI status bar positions * SPIR-V: Functions must always end with a return * SPIR-V: Fix ImageQuerySizeLod * SPIR-V: Set DepthReplacing execution mode when FragDepth is modified * SPIR-V: Implement LoopContinue IR instruction * SPIR-V: Geometry shader support * SPIR-V: Use correct binding number on storage buffers array * Reduce allocations for Spir-v serialization Passes BinaryWriter instead of the stream to Write and WriteOperand - Removes creation of BinaryWriter for each instruction - Removes allocations for literal string * Some optimizations to Spv.Generator - Dictionary for lookups of type declarations, constants, extinst - LiteralInteger internal data format -> ushort - Deterministic HashCode implementation to avoid spirv result not being the same between runs - Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost) TODO: improve instruction allocation, structured program creator, ssa? * Pool Spv.Generator resources, cache delegates, spv opts - Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module. - NewInstruction is called instead of new Instruction() - Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually. - Estimate code size when creating the output MemoryStream - LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast. Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call. TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads. * LocalDefMap for Ssa Rewriter Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator. * SPIR-V: Transform feedback support * SPIR-V: Fragment shader interlock support (and image coherency) * SPIR-V: Add early fragment tests support * SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta * Don't pass depth clip state right now (fix decals) Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted. * Multisampling support * Multisampling: Use resolve if src samples count > dst samples count * Multisampling: We can only resolve for unscaled copies * SPIR-V: Only add FSI exec mode if used. * SPIR-V: Use ConstantComposite for Texture Offset Vector Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are. * SPIR-V: Don't OpReturn if we already OpExit'ed Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist) * SPIR-V: Only use input attribute type for input attributes Output vertex attributes should always be of type float. * Multithreaded Pipeline Compilation * Address some feedback * Make this 32 * Update topology with GpuAccessorState * Cleanup for merge (note: disables spir-v) * Make more robust to shader compilation failure - Don't freeze when GLSL compilation fails - Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure. * Fix Multisampling * Only update fragment scale count if a vertex texture needs a scale. Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage. This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now. * Use a bitmap to do granular tracking for buffer uploads. This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful. Avoids ending render passes to update buffer data (not all the time) - 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI) - Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI) As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory) Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here. * Copy query results after RP ends, rather than ending to copy We need to end the render pass to get the data (submit command buffer) anyways... Reduces render passes created in games that use queries. * Rework Query stuff a bit to avoid render pass end Tries to reset returned queries in background when possible, rather than ending the render pass. Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?) * Remove unnecessary lines Was for testing * Fix validation error for query reset Need to think of a better way to do this. * SPIR-V: Fix SwizzleAdd and some validation errors * SPIR-V: Implement attribute indexing and StoreAttribute * SPIR-V: Fix TextureSize for MS and Buffer sampler types * Fix relaunch issues * SPIR-V: Implement LogicalExclusiveOr * SPIR-V: Constant buffer indexing support * Ignore unsupported attributes rather than throwing (matches current GLSL behaviour) * SPIR-V: Implement tessellation support * SPIR-V: Geometry shader passthrough support * SPIR-V: Implement StoreShader8/16 and StoreStorage8/16 * SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug * SPIR-V: Fix field index for scale count * SPIR-V: Fix another case of wrong field index * SPIRV/GLSL: More scaling related fixes * SPIR-V: Fix ImageLoad CompositeExtract component type * SPIR-V: Workaround for Intel FrontFacing bug * Enable SPIR-V backend by default * Allow null samplers (samplers are not required when only using texelFetch to access the texture) * Fix some validation errors related to texel block view usage flag and invalid image barrier base level * Use explicit subgroup size if we can (might fix some block flickering on AMD) * Take componentMask and scissor into account when clearing framebuffer attachments * Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA) * Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight) Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different * Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc) * Check if the subgroup size is supported before passing a explicit size * Only enable ShaderFloat64 if the GPU supports it * We don't need to recompile shaders if alpha test state changed but alpha test is disabled * Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before) * Fix pipeline state saving before it is updated. This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache. * Allow null samplers on OpenGL backend * _unit0Sampler should be set only for binding 0 * Remove unused PipelineConverter format variable (was causing IOR) * Raise textures limit to 64 on Vulkan * No need to pack the shader binaries if shader cache is disabled * Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL * Do not clear unbound framebuffer color attachments * Geometry shader passthrough emulation * Consolidate UpdateDepthMode and GetDepthMode implementation * Fix A1B5G5R5 texture format and support R4G4 on Vulkan * Add barrier before use of some modified images * Report 32 bit query result on AMD windows (smo issue) * Add texture recompression support (disabled for now) It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures * Do not report R4G4 format as supported on Vulkan It was causing mario head to become white on Super Mario 64 (???) * Improvements to -1 to 1 depth mode. - Transformation is only applied on the last stage in the vertex pipeline. - Should fix some issues with geometry and tessellation (hopefully) - Reading back FragCoord Z on fragment will transform back to -1 to 1. * Geometry Shader index count from ThreadsPerInputPrimitive Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL * Remove gl_FragDepth scaling This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade. * Add Gl StencilOp enum values to Vulkan * Update guest cache to v1.1 (due to specialization state changes) This will explode your shader cache from earlier vulkan build, but it must be done. :pensive: * Vulkan/SPIR-V support for viewport inverse * Fix typo * Don't create query pools for unsupported query types * Return of the Vector Indexing Bug One day, everyone will get this right. * Check for transform feedback query support Sometimes transform feedback is supported without the query type. * Fix gl_FragCoord.z transformation FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs. Fixes Pokemon Sword/Shield, possibly others. * Fix Avalonia Rebase Vulkan is currently not available on Avalonia, but the build does work and you can use opengl. * Fix headless build * Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host * Fix BCn 4/5 conversion, GetTextureTarget BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect. GetTextureTarget was not creating a view with the replacement format. * Fix dependency * Fix inverse viewport transform vector type on SPIR-V * Do not require null descriptors support * If MultiViewport is not supported, do not try to set more than one viewport/scissor * Bounds check on bitmap add. * Flush queries on attachment change rather than program change Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending. Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets. * Add support for avalonia (#6) * add avalonia support * only lock around skia flush * addressed review * cleanup * add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check * fix getting window handle on linux. skip render is size is 0 * Combine non-buffer with buffer image descriptor sets * Support multisample texture copy with automatic resolve on Vulkan * Remove old CompileShader methods from the Vulkan backend * Add minimal pipeline layouts that only contains used bindings They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders * Pre-compile helper shader as SPIR-V, and some fixes * Remove pre-compiled shaderc binary for Windows as its no longer needed by default * Workaround RADV crash Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist". * Use RobustBufferAccess on NVIDIA gpus Avoids the SMO waterfall triangle on older NVIDIA gpus. * Implement GPU selector and expose texture recompression on the UI and config * Fix and enable background compute shader compilation Also disables warnings from shader cache pipeline misses. * Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added * If S8D24 is not supported, use D32FS8 * Ensure all fences are destroyed on dispose * Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks * Add missing clear layer parameter after rebase * Use selected gpu from config for avalonia (#7) * use configured device * address review * Fix D32S8 copy workaround (AMD) Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things. * Use push descriptors for uniform buffer updates (disabled for now) * Push descriptor support check, buffer redundancy checks Should make push descriptors faster, needs more testing though. * Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs * Adjust bindings array sizes * Force submit command buffers if memory in use by its resources is high * Add workaround for AMD GCN cubemap view sins `ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue. This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry) Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there. * Add mobile, non-RX variants to the GCN regex. Also make sure that the 3 digit ones only include numbers starting with 7 or 8. * Increase image limit per stage from 8 to 16 Xenoblade Chronicles 2 was hiting the limit of 8 * Minor code cleanup * Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer * Add gpu selector to Avalonia (#8) * Add gpu selector to avalonia settings * show backend label on window * some fixes * address review * Minor changes to the Avalonia UI * Update graphics window UI and locales. (#9) * Update xaml and update locales * locale updates Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish? * Fix locales with more (?) correct translations. * add separator to render widget * fix spanish and portuguese * Add new IdList, replaces buffer list that could not remove elements and had unbounded growth * Don't crash the settings window if Vulkan is not supported * Fix Actions menu not being clickable on GTK UI after relaunch * Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer * Fix IdList and make it not thread safe * Revert useless OpenGL format table changes * Fix headless project build * List throws ArgumentOutOfRangeException * SPIR-V: Fix tessellation * Increase shader cache version due to tessellation fix * Reduce number of Sync objects created (improves perf in some specific titles) * Fix vulkan validation errors for NPOT compressed upload and GCN workaround. * Add timestamp to the shader cache and force rebuild if host cache is outdated * Prefer Mail box present mode for popups (#11) * Prefer Mail box present mode * fix debug * switch present mode when vsync is toggled * only disable vsync on the main window * SPIR-V: Fix geometry shader input load with transform feedback * BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0 * Fix Avalonia build * Address initial PR feedback * Only set transform feedback outputs on last vertex stage * Address riperiperi PR feedback * Remove outdated comment * Remove unused constructor * Only throw for negative results * Throw for QueueSubmit and other errors No point in delaying the inevitable * Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler * Fix some resolution scale issues * No need for two UpdateScale calls * Fix comments on SPIR-V generator project * Try to fix shader local memory size On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region? * Remove RectangleF that is now unused * Fix ImageGather with multiple offsets Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct` * Address PR feedback from jD in all projects except Avalonia * Address most of jD PR feedback on Avalonia * Remove unsafe * Fix VulkanSkiaGpu * move present mode request out of Create Swapchain method * split more parts of create swapchain * addressed reviews * addressed review * Address second batch of jD PR feedback * Fix buffer <-> image copy row length and height alignment AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes * Better fix for NPOT alignment issue * Use switch expressions on Vulkan EnumConversion Thanks jD * Fix Avalonia build * Add Vulkan selection prompt on startup * Grammar fixes on Vulkan prompt message * Add missing Vulkan migration flag Co-authored-by: riperiperi <rhy3756547@hotmail.com> Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com> Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 21:26:06 +00:00
[GUI] Label _gpuBackend;
[GUI] Label _dockedMode;
[GUI] Label _aspectRatio;
[GUI] Label _gameStatus;
[GUI] TreeView _gameTable;
[GUI] TreeSelection _gameTableSelection;
[GUI] ScrolledWindow _gameTableWindow;
[GUI] Label _gpuName;
[GUI] Label _progressLabel;
[GUI] Label _firmwareVersionLabel;
2022-01-12 11:22:19 +00:00
[GUI] Gtk.ProgressBar _progressBar;
[GUI] Box _viewBox;
[GUI] Label _vSyncStatus;
[GUI] Label _volumeStatus;
[GUI] Box _listStatusBox;
[GUI] Label _loadingStatusLabel;
2022-01-12 11:22:19 +00:00
[GUI] Gtk.ProgressBar _loadingStatusBar;
#pragma warning restore CS0649, IDE0044, CS0169
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
public MainWindow() : this(new Builder("Ryujinx.Ui.MainWindow.glade")) { }
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
private MainWindow(Builder builder) : base(builder.GetRawOwnedObject("_mainWin"))
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
builder.Autoconnect(this);
// Apply custom theme if needed.
ThemeHelper.ApplyTheme();
Gdk.Monitor monitor = Display.GetMonitor(0);
// Sets overridden fields.
int monitorWidth = monitor.Geometry.Width * monitor.ScaleFactor;
int monitorHeight = monitor.Geometry.Height * monitor.ScaleFactor;
DefaultWidth = monitorWidth < 1280 ? monitorWidth : 1280;
DefaultHeight = monitorHeight < 760 ? monitorHeight : 760;
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
Avalonia UI - Part 1 (#3270) * avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
2022-05-15 11:30:15 +00:00
Icon = new Gdk.Pixbuf(Assembly.GetAssembly(typeof(ConfigurationState)), "Ryujinx.Ui.Common.Resources.Logo_Ryujinx.png");
Title = $"Ryujinx {Program.Version}";
// Hide emulation context status bar.
_statusBar.Hide();
// Instantiate HLE objects.
_virtualFileSystem = VirtualFileSystem.CreateInstance();
_libHacHorizonManager = new LibHacHorizonManager();
_libHacHorizonManager.InitializeFsServer(_virtualFileSystem);
_libHacHorizonManager.InitializeArpServer();
_libHacHorizonManager.InitializeBcatServer();
_libHacHorizonManager.InitializeSystemClients();
// Save data created before we supported extra data in directory save data will not work properly if
// given empty extra data. Luckily some of that extra data can be created using the data from the
// save data indexer, which should be enough to check access permissions for user saves.
// Every single save data's extra data will be checked and fixed if needed each time the emulator is opened.
// Consider removing this at some point in the future when we don't need to worry about old saves.
VirtualFileSystem.FixExtraData(_libHacHorizonManager.RyujinxClient);
_contentManager = new ContentManager(_virtualFileSystem);
_accountManager = new AccountManager(_libHacHorizonManager.RyujinxClient, CommandLineState.Profile);
_userChannelPersistence = new UserChannelPersistence();
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
// Instantiate GUI objects.
_applicationLibrary = new ApplicationLibrary(_virtualFileSystem);
_uiHandler = new GtkHostUiHandler(this);
_deviceExitStatus = new AutoResetEvent(false);
WindowStateEvent += WindowStateEvent_Changed;
DeleteEvent += Window_Close;
FocusInEvent += MainWindow_FocusInEvent;
FocusOutEvent += MainWindow_FocusOutEvent;
_applicationLibrary.ApplicationAdded += Application_Added;
_applicationLibrary.ApplicationCountUpdated += ApplicationCount_Updated;
_fileMenu.StateChanged += FileMenu_StateChanged;
_actionMenu.StateChanged += ActionMenu_StateChanged;
_optionMenu.StateChanged += OptionMenu_StateChanged;
_gameTable.ButtonReleaseEvent += Row_Clicked;
_fullScreen.Activated += FullScreen_Toggled;
RendererWidgetBase.StatusUpdatedEvent += Update_StatusBar;
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
ConfigurationState.Instance.System.IgnoreMissingServices.Event += UpdateIgnoreMissingServicesState;
ConfigurationState.Instance.Graphics.AspectRatio.Event += UpdateAspectRatioState;
ConfigurationState.Instance.System.EnableDockedMode.Event += UpdateDockedModeState;
ConfigurationState.Instance.System.AudioVolume.Event += UpdateAudioVolumeState;
if (ConfigurationState.Instance.Ui.StartFullscreen)
{
_startFullScreen.Active = true;
}
_showConsole.Active = ConfigurationState.Instance.Ui.ShowConsole.Value;
_showConsole.Visible = ConsoleHelper.SetConsoleWindowStateSupported;
_actionMenu.Sensitive = false;
_pauseEmulation.Sensitive = false;
_resumeEmulation.Sensitive = false;
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
_fileTypesSubMenu.Visible = FileAssociationHelper.IsTypeAssociationSupported;
if (ConfigurationState.Instance.Ui.GuiColumns.FavColumn) _favToggle.Active = true;
if (ConfigurationState.Instance.Ui.GuiColumns.IconColumn) _iconToggle.Active = true;
if (ConfigurationState.Instance.Ui.GuiColumns.AppColumn) _appToggle.Active = true;
if (ConfigurationState.Instance.Ui.GuiColumns.DevColumn) _developerToggle.Active = true;
if (ConfigurationState.Instance.Ui.GuiColumns.VersionColumn) _versionToggle.Active = true;
if (ConfigurationState.Instance.Ui.GuiColumns.TimePlayedColumn) _timePlayedToggle.Active = true;
if (ConfigurationState.Instance.Ui.GuiColumns.LastPlayedColumn) _lastPlayedToggle.Active = true;
if (ConfigurationState.Instance.Ui.GuiColumns.FileExtColumn) _fileExtToggle.Active = true;
if (ConfigurationState.Instance.Ui.GuiColumns.FileSizeColumn) _fileSizeToggle.Active = true;
if (ConfigurationState.Instance.Ui.GuiColumns.PathColumn) _pathToggle.Active = true;
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
_favToggle.Toggled += Fav_Toggled;
_iconToggle.Toggled += Icon_Toggled;
_appToggle.Toggled += App_Toggled;
_developerToggle.Toggled += Developer_Toggled;
_versionToggle.Toggled += Version_Toggled;
_timePlayedToggle.Toggled += TimePlayed_Toggled;
_lastPlayedToggle.Toggled += LastPlayed_Toggled;
_fileExtToggle.Toggled += FileExt_Toggled;
_fileSizeToggle.Toggled += FileSize_Toggled;
_pathToggle.Toggled += Path_Toggled;
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
_gameTable.Model = _tableStore = new ListStore(
typeof(bool),
typeof(Gdk.Pixbuf),
typeof(string),
typeof(string),
typeof(string),
typeof(string),
typeof(string),
typeof(string),
typeof(string),
typeof(string),
typeof(BlitStruct<ApplicationControlProperty>));
_tableStore.SetSortFunc(5, SortHelper.TimePlayedSort);
_tableStore.SetSortFunc(6, SortHelper.LastPlayedSort);
_tableStore.SetSortFunc(8, SortHelper.FileSizeSort);
int columnId = ConfigurationState.Instance.Ui.ColumnSort.SortColumnId;
bool ascending = ConfigurationState.Instance.Ui.ColumnSort.SortAscending;
_tableStore.SetSortColumnId(columnId, ascending ? SortType.Ascending : SortType.Descending);
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
_gameTable.EnableSearch = true;
_gameTable.SearchColumn = 2;
_gameTable.SearchEqualFunc = (model, col, key, iter) => !((string)model.GetValue(iter, col)).Contains(key, StringComparison.InvariantCultureIgnoreCase);
_hideUi.Label = _hideUi.Label.Replace("SHOWUIKEY", ConfigurationState.Instance.Hid.Hotkeys.Value.ShowUi.ToString());
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
UpdateColumns();
UpdateGameTable();
ConfigurationState.Instance.Ui.GameDirs.Event += (sender, args) =>
{
if (args.OldValue != args.NewValue)
{
UpdateGameTable();
}
};
Task.Run(RefreshFirmwareLabel);
Miria: The Death of OpenTK 3 (#2194) * openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
2021-04-14 10:28:43 +00:00
InputManager = new InputManager(new GTK3KeyboardDriver(this), new SDL2GamepadDriver());
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
}
private void UpdateIgnoreMissingServicesState(object sender, ReactiveEventArgs<bool> args)
{
if (_emulationContext != null)
{
_emulationContext.Configuration.IgnoreMissingServices = args.NewValue;
}
}
private void UpdateAspectRatioState(object sender, ReactiveEventArgs<AspectRatio> args)
{
if (_emulationContext != null)
{
_emulationContext.Configuration.AspectRatio = args.NewValue;
}
}
private void UpdateDockedModeState(object sender, ReactiveEventArgs<bool> e)
{
if (_emulationContext != null)
{
_emulationContext.System.ChangeDockedModeState(e.NewValue);
}
}
private void UpdateAudioVolumeState(object sender, ReactiveEventArgs<float> e)
{
_emulationContext?.SetVolume(e.NewValue);
}
private void WindowStateEvent_Changed(object o, WindowStateEventArgs args)
2020-07-23 13:12:19 +00:00
{
_fullScreen.Label = args.Event.NewWindowState.HasFlag(Gdk.WindowState.Fullscreen) ? "Exit Fullscreen" : "Enter Fullscreen";
}
private void MainWindow_FocusOutEvent(object o, FocusOutEventArgs args)
{
IsFocused = false;
}
private void MainWindow_FocusInEvent(object o, FocusInEventArgs args)
{
IsFocused = true;
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void UpdateColumns()
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
foreach (TreeViewColumn column in _gameTable.Columns)
{
_gameTable.RemoveColumn(column);
}
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
CellRendererToggle favToggle = new CellRendererToggle();
favToggle.Toggled += FavToggle_Toggled;
if (ConfigurationState.Instance.Ui.GuiColumns.FavColumn) _gameTable.AppendColumn("Fav", favToggle, "active", 0);
if (ConfigurationState.Instance.Ui.GuiColumns.IconColumn) _gameTable.AppendColumn("Icon", new CellRendererPixbuf(), "pixbuf", 1);
if (ConfigurationState.Instance.Ui.GuiColumns.AppColumn) _gameTable.AppendColumn("Application", new CellRendererText(), "text", 2);
if (ConfigurationState.Instance.Ui.GuiColumns.DevColumn) _gameTable.AppendColumn("Developer", new CellRendererText(), "text", 3);
if (ConfigurationState.Instance.Ui.GuiColumns.VersionColumn) _gameTable.AppendColumn("Version", new CellRendererText(), "text", 4);
if (ConfigurationState.Instance.Ui.GuiColumns.TimePlayedColumn) _gameTable.AppendColumn("Time Played", new CellRendererText(), "text", 5);
if (ConfigurationState.Instance.Ui.GuiColumns.LastPlayedColumn) _gameTable.AppendColumn("Last Played", new CellRendererText(), "text", 6);
if (ConfigurationState.Instance.Ui.GuiColumns.FileExtColumn) _gameTable.AppendColumn("File Ext", new CellRendererText(), "text", 7);
if (ConfigurationState.Instance.Ui.GuiColumns.FileSizeColumn) _gameTable.AppendColumn("File Size", new CellRendererText(), "text", 8);
if (ConfigurationState.Instance.Ui.GuiColumns.PathColumn) _gameTable.AppendColumn("Path", new CellRendererText(), "text", 9);
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
foreach (TreeViewColumn column in _gameTable.Columns)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
switch (column.Title)
{
case "Fav":
column.SortColumnId = 0;
column.Clicked += Column_Clicked;
break;
case "Application":
column.SortColumnId = 2;
column.Clicked += Column_Clicked;
break;
case "Developer":
column.SortColumnId = 3;
column.Clicked += Column_Clicked;
break;
case "Version":
column.SortColumnId = 4;
column.Clicked += Column_Clicked;
break;
case "Time Played":
column.SortColumnId = 5;
column.Clicked += Column_Clicked;
break;
case "Last Played":
column.SortColumnId = 6;
column.Clicked += Column_Clicked;
break;
case "File Ext":
column.SortColumnId = 7;
column.Clicked += Column_Clicked;
break;
case "File Size":
column.SortColumnId = 8;
column.Clicked += Column_Clicked;
break;
case "Path":
column.SortColumnId = 9;
column.Clicked += Column_Clicked;
break;
}
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
}
Miria: The Death of OpenTK 3 (#2194) * openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
2021-04-14 10:28:43 +00:00
protected override void OnDestroyed()
{
InputManager.Dispose();
}
private void InitializeSwitchInstance()
{
_virtualFileSystem.ReloadKeySet();
IRenderer renderer;
Vulkan backend (#2518) * WIP Vulkan implementation * No need to initialize attributes on the SPIR-V backend anymore * Allow multithreading shaderc and vkCreateShaderModule You'll only really see the benefit here with threaded-gal or parallel shader cache compile. Fix shaderc multithreaded changes Thread safety for shaderc Options constructor Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes. * Support multiple levels/layers for blit. Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now. * TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use * New depth-stencil blit method for AMD * Workaround for AMD driver bug * Fix some tessellation related issues (still doesn't work?) * Submit command buffer before Texture GetData. (UE4 fix) * DrawTexture support * Fix BGRA on OpenGL backend * Fix rebase build break * Support format aliasing on SetImage * Fix uniform buffers being lost when bindings are out of order * Fix storage buffers being lost when bindings are out of order (also avoid allocations when changing bindings) * Use current command buffer for unscaled copy (perf) Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies. * Update to .net6 * Update Silk.NET to version 2.10.1 Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before. * Fix PrimitivesGenerated query, disable Transform Feedback queries for now Lets Splatoon 2 work on nvidia. (mostly) * Update counter queue to be similar to the OGL one Fixes softlocks when games had to flush counters. * Don't throw when ending conditional rendering for now This should be re-enabled when conditional rendering is enabled on nvidia etc. * Update findMSB/findLSB to match master's instruction enum * Fix triangle overlay on SMO, Captain Toad, maybe others? * Don't make Intel Mesa pay for Intel Windows bugs * Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders) * Update Spv.Generator * Add alpha test emulation on shader (but no shader specialisation yet...) * Fix R4G4B4A4Unorm texture format permutation * Validation layers should be enabled for any log level other than None * Add barriers around vkCmdCopyImage Write->Read barrier for src image (we want to wait for a write to read it) Write->Read barrier for dst image (we want to wait for the copy to complete before use) * Be a bit more careful with texture access flags, since it can be used for anything * Device local mapping for all buffers May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?) Also some performance things and fixes issues with opengl games loading textures weird. * Cleanup, disable device local buffers for now. * Add single queue support Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment. * Fix some validation errors around extended dynamic state * Remove Intel bug workaround, it was fixed on the latest driver * Use circular queue for checking consumption on command buffers Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once. * Use SupportBufferUpdater, add single layer flush * Fix counter queue leak when game decides to use host conditional rendering * Force device local storage for textures (fixes linux performance) * Port #3019 * Insert barriers around vkCmdBlitImage (may fix some amd flicker) * Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers * Don't pause transform feedback for multi draw * Fix draw outside of render pass and missing capability * Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more) * Better workaround for AMD vertex buffer size alignment issue * More instructions + fixes on SPIR-V backend * Allow custom aspect ratio on Vulkan * Correct GTK UI status bar positions * SPIR-V: Functions must always end with a return * SPIR-V: Fix ImageQuerySizeLod * SPIR-V: Set DepthReplacing execution mode when FragDepth is modified * SPIR-V: Implement LoopContinue IR instruction * SPIR-V: Geometry shader support * SPIR-V: Use correct binding number on storage buffers array * Reduce allocations for Spir-v serialization Passes BinaryWriter instead of the stream to Write and WriteOperand - Removes creation of BinaryWriter for each instruction - Removes allocations for literal string * Some optimizations to Spv.Generator - Dictionary for lookups of type declarations, constants, extinst - LiteralInteger internal data format -> ushort - Deterministic HashCode implementation to avoid spirv result not being the same between runs - Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost) TODO: improve instruction allocation, structured program creator, ssa? * Pool Spv.Generator resources, cache delegates, spv opts - Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module. - NewInstruction is called instead of new Instruction() - Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually. - Estimate code size when creating the output MemoryStream - LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast. Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call. TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads. * LocalDefMap for Ssa Rewriter Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator. * SPIR-V: Transform feedback support * SPIR-V: Fragment shader interlock support (and image coherency) * SPIR-V: Add early fragment tests support * SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta * Don't pass depth clip state right now (fix decals) Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted. * Multisampling support * Multisampling: Use resolve if src samples count > dst samples count * Multisampling: We can only resolve for unscaled copies * SPIR-V: Only add FSI exec mode if used. * SPIR-V: Use ConstantComposite for Texture Offset Vector Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are. * SPIR-V: Don't OpReturn if we already OpExit'ed Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist) * SPIR-V: Only use input attribute type for input attributes Output vertex attributes should always be of type float. * Multithreaded Pipeline Compilation * Address some feedback * Make this 32 * Update topology with GpuAccessorState * Cleanup for merge (note: disables spir-v) * Make more robust to shader compilation failure - Don't freeze when GLSL compilation fails - Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure. * Fix Multisampling * Only update fragment scale count if a vertex texture needs a scale. Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage. This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now. * Use a bitmap to do granular tracking for buffer uploads. This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful. Avoids ending render passes to update buffer data (not all the time) - 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI) - Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI) As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory) Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here. * Copy query results after RP ends, rather than ending to copy We need to end the render pass to get the data (submit command buffer) anyways... Reduces render passes created in games that use queries. * Rework Query stuff a bit to avoid render pass end Tries to reset returned queries in background when possible, rather than ending the render pass. Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?) * Remove unnecessary lines Was for testing * Fix validation error for query reset Need to think of a better way to do this. * SPIR-V: Fix SwizzleAdd and some validation errors * SPIR-V: Implement attribute indexing and StoreAttribute * SPIR-V: Fix TextureSize for MS and Buffer sampler types * Fix relaunch issues * SPIR-V: Implement LogicalExclusiveOr * SPIR-V: Constant buffer indexing support * Ignore unsupported attributes rather than throwing (matches current GLSL behaviour) * SPIR-V: Implement tessellation support * SPIR-V: Geometry shader passthrough support * SPIR-V: Implement StoreShader8/16 and StoreStorage8/16 * SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug * SPIR-V: Fix field index for scale count * SPIR-V: Fix another case of wrong field index * SPIRV/GLSL: More scaling related fixes * SPIR-V: Fix ImageLoad CompositeExtract component type * SPIR-V: Workaround for Intel FrontFacing bug * Enable SPIR-V backend by default * Allow null samplers (samplers are not required when only using texelFetch to access the texture) * Fix some validation errors related to texel block view usage flag and invalid image barrier base level * Use explicit subgroup size if we can (might fix some block flickering on AMD) * Take componentMask and scissor into account when clearing framebuffer attachments * Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA) * Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight) Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different * Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc) * Check if the subgroup size is supported before passing a explicit size * Only enable ShaderFloat64 if the GPU supports it * We don't need to recompile shaders if alpha test state changed but alpha test is disabled * Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before) * Fix pipeline state saving before it is updated. This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache. * Allow null samplers on OpenGL backend * _unit0Sampler should be set only for binding 0 * Remove unused PipelineConverter format variable (was causing IOR) * Raise textures limit to 64 on Vulkan * No need to pack the shader binaries if shader cache is disabled * Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL * Do not clear unbound framebuffer color attachments * Geometry shader passthrough emulation * Consolidate UpdateDepthMode and GetDepthMode implementation * Fix A1B5G5R5 texture format and support R4G4 on Vulkan * Add barrier before use of some modified images * Report 32 bit query result on AMD windows (smo issue) * Add texture recompression support (disabled for now) It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures * Do not report R4G4 format as supported on Vulkan It was causing mario head to become white on Super Mario 64 (???) * Improvements to -1 to 1 depth mode. - Transformation is only applied on the last stage in the vertex pipeline. - Should fix some issues with geometry and tessellation (hopefully) - Reading back FragCoord Z on fragment will transform back to -1 to 1. * Geometry Shader index count from ThreadsPerInputPrimitive Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL * Remove gl_FragDepth scaling This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade. * Add Gl StencilOp enum values to Vulkan * Update guest cache to v1.1 (due to specialization state changes) This will explode your shader cache from earlier vulkan build, but it must be done. :pensive: * Vulkan/SPIR-V support for viewport inverse * Fix typo * Don't create query pools for unsupported query types * Return of the Vector Indexing Bug One day, everyone will get this right. * Check for transform feedback query support Sometimes transform feedback is supported without the query type. * Fix gl_FragCoord.z transformation FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs. Fixes Pokemon Sword/Shield, possibly others. * Fix Avalonia Rebase Vulkan is currently not available on Avalonia, but the build does work and you can use opengl. * Fix headless build * Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host * Fix BCn 4/5 conversion, GetTextureTarget BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect. GetTextureTarget was not creating a view with the replacement format. * Fix dependency * Fix inverse viewport transform vector type on SPIR-V * Do not require null descriptors support * If MultiViewport is not supported, do not try to set more than one viewport/scissor * Bounds check on bitmap add. * Flush queries on attachment change rather than program change Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending. Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets. * Add support for avalonia (#6) * add avalonia support * only lock around skia flush * addressed review * cleanup * add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check * fix getting window handle on linux. skip render is size is 0 * Combine non-buffer with buffer image descriptor sets * Support multisample texture copy with automatic resolve on Vulkan * Remove old CompileShader methods from the Vulkan backend * Add minimal pipeline layouts that only contains used bindings They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders * Pre-compile helper shader as SPIR-V, and some fixes * Remove pre-compiled shaderc binary for Windows as its no longer needed by default * Workaround RADV crash Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist". * Use RobustBufferAccess on NVIDIA gpus Avoids the SMO waterfall triangle on older NVIDIA gpus. * Implement GPU selector and expose texture recompression on the UI and config * Fix and enable background compute shader compilation Also disables warnings from shader cache pipeline misses. * Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added * If S8D24 is not supported, use D32FS8 * Ensure all fences are destroyed on dispose * Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks * Add missing clear layer parameter after rebase * Use selected gpu from config for avalonia (#7) * use configured device * address review * Fix D32S8 copy workaround (AMD) Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things. * Use push descriptors for uniform buffer updates (disabled for now) * Push descriptor support check, buffer redundancy checks Should make push descriptors faster, needs more testing though. * Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs * Adjust bindings array sizes * Force submit command buffers if memory in use by its resources is high * Add workaround for AMD GCN cubemap view sins `ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue. This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry) Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there. * Add mobile, non-RX variants to the GCN regex. Also make sure that the 3 digit ones only include numbers starting with 7 or 8. * Increase image limit per stage from 8 to 16 Xenoblade Chronicles 2 was hiting the limit of 8 * Minor code cleanup * Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer * Add gpu selector to Avalonia (#8) * Add gpu selector to avalonia settings * show backend label on window * some fixes * address review * Minor changes to the Avalonia UI * Update graphics window UI and locales. (#9) * Update xaml and update locales * locale updates Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish? * Fix locales with more (?) correct translations. * add separator to render widget * fix spanish and portuguese * Add new IdList, replaces buffer list that could not remove elements and had unbounded growth * Don't crash the settings window if Vulkan is not supported * Fix Actions menu not being clickable on GTK UI after relaunch * Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer * Fix IdList and make it not thread safe * Revert useless OpenGL format table changes * Fix headless project build * List throws ArgumentOutOfRangeException * SPIR-V: Fix tessellation * Increase shader cache version due to tessellation fix * Reduce number of Sync objects created (improves perf in some specific titles) * Fix vulkan validation errors for NPOT compressed upload and GCN workaround. * Add timestamp to the shader cache and force rebuild if host cache is outdated * Prefer Mail box present mode for popups (#11) * Prefer Mail box present mode * fix debug * switch present mode when vsync is toggled * only disable vsync on the main window * SPIR-V: Fix geometry shader input load with transform feedback * BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0 * Fix Avalonia build * Address initial PR feedback * Only set transform feedback outputs on last vertex stage * Address riperiperi PR feedback * Remove outdated comment * Remove unused constructor * Only throw for negative results * Throw for QueueSubmit and other errors No point in delaying the inevitable * Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler * Fix some resolution scale issues * No need for two UpdateScale calls * Fix comments on SPIR-V generator project * Try to fix shader local memory size On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region? * Remove RectangleF that is now unused * Fix ImageGather with multiple offsets Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct` * Address PR feedback from jD in all projects except Avalonia * Address most of jD PR feedback on Avalonia * Remove unsafe * Fix VulkanSkiaGpu * move present mode request out of Create Swapchain method * split more parts of create swapchain * addressed reviews * addressed review * Address second batch of jD PR feedback * Fix buffer <-> image copy row length and height alignment AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes * Better fix for NPOT alignment issue * Use switch expressions on Vulkan EnumConversion Thanks jD * Fix Avalonia build * Add Vulkan selection prompt on startup * Grammar fixes on Vulkan prompt message * Add missing Vulkan migration flag Co-authored-by: riperiperi <rhy3756547@hotmail.com> Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com> Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 21:26:06 +00:00
if (ConfigurationState.Instance.Graphics.GraphicsBackend == GraphicsBackend.Vulkan)
{
Vulkan backend (#2518) * WIP Vulkan implementation * No need to initialize attributes on the SPIR-V backend anymore * Allow multithreading shaderc and vkCreateShaderModule You'll only really see the benefit here with threaded-gal or parallel shader cache compile. Fix shaderc multithreaded changes Thread safety for shaderc Options constructor Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes. * Support multiple levels/layers for blit. Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now. * TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use * New depth-stencil blit method for AMD * Workaround for AMD driver bug * Fix some tessellation related issues (still doesn't work?) * Submit command buffer before Texture GetData. (UE4 fix) * DrawTexture support * Fix BGRA on OpenGL backend * Fix rebase build break * Support format aliasing on SetImage * Fix uniform buffers being lost when bindings are out of order * Fix storage buffers being lost when bindings are out of order (also avoid allocations when changing bindings) * Use current command buffer for unscaled copy (perf) Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies. * Update to .net6 * Update Silk.NET to version 2.10.1 Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before. * Fix PrimitivesGenerated query, disable Transform Feedback queries for now Lets Splatoon 2 work on nvidia. (mostly) * Update counter queue to be similar to the OGL one Fixes softlocks when games had to flush counters. * Don't throw when ending conditional rendering for now This should be re-enabled when conditional rendering is enabled on nvidia etc. * Update findMSB/findLSB to match master's instruction enum * Fix triangle overlay on SMO, Captain Toad, maybe others? * Don't make Intel Mesa pay for Intel Windows bugs * Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders) * Update Spv.Generator * Add alpha test emulation on shader (but no shader specialisation yet...) * Fix R4G4B4A4Unorm texture format permutation * Validation layers should be enabled for any log level other than None * Add barriers around vkCmdCopyImage Write->Read barrier for src image (we want to wait for a write to read it) Write->Read barrier for dst image (we want to wait for the copy to complete before use) * Be a bit more careful with texture access flags, since it can be used for anything * Device local mapping for all buffers May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?) Also some performance things and fixes issues with opengl games loading textures weird. * Cleanup, disable device local buffers for now. * Add single queue support Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment. * Fix some validation errors around extended dynamic state * Remove Intel bug workaround, it was fixed on the latest driver * Use circular queue for checking consumption on command buffers Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once. * Use SupportBufferUpdater, add single layer flush * Fix counter queue leak when game decides to use host conditional rendering * Force device local storage for textures (fixes linux performance) * Port #3019 * Insert barriers around vkCmdBlitImage (may fix some amd flicker) * Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers * Don't pause transform feedback for multi draw * Fix draw outside of render pass and missing capability * Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more) * Better workaround for AMD vertex buffer size alignment issue * More instructions + fixes on SPIR-V backend * Allow custom aspect ratio on Vulkan * Correct GTK UI status bar positions * SPIR-V: Functions must always end with a return * SPIR-V: Fix ImageQuerySizeLod * SPIR-V: Set DepthReplacing execution mode when FragDepth is modified * SPIR-V: Implement LoopContinue IR instruction * SPIR-V: Geometry shader support * SPIR-V: Use correct binding number on storage buffers array * Reduce allocations for Spir-v serialization Passes BinaryWriter instead of the stream to Write and WriteOperand - Removes creation of BinaryWriter for each instruction - Removes allocations for literal string * Some optimizations to Spv.Generator - Dictionary for lookups of type declarations, constants, extinst - LiteralInteger internal data format -> ushort - Deterministic HashCode implementation to avoid spirv result not being the same between runs - Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost) TODO: improve instruction allocation, structured program creator, ssa? * Pool Spv.Generator resources, cache delegates, spv opts - Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module. - NewInstruction is called instead of new Instruction() - Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually. - Estimate code size when creating the output MemoryStream - LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast. Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call. TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads. * LocalDefMap for Ssa Rewriter Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator. * SPIR-V: Transform feedback support * SPIR-V: Fragment shader interlock support (and image coherency) * SPIR-V: Add early fragment tests support * SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta * Don't pass depth clip state right now (fix decals) Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted. * Multisampling support * Multisampling: Use resolve if src samples count > dst samples count * Multisampling: We can only resolve for unscaled copies * SPIR-V: Only add FSI exec mode if used. * SPIR-V: Use ConstantComposite for Texture Offset Vector Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are. * SPIR-V: Don't OpReturn if we already OpExit'ed Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist) * SPIR-V: Only use input attribute type for input attributes Output vertex attributes should always be of type float. * Multithreaded Pipeline Compilation * Address some feedback * Make this 32 * Update topology with GpuAccessorState * Cleanup for merge (note: disables spir-v) * Make more robust to shader compilation failure - Don't freeze when GLSL compilation fails - Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure. * Fix Multisampling * Only update fragment scale count if a vertex texture needs a scale. Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage. This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now. * Use a bitmap to do granular tracking for buffer uploads. This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful. Avoids ending render passes to update buffer data (not all the time) - 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI) - Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI) As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory) Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here. * Copy query results after RP ends, rather than ending to copy We need to end the render pass to get the data (submit command buffer) anyways... Reduces render passes created in games that use queries. * Rework Query stuff a bit to avoid render pass end Tries to reset returned queries in background when possible, rather than ending the render pass. Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?) * Remove unnecessary lines Was for testing * Fix validation error for query reset Need to think of a better way to do this. * SPIR-V: Fix SwizzleAdd and some validation errors * SPIR-V: Implement attribute indexing and StoreAttribute * SPIR-V: Fix TextureSize for MS and Buffer sampler types * Fix relaunch issues * SPIR-V: Implement LogicalExclusiveOr * SPIR-V: Constant buffer indexing support * Ignore unsupported attributes rather than throwing (matches current GLSL behaviour) * SPIR-V: Implement tessellation support * SPIR-V: Geometry shader passthrough support * SPIR-V: Implement StoreShader8/16 and StoreStorage8/16 * SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug * SPIR-V: Fix field index for scale count * SPIR-V: Fix another case of wrong field index * SPIRV/GLSL: More scaling related fixes * SPIR-V: Fix ImageLoad CompositeExtract component type * SPIR-V: Workaround for Intel FrontFacing bug * Enable SPIR-V backend by default * Allow null samplers (samplers are not required when only using texelFetch to access the texture) * Fix some validation errors related to texel block view usage flag and invalid image barrier base level * Use explicit subgroup size if we can (might fix some block flickering on AMD) * Take componentMask and scissor into account when clearing framebuffer attachments * Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA) * Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight) Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different * Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc) * Check if the subgroup size is supported before passing a explicit size * Only enable ShaderFloat64 if the GPU supports it * We don't need to recompile shaders if alpha test state changed but alpha test is disabled * Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before) * Fix pipeline state saving before it is updated. This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache. * Allow null samplers on OpenGL backend * _unit0Sampler should be set only for binding 0 * Remove unused PipelineConverter format variable (was causing IOR) * Raise textures limit to 64 on Vulkan * No need to pack the shader binaries if shader cache is disabled * Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL * Do not clear unbound framebuffer color attachments * Geometry shader passthrough emulation * Consolidate UpdateDepthMode and GetDepthMode implementation * Fix A1B5G5R5 texture format and support R4G4 on Vulkan * Add barrier before use of some modified images * Report 32 bit query result on AMD windows (smo issue) * Add texture recompression support (disabled for now) It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures * Do not report R4G4 format as supported on Vulkan It was causing mario head to become white on Super Mario 64 (???) * Improvements to -1 to 1 depth mode. - Transformation is only applied on the last stage in the vertex pipeline. - Should fix some issues with geometry and tessellation (hopefully) - Reading back FragCoord Z on fragment will transform back to -1 to 1. * Geometry Shader index count from ThreadsPerInputPrimitive Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL * Remove gl_FragDepth scaling This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade. * Add Gl StencilOp enum values to Vulkan * Update guest cache to v1.1 (due to specialization state changes) This will explode your shader cache from earlier vulkan build, but it must be done. :pensive: * Vulkan/SPIR-V support for viewport inverse * Fix typo * Don't create query pools for unsupported query types * Return of the Vector Indexing Bug One day, everyone will get this right. * Check for transform feedback query support Sometimes transform feedback is supported without the query type. * Fix gl_FragCoord.z transformation FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs. Fixes Pokemon Sword/Shield, possibly others. * Fix Avalonia Rebase Vulkan is currently not available on Avalonia, but the build does work and you can use opengl. * Fix headless build * Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host * Fix BCn 4/5 conversion, GetTextureTarget BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect. GetTextureTarget was not creating a view with the replacement format. * Fix dependency * Fix inverse viewport transform vector type on SPIR-V * Do not require null descriptors support * If MultiViewport is not supported, do not try to set more than one viewport/scissor * Bounds check on bitmap add. * Flush queries on attachment change rather than program change Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending. Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets. * Add support for avalonia (#6) * add avalonia support * only lock around skia flush * addressed review * cleanup * add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check * fix getting window handle on linux. skip render is size is 0 * Combine non-buffer with buffer image descriptor sets * Support multisample texture copy with automatic resolve on Vulkan * Remove old CompileShader methods from the Vulkan backend * Add minimal pipeline layouts that only contains used bindings They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders * Pre-compile helper shader as SPIR-V, and some fixes * Remove pre-compiled shaderc binary for Windows as its no longer needed by default * Workaround RADV crash Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist". * Use RobustBufferAccess on NVIDIA gpus Avoids the SMO waterfall triangle on older NVIDIA gpus. * Implement GPU selector and expose texture recompression on the UI and config * Fix and enable background compute shader compilation Also disables warnings from shader cache pipeline misses. * Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added * If S8D24 is not supported, use D32FS8 * Ensure all fences are destroyed on dispose * Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks * Add missing clear layer parameter after rebase * Use selected gpu from config for avalonia (#7) * use configured device * address review * Fix D32S8 copy workaround (AMD) Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things. * Use push descriptors for uniform buffer updates (disabled for now) * Push descriptor support check, buffer redundancy checks Should make push descriptors faster, needs more testing though. * Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs * Adjust bindings array sizes * Force submit command buffers if memory in use by its resources is high * Add workaround for AMD GCN cubemap view sins `ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue. This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry) Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there. * Add mobile, non-RX variants to the GCN regex. Also make sure that the 3 digit ones only include numbers starting with 7 or 8. * Increase image limit per stage from 8 to 16 Xenoblade Chronicles 2 was hiting the limit of 8 * Minor code cleanup * Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer * Add gpu selector to Avalonia (#8) * Add gpu selector to avalonia settings * show backend label on window * some fixes * address review * Minor changes to the Avalonia UI * Update graphics window UI and locales. (#9) * Update xaml and update locales * locale updates Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish? * Fix locales with more (?) correct translations. * add separator to render widget * fix spanish and portuguese * Add new IdList, replaces buffer list that could not remove elements and had unbounded growth * Don't crash the settings window if Vulkan is not supported * Fix Actions menu not being clickable on GTK UI after relaunch * Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer * Fix IdList and make it not thread safe * Revert useless OpenGL format table changes * Fix headless project build * List throws ArgumentOutOfRangeException * SPIR-V: Fix tessellation * Increase shader cache version due to tessellation fix * Reduce number of Sync objects created (improves perf in some specific titles) * Fix vulkan validation errors for NPOT compressed upload and GCN workaround. * Add timestamp to the shader cache and force rebuild if host cache is outdated * Prefer Mail box present mode for popups (#11) * Prefer Mail box present mode * fix debug * switch present mode when vsync is toggled * only disable vsync on the main window * SPIR-V: Fix geometry shader input load with transform feedback * BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0 * Fix Avalonia build * Address initial PR feedback * Only set transform feedback outputs on last vertex stage * Address riperiperi PR feedback * Remove outdated comment * Remove unused constructor * Only throw for negative results * Throw for QueueSubmit and other errors No point in delaying the inevitable * Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler * Fix some resolution scale issues * No need for two UpdateScale calls * Fix comments on SPIR-V generator project * Try to fix shader local memory size On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region? * Remove RectangleF that is now unused * Fix ImageGather with multiple offsets Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct` * Address PR feedback from jD in all projects except Avalonia * Address most of jD PR feedback on Avalonia * Remove unsafe * Fix VulkanSkiaGpu * move present mode request out of Create Swapchain method * split more parts of create swapchain * addressed reviews * addressed review * Address second batch of jD PR feedback * Fix buffer <-> image copy row length and height alignment AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes * Better fix for NPOT alignment issue * Use switch expressions on Vulkan EnumConversion Thanks jD * Fix Avalonia build * Add Vulkan selection prompt on startup * Grammar fixes on Vulkan prompt message * Add missing Vulkan migration flag Co-authored-by: riperiperi <rhy3756547@hotmail.com> Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com> Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 21:26:06 +00:00
string preferredGpu = ConfigurationState.Instance.Graphics.PreferredGpu.Value;
renderer = new VulkanRenderer(CreateVulkanSurface, VulkanHelper.GetRequiredInstanceExtensions, preferredGpu);
}
else
{
Vulkan backend (#2518) * WIP Vulkan implementation * No need to initialize attributes on the SPIR-V backend anymore * Allow multithreading shaderc and vkCreateShaderModule You'll only really see the benefit here with threaded-gal or parallel shader cache compile. Fix shaderc multithreaded changes Thread safety for shaderc Options constructor Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes. * Support multiple levels/layers for blit. Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now. * TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use * New depth-stencil blit method for AMD * Workaround for AMD driver bug * Fix some tessellation related issues (still doesn't work?) * Submit command buffer before Texture GetData. (UE4 fix) * DrawTexture support * Fix BGRA on OpenGL backend * Fix rebase build break * Support format aliasing on SetImage * Fix uniform buffers being lost when bindings are out of order * Fix storage buffers being lost when bindings are out of order (also avoid allocations when changing bindings) * Use current command buffer for unscaled copy (perf) Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies. * Update to .net6 * Update Silk.NET to version 2.10.1 Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before. * Fix PrimitivesGenerated query, disable Transform Feedback queries for now Lets Splatoon 2 work on nvidia. (mostly) * Update counter queue to be similar to the OGL one Fixes softlocks when games had to flush counters. * Don't throw when ending conditional rendering for now This should be re-enabled when conditional rendering is enabled on nvidia etc. * Update findMSB/findLSB to match master's instruction enum * Fix triangle overlay on SMO, Captain Toad, maybe others? * Don't make Intel Mesa pay for Intel Windows bugs * Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders) * Update Spv.Generator * Add alpha test emulation on shader (but no shader specialisation yet...) * Fix R4G4B4A4Unorm texture format permutation * Validation layers should be enabled for any log level other than None * Add barriers around vkCmdCopyImage Write->Read barrier for src image (we want to wait for a write to read it) Write->Read barrier for dst image (we want to wait for the copy to complete before use) * Be a bit more careful with texture access flags, since it can be used for anything * Device local mapping for all buffers May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?) Also some performance things and fixes issues with opengl games loading textures weird. * Cleanup, disable device local buffers for now. * Add single queue support Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment. * Fix some validation errors around extended dynamic state * Remove Intel bug workaround, it was fixed on the latest driver * Use circular queue for checking consumption on command buffers Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once. * Use SupportBufferUpdater, add single layer flush * Fix counter queue leak when game decides to use host conditional rendering * Force device local storage for textures (fixes linux performance) * Port #3019 * Insert barriers around vkCmdBlitImage (may fix some amd flicker) * Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers * Don't pause transform feedback for multi draw * Fix draw outside of render pass and missing capability * Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more) * Better workaround for AMD vertex buffer size alignment issue * More instructions + fixes on SPIR-V backend * Allow custom aspect ratio on Vulkan * Correct GTK UI status bar positions * SPIR-V: Functions must always end with a return * SPIR-V: Fix ImageQuerySizeLod * SPIR-V: Set DepthReplacing execution mode when FragDepth is modified * SPIR-V: Implement LoopContinue IR instruction * SPIR-V: Geometry shader support * SPIR-V: Use correct binding number on storage buffers array * Reduce allocations for Spir-v serialization Passes BinaryWriter instead of the stream to Write and WriteOperand - Removes creation of BinaryWriter for each instruction - Removes allocations for literal string * Some optimizations to Spv.Generator - Dictionary for lookups of type declarations, constants, extinst - LiteralInteger internal data format -> ushort - Deterministic HashCode implementation to avoid spirv result not being the same between runs - Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost) TODO: improve instruction allocation, structured program creator, ssa? * Pool Spv.Generator resources, cache delegates, spv opts - Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module. - NewInstruction is called instead of new Instruction() - Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually. - Estimate code size when creating the output MemoryStream - LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast. Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call. TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads. * LocalDefMap for Ssa Rewriter Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator. * SPIR-V: Transform feedback support * SPIR-V: Fragment shader interlock support (and image coherency) * SPIR-V: Add early fragment tests support * SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta * Don't pass depth clip state right now (fix decals) Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted. * Multisampling support * Multisampling: Use resolve if src samples count > dst samples count * Multisampling: We can only resolve for unscaled copies * SPIR-V: Only add FSI exec mode if used. * SPIR-V: Use ConstantComposite for Texture Offset Vector Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are. * SPIR-V: Don't OpReturn if we already OpExit'ed Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist) * SPIR-V: Only use input attribute type for input attributes Output vertex attributes should always be of type float. * Multithreaded Pipeline Compilation * Address some feedback * Make this 32 * Update topology with GpuAccessorState * Cleanup for merge (note: disables spir-v) * Make more robust to shader compilation failure - Don't freeze when GLSL compilation fails - Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure. * Fix Multisampling * Only update fragment scale count if a vertex texture needs a scale. Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage. This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now. * Use a bitmap to do granular tracking for buffer uploads. This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful. Avoids ending render passes to update buffer data (not all the time) - 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI) - Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI) As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory) Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here. * Copy query results after RP ends, rather than ending to copy We need to end the render pass to get the data (submit command buffer) anyways... Reduces render passes created in games that use queries. * Rework Query stuff a bit to avoid render pass end Tries to reset returned queries in background when possible, rather than ending the render pass. Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?) * Remove unnecessary lines Was for testing * Fix validation error for query reset Need to think of a better way to do this. * SPIR-V: Fix SwizzleAdd and some validation errors * SPIR-V: Implement attribute indexing and StoreAttribute * SPIR-V: Fix TextureSize for MS and Buffer sampler types * Fix relaunch issues * SPIR-V: Implement LogicalExclusiveOr * SPIR-V: Constant buffer indexing support * Ignore unsupported attributes rather than throwing (matches current GLSL behaviour) * SPIR-V: Implement tessellation support * SPIR-V: Geometry shader passthrough support * SPIR-V: Implement StoreShader8/16 and StoreStorage8/16 * SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug * SPIR-V: Fix field index for scale count * SPIR-V: Fix another case of wrong field index * SPIRV/GLSL: More scaling related fixes * SPIR-V: Fix ImageLoad CompositeExtract component type * SPIR-V: Workaround for Intel FrontFacing bug * Enable SPIR-V backend by default * Allow null samplers (samplers are not required when only using texelFetch to access the texture) * Fix some validation errors related to texel block view usage flag and invalid image barrier base level * Use explicit subgroup size if we can (might fix some block flickering on AMD) * Take componentMask and scissor into account when clearing framebuffer attachments * Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA) * Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight) Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different * Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc) * Check if the subgroup size is supported before passing a explicit size * Only enable ShaderFloat64 if the GPU supports it * We don't need to recompile shaders if alpha test state changed but alpha test is disabled * Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before) * Fix pipeline state saving before it is updated. This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache. * Allow null samplers on OpenGL backend * _unit0Sampler should be set only for binding 0 * Remove unused PipelineConverter format variable (was causing IOR) * Raise textures limit to 64 on Vulkan * No need to pack the shader binaries if shader cache is disabled * Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL * Do not clear unbound framebuffer color attachments * Geometry shader passthrough emulation * Consolidate UpdateDepthMode and GetDepthMode implementation * Fix A1B5G5R5 texture format and support R4G4 on Vulkan * Add barrier before use of some modified images * Report 32 bit query result on AMD windows (smo issue) * Add texture recompression support (disabled for now) It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures * Do not report R4G4 format as supported on Vulkan It was causing mario head to become white on Super Mario 64 (???) * Improvements to -1 to 1 depth mode. - Transformation is only applied on the last stage in the vertex pipeline. - Should fix some issues with geometry and tessellation (hopefully) - Reading back FragCoord Z on fragment will transform back to -1 to 1. * Geometry Shader index count from ThreadsPerInputPrimitive Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL * Remove gl_FragDepth scaling This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade. * Add Gl StencilOp enum values to Vulkan * Update guest cache to v1.1 (due to specialization state changes) This will explode your shader cache from earlier vulkan build, but it must be done. :pensive: * Vulkan/SPIR-V support for viewport inverse * Fix typo * Don't create query pools for unsupported query types * Return of the Vector Indexing Bug One day, everyone will get this right. * Check for transform feedback query support Sometimes transform feedback is supported without the query type. * Fix gl_FragCoord.z transformation FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs. Fixes Pokemon Sword/Shield, possibly others. * Fix Avalonia Rebase Vulkan is currently not available on Avalonia, but the build does work and you can use opengl. * Fix headless build * Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host * Fix BCn 4/5 conversion, GetTextureTarget BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect. GetTextureTarget was not creating a view with the replacement format. * Fix dependency * Fix inverse viewport transform vector type on SPIR-V * Do not require null descriptors support * If MultiViewport is not supported, do not try to set more than one viewport/scissor * Bounds check on bitmap add. * Flush queries on attachment change rather than program change Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending. Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets. * Add support for avalonia (#6) * add avalonia support * only lock around skia flush * addressed review * cleanup * add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check * fix getting window handle on linux. skip render is size is 0 * Combine non-buffer with buffer image descriptor sets * Support multisample texture copy with automatic resolve on Vulkan * Remove old CompileShader methods from the Vulkan backend * Add minimal pipeline layouts that only contains used bindings They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders * Pre-compile helper shader as SPIR-V, and some fixes * Remove pre-compiled shaderc binary for Windows as its no longer needed by default * Workaround RADV crash Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist". * Use RobustBufferAccess on NVIDIA gpus Avoids the SMO waterfall triangle on older NVIDIA gpus. * Implement GPU selector and expose texture recompression on the UI and config * Fix and enable background compute shader compilation Also disables warnings from shader cache pipeline misses. * Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added * If S8D24 is not supported, use D32FS8 * Ensure all fences are destroyed on dispose * Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks * Add missing clear layer parameter after rebase * Use selected gpu from config for avalonia (#7) * use configured device * address review * Fix D32S8 copy workaround (AMD) Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things. * Use push descriptors for uniform buffer updates (disabled for now) * Push descriptor support check, buffer redundancy checks Should make push descriptors faster, needs more testing though. * Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs * Adjust bindings array sizes * Force submit command buffers if memory in use by its resources is high * Add workaround for AMD GCN cubemap view sins `ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue. This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry) Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there. * Add mobile, non-RX variants to the GCN regex. Also make sure that the 3 digit ones only include numbers starting with 7 or 8. * Increase image limit per stage from 8 to 16 Xenoblade Chronicles 2 was hiting the limit of 8 * Minor code cleanup * Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer * Add gpu selector to Avalonia (#8) * Add gpu selector to avalonia settings * show backend label on window * some fixes * address review * Minor changes to the Avalonia UI * Update graphics window UI and locales. (#9) * Update xaml and update locales * locale updates Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish? * Fix locales with more (?) correct translations. * add separator to render widget * fix spanish and portuguese * Add new IdList, replaces buffer list that could not remove elements and had unbounded growth * Don't crash the settings window if Vulkan is not supported * Fix Actions menu not being clickable on GTK UI after relaunch * Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer * Fix IdList and make it not thread safe * Revert useless OpenGL format table changes * Fix headless project build * List throws ArgumentOutOfRangeException * SPIR-V: Fix tessellation * Increase shader cache version due to tessellation fix * Reduce number of Sync objects created (improves perf in some specific titles) * Fix vulkan validation errors for NPOT compressed upload and GCN workaround. * Add timestamp to the shader cache and force rebuild if host cache is outdated * Prefer Mail box present mode for popups (#11) * Prefer Mail box present mode * fix debug * switch present mode when vsync is toggled * only disable vsync on the main window * SPIR-V: Fix geometry shader input load with transform feedback * BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0 * Fix Avalonia build * Address initial PR feedback * Only set transform feedback outputs on last vertex stage * Address riperiperi PR feedback * Remove outdated comment * Remove unused constructor * Only throw for negative results * Throw for QueueSubmit and other errors No point in delaying the inevitable * Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler * Fix some resolution scale issues * No need for two UpdateScale calls * Fix comments on SPIR-V generator project * Try to fix shader local memory size On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region? * Remove RectangleF that is now unused * Fix ImageGather with multiple offsets Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct` * Address PR feedback from jD in all projects except Avalonia * Address most of jD PR feedback on Avalonia * Remove unsafe * Fix VulkanSkiaGpu * move present mode request out of Create Swapchain method * split more parts of create swapchain * addressed reviews * addressed review * Address second batch of jD PR feedback * Fix buffer <-> image copy row length and height alignment AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes * Better fix for NPOT alignment issue * Use switch expressions on Vulkan EnumConversion Thanks jD * Fix Avalonia build * Add Vulkan selection prompt on startup * Grammar fixes on Vulkan prompt message * Add missing Vulkan migration flag Co-authored-by: riperiperi <rhy3756547@hotmail.com> Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com> Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 21:26:06 +00:00
renderer = new OpenGLRenderer();
}
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) * Initial Implementation About as fast as nvidia GL multithreading, can be improved with faster command queuing. * Struct based command list Speeds up a bit. Still a lot of time lost to resource copy. * Do shader init while the render thread is active. * Introduce circular span pool V1 Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next. * Refactor SpanRef some more Use a struct to represent SpanRef, rather than a reference. * Flush buffers on background thread * Use a span for UpdateRenderScale. Much faster than copying the array. * Calculate command size using reflection * WIP parallel shaders * Some minor optimisation * Only 2 max refs per command now. The command with 3 refs is gone. :relieved: * Don't cast on the GPU side * Remove redundant casts, force sync on window present * Fix Shader Cache * Fix host shader save. * Fixup to work with new renderer stuff * Make command Run static, use array of delegates as lookup Profile says this takes less time than the previous way. * Bring up to date * Add settings toggle. Fix Muiltithreading Off mode. * Fix warning. * Release tracking lock for flushes * Fix Conditional Render fast path with threaded gal * Make handle iteration safe when releasing the lock This is mostly temporary. * Attempt to set backend threading on driver Only really works on nvidia before launching a game. * Fix race condition with BufferModifiedRangeList, exceptions in tracking actions * Update buffer set commands * Some cleanup * Only use stutter workaround when using opengl renderer non-threaded * Add host-conditional reservation of counter events There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made. * Address Feedback * Make counter flush tracked again. Hopefully does not cause any issues this time. * Wait for FlushTo on the main queue thread. Currently assumes only one thread will want to FlushTo (in this case, the GPU thread) * Add SDL2 headless integration * Add HLE macro commands. Co-authored-by: Mary <mary@mary.zone>
2021-08-26 22:31:29 +00:00
BackendThreading threadingMode = ConfigurationState.Instance.Graphics.BackendThreading;
bool threadedGAL = threadingMode == BackendThreading.On || (threadingMode == BackendThreading.Auto && renderer.PreferThreading);
if (threadedGAL)
{
renderer = new ThreadedRenderer(renderer);
}
Logger.Info?.PrintMsg(LogClass.Gpu, $"Backend Threading ({threadingMode}): {threadedGAL}");
IHardwareDeviceDriver deviceDriver = new DummyHardwareDeviceDriver();
if (ConfigurationState.Instance.System.AudioBackend.Value == AudioBackend.SDL2)
{
if (SDL2HardwareDeviceDriver.IsSupported)
{
deviceDriver = new SDL2HardwareDeviceDriver();
}
else
{
Logger.Warning?.Print(LogClass.Audio, "SDL2 is not supported, trying to fall back to OpenAL.");
if (OpenALHardwareDeviceDriver.IsSupported)
{
Logger.Warning?.Print(LogClass.Audio, "Found OpenAL, changing configuration.");
ConfigurationState.Instance.System.AudioBackend.Value = AudioBackend.OpenAl;
SaveConfig();
deviceDriver = new OpenALHardwareDeviceDriver();
}
else
{
Logger.Warning?.Print(LogClass.Audio, "OpenAL is not supported, trying to fall back to SoundIO.");
if (SoundIoHardwareDeviceDriver.IsSupported)
{
Logger.Warning?.Print(LogClass.Audio, "Found SoundIO, changing configuration.");
ConfigurationState.Instance.System.AudioBackend.Value = AudioBackend.SoundIo;
SaveConfig();
deviceDriver = new SoundIoHardwareDeviceDriver();
}
else
{
Logger.Warning?.Print(LogClass.Audio, "SoundIO is not supported, falling back to dummy audio out.");
}
}
}
}
else if (ConfigurationState.Instance.System.AudioBackend.Value == AudioBackend.SoundIo)
{
if (SoundIoHardwareDeviceDriver.IsSupported)
{
deviceDriver = new SoundIoHardwareDeviceDriver();
}
else
{
Logger.Warning?.Print(LogClass.Audio, "SoundIO is not supported, trying to fall back to SDL2.");
if (SDL2HardwareDeviceDriver.IsSupported)
{
Logger.Warning?.Print(LogClass.Audio, "Found SDL2, changing configuration.");
ConfigurationState.Instance.System.AudioBackend.Value = AudioBackend.SDL2;
SaveConfig();
deviceDriver = new SDL2HardwareDeviceDriver();
}
else
{
Logger.Warning?.Print(LogClass.Audio, "SDL2 is not supported, trying to fall back to OpenAL.");
if (OpenALHardwareDeviceDriver.IsSupported)
{
Logger.Warning?.Print(LogClass.Audio, "Found OpenAL, changing configuration.");
ConfigurationState.Instance.System.AudioBackend.Value = AudioBackend.OpenAl;
SaveConfig();
deviceDriver = new OpenALHardwareDeviceDriver();
}
else
{
Logger.Warning?.Print(LogClass.Audio, "OpenAL is not supported, falling back to dummy audio out.");
}
}
}
}
else if (ConfigurationState.Instance.System.AudioBackend.Value == AudioBackend.OpenAl)
{
if (OpenALHardwareDeviceDriver.IsSupported)
{
deviceDriver = new OpenALHardwareDeviceDriver();
}
else
{
Logger.Warning?.Print(LogClass.Audio, "OpenAL is not supported, trying to fall back to SDL2.");
if (SDL2HardwareDeviceDriver.IsSupported)
{
Logger.Warning?.Print(LogClass.Audio, "Found SDL2, changing configuration.");
ConfigurationState.Instance.System.AudioBackend.Value = AudioBackend.SDL2;
SaveConfig();
deviceDriver = new SDL2HardwareDeviceDriver();
}
else
{
Logger.Warning?.Print(LogClass.Audio, "SDL2 is not supported, trying to fall back to SoundIO.");
if (SoundIoHardwareDeviceDriver.IsSupported)
{
Logger.Warning?.Print(LogClass.Audio, "Found SoundIO, changing configuration.");
ConfigurationState.Instance.System.AudioBackend.Value = AudioBackend.SoundIo;
SaveConfig();
deviceDriver = new SoundIoHardwareDeviceDriver();
}
else
{
Logger.Warning?.Print(LogClass.Audio, "SoundIO is not supported, falling back to dummy audio out.");
}
}
}
}
var memoryConfiguration = ConfigurationState.Instance.System.ExpandRam.Value
? HLE.MemoryConfiguration.MemoryConfiguration6GiB
: HLE.MemoryConfiguration.MemoryConfiguration4GiB;
IntegrityCheckLevel fsIntegrityCheckLevel = ConfigurationState.Instance.System.EnableFsIntegrityChecks ? IntegrityCheckLevel.ErrorOnInvalid : IntegrityCheckLevel.None;
HLE.HLEConfiguration configuration = new HLE.HLEConfiguration(_virtualFileSystem,
_libHacHorizonManager,
_contentManager,
_accountManager,
_userChannelPersistence,
renderer,
deviceDriver,
memoryConfiguration,
_uiHandler,
(SystemLanguage)ConfigurationState.Instance.System.Language.Value,
(RegionCode)ConfigurationState.Instance.System.Region.Value,
ConfigurationState.Instance.Graphics.EnableVsync,
ConfigurationState.Instance.System.EnableDockedMode,
ConfigurationState.Instance.System.EnablePtc,
ConfigurationState.Instance.System.EnableInternetAccess,
fsIntegrityCheckLevel,
ConfigurationState.Instance.System.FsGlobalAccessLogMode,
ConfigurationState.Instance.System.SystemTimeOffset,
ConfigurationState.Instance.System.TimeZone,
POWER - Performance Optimizations With Extensive Ramifications (#2286) * Refactoring of KMemoryManager class * Replace some trivial uses of DRAM address with VA * Get rid of GetDramAddressFromVa * Abstracting more operations on derived page table class * Run auto-format on KPageTableBase * Managed to make TryConvertVaToPa private, few uses remains now * Implement guest physical pages ref counting, remove manual freeing * Make DoMmuOperation private and call new abstract methods only from the base class * Pass pages count rather than size on Map/UnmapMemory * Change memory managers to take host pointers * Fix a guest memory leak and simplify KPageTable * Expose new methods for host range query and mapping * Some refactoring of MapPagesFromClientProcess to allow proper page ref counting and mapping without KPageLists * Remove more uses of AddVaRangeToPageList, now only one remains (shared memory page checking) * Add a SharedMemoryStorage class, will be useful for host mapping * Sayonara AddVaRangeToPageList, you served us well * Start to implement host memory mapping (WIP) * Support memory tracking through host exception handling * Fix some access violations from HLE service guest memory access and CPU * Fix memory tracking * Fix mapping list bugs, including a race and a error adding mapping ranges * Simple page table for memory tracking * Simple "volatile" region handle mode * Update UBOs directly (experimental, rough) * Fix the overlap check * Only set non-modified buffers as volatile * Fix some memory tracking issues * Fix possible race in MapBufferFromClientProcess (block list updates were not locked) * Write uniform update to memory immediately, only defer the buffer set. * Fix some memory tracking issues * Pass correct pages count on shared memory unmap * Armeilleure Signal Handler v1 + Unix changes Unix currently behaves like windows, rather than remapping physical * Actually check if the host platform is unix * Fix decommit on linux. * Implement windows 10 placeholder shared memory, fix a buffer issue. * Make PTC version something that will never match with master * Remove testing variable for block count * Add reference count for memory manager, fix dispose Can still deadlock with OpenAL * Add address validation, use page table for mapped check, add docs Might clean up the page table traversing routines. * Implement batched mapping/tracking. * Move documentation, fix tests. * Cleanup uniform buffer update stuff. * Remove unnecessary assignment. * Add unsafe host mapped memory switch On by default. Would be good to turn this off for untrusted code (homebrew, exefs mods) and give the user the option to turn it on manually, though that requires some UI work. * Remove C# exception handlers They have issues due to current .NET limitations, so the meilleure one fully replaces them for now. * Fix MapPhysicalMemory on the software MemoryManager. * Null check for GetHostAddress, docs * Add configuration for setting memory manager mode (not in UI yet) * Add config to UI * Fix type mismatch on Unix signal handler code emit * Fix 6GB DRAM mode. The size can be greater than `uint.MaxValue` when the DRAM is >4GB. * Address some feedback. * More detailed error if backing memory cannot be mapped. * SetLastError on all OS functions for consistency * Force pages dirty with UBO update instead of setting them directly. Seems to be much faster across a few games. Need retesting. * Rebase, configuration rework, fix mem tracking regression * Fix race in FreePages * Set memory managers null after decrementing ref count * Remove readonly keyword, as this is now modified. * Use a local variable for the signal handler rather than a register. * Fix bug with buffer resize, and index/uniform buffer binding. Should fix flickering in games. * Add InvalidAccessHandler to MemoryTracking Doesn't do anything yet * Call invalid access handler on unmapped read/write. Same rules as the regular memory manager. * Make unsafe mapped memory its own MemoryManagerType * Move FlushUboDirty into UpdateState. * Buffer dirty cache, rather than ubo cache Much cleaner, may be reusable for Inline2Memory updates. * This doesn't return anything anymore. * Add sigaction remove methods, correct a few function signatures. * Return empty list of physical regions for size 0. * Also on AddressSpaceManager Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-05-24 20:52:44 +00:00
ConfigurationState.Instance.System.MemoryManagerMode,
ConfigurationState.Instance.System.IgnoreMissingServices,
ConfigurationState.Instance.Graphics.AspectRatio,
ConfigurationState.Instance.System.AudioVolume,
ConfigurationState.Instance.System.UseHypervisor);
_emulationContext = new HLE.Switch(configuration);
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
Vulkan backend (#2518) * WIP Vulkan implementation * No need to initialize attributes on the SPIR-V backend anymore * Allow multithreading shaderc and vkCreateShaderModule You'll only really see the benefit here with threaded-gal or parallel shader cache compile. Fix shaderc multithreaded changes Thread safety for shaderc Options constructor Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes. * Support multiple levels/layers for blit. Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now. * TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use * New depth-stencil blit method for AMD * Workaround for AMD driver bug * Fix some tessellation related issues (still doesn't work?) * Submit command buffer before Texture GetData. (UE4 fix) * DrawTexture support * Fix BGRA on OpenGL backend * Fix rebase build break * Support format aliasing on SetImage * Fix uniform buffers being lost when bindings are out of order * Fix storage buffers being lost when bindings are out of order (also avoid allocations when changing bindings) * Use current command buffer for unscaled copy (perf) Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies. * Update to .net6 * Update Silk.NET to version 2.10.1 Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before. * Fix PrimitivesGenerated query, disable Transform Feedback queries for now Lets Splatoon 2 work on nvidia. (mostly) * Update counter queue to be similar to the OGL one Fixes softlocks when games had to flush counters. * Don't throw when ending conditional rendering for now This should be re-enabled when conditional rendering is enabled on nvidia etc. * Update findMSB/findLSB to match master's instruction enum * Fix triangle overlay on SMO, Captain Toad, maybe others? * Don't make Intel Mesa pay for Intel Windows bugs * Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders) * Update Spv.Generator * Add alpha test emulation on shader (but no shader specialisation yet...) * Fix R4G4B4A4Unorm texture format permutation * Validation layers should be enabled for any log level other than None * Add barriers around vkCmdCopyImage Write->Read barrier for src image (we want to wait for a write to read it) Write->Read barrier for dst image (we want to wait for the copy to complete before use) * Be a bit more careful with texture access flags, since it can be used for anything * Device local mapping for all buffers May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?) Also some performance things and fixes issues with opengl games loading textures weird. * Cleanup, disable device local buffers for now. * Add single queue support Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment. * Fix some validation errors around extended dynamic state * Remove Intel bug workaround, it was fixed on the latest driver * Use circular queue for checking consumption on command buffers Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once. * Use SupportBufferUpdater, add single layer flush * Fix counter queue leak when game decides to use host conditional rendering * Force device local storage for textures (fixes linux performance) * Port #3019 * Insert barriers around vkCmdBlitImage (may fix some amd flicker) * Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers * Don't pause transform feedback for multi draw * Fix draw outside of render pass and missing capability * Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more) * Better workaround for AMD vertex buffer size alignment issue * More instructions + fixes on SPIR-V backend * Allow custom aspect ratio on Vulkan * Correct GTK UI status bar positions * SPIR-V: Functions must always end with a return * SPIR-V: Fix ImageQuerySizeLod * SPIR-V: Set DepthReplacing execution mode when FragDepth is modified * SPIR-V: Implement LoopContinue IR instruction * SPIR-V: Geometry shader support * SPIR-V: Use correct binding number on storage buffers array * Reduce allocations for Spir-v serialization Passes BinaryWriter instead of the stream to Write and WriteOperand - Removes creation of BinaryWriter for each instruction - Removes allocations for literal string * Some optimizations to Spv.Generator - Dictionary for lookups of type declarations, constants, extinst - LiteralInteger internal data format -> ushort - Deterministic HashCode implementation to avoid spirv result not being the same between runs - Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost) TODO: improve instruction allocation, structured program creator, ssa? * Pool Spv.Generator resources, cache delegates, spv opts - Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module. - NewInstruction is called instead of new Instruction() - Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually. - Estimate code size when creating the output MemoryStream - LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast. Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call. TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads. * LocalDefMap for Ssa Rewriter Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator. * SPIR-V: Transform feedback support * SPIR-V: Fragment shader interlock support (and image coherency) * SPIR-V: Add early fragment tests support * SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta * Don't pass depth clip state right now (fix decals) Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted. * Multisampling support * Multisampling: Use resolve if src samples count > dst samples count * Multisampling: We can only resolve for unscaled copies * SPIR-V: Only add FSI exec mode if used. * SPIR-V: Use ConstantComposite for Texture Offset Vector Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are. * SPIR-V: Don't OpReturn if we already OpExit'ed Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist) * SPIR-V: Only use input attribute type for input attributes Output vertex attributes should always be of type float. * Multithreaded Pipeline Compilation * Address some feedback * Make this 32 * Update topology with GpuAccessorState * Cleanup for merge (note: disables spir-v) * Make more robust to shader compilation failure - Don't freeze when GLSL compilation fails - Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure. * Fix Multisampling * Only update fragment scale count if a vertex texture needs a scale. Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage. This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now. * Use a bitmap to do granular tracking for buffer uploads. This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful. Avoids ending render passes to update buffer data (not all the time) - 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI) - Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI) As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory) Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here. * Copy query results after RP ends, rather than ending to copy We need to end the render pass to get the data (submit command buffer) anyways... Reduces render passes created in games that use queries. * Rework Query stuff a bit to avoid render pass end Tries to reset returned queries in background when possible, rather than ending the render pass. Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?) * Remove unnecessary lines Was for testing * Fix validation error for query reset Need to think of a better way to do this. * SPIR-V: Fix SwizzleAdd and some validation errors * SPIR-V: Implement attribute indexing and StoreAttribute * SPIR-V: Fix TextureSize for MS and Buffer sampler types * Fix relaunch issues * SPIR-V: Implement LogicalExclusiveOr * SPIR-V: Constant buffer indexing support * Ignore unsupported attributes rather than throwing (matches current GLSL behaviour) * SPIR-V: Implement tessellation support * SPIR-V: Geometry shader passthrough support * SPIR-V: Implement StoreShader8/16 and StoreStorage8/16 * SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug * SPIR-V: Fix field index for scale count * SPIR-V: Fix another case of wrong field index * SPIRV/GLSL: More scaling related fixes * SPIR-V: Fix ImageLoad CompositeExtract component type * SPIR-V: Workaround for Intel FrontFacing bug * Enable SPIR-V backend by default * Allow null samplers (samplers are not required when only using texelFetch to access the texture) * Fix some validation errors related to texel block view usage flag and invalid image barrier base level * Use explicit subgroup size if we can (might fix some block flickering on AMD) * Take componentMask and scissor into account when clearing framebuffer attachments * Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA) * Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight) Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different * Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc) * Check if the subgroup size is supported before passing a explicit size * Only enable ShaderFloat64 if the GPU supports it * We don't need to recompile shaders if alpha test state changed but alpha test is disabled * Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before) * Fix pipeline state saving before it is updated. This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache. * Allow null samplers on OpenGL backend * _unit0Sampler should be set only for binding 0 * Remove unused PipelineConverter format variable (was causing IOR) * Raise textures limit to 64 on Vulkan * No need to pack the shader binaries if shader cache is disabled * Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL * Do not clear unbound framebuffer color attachments * Geometry shader passthrough emulation * Consolidate UpdateDepthMode and GetDepthMode implementation * Fix A1B5G5R5 texture format and support R4G4 on Vulkan * Add barrier before use of some modified images * Report 32 bit query result on AMD windows (smo issue) * Add texture recompression support (disabled for now) It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures * Do not report R4G4 format as supported on Vulkan It was causing mario head to become white on Super Mario 64 (???) * Improvements to -1 to 1 depth mode. - Transformation is only applied on the last stage in the vertex pipeline. - Should fix some issues with geometry and tessellation (hopefully) - Reading back FragCoord Z on fragment will transform back to -1 to 1. * Geometry Shader index count from ThreadsPerInputPrimitive Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL * Remove gl_FragDepth scaling This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade. * Add Gl StencilOp enum values to Vulkan * Update guest cache to v1.1 (due to specialization state changes) This will explode your shader cache from earlier vulkan build, but it must be done. :pensive: * Vulkan/SPIR-V support for viewport inverse * Fix typo * Don't create query pools for unsupported query types * Return of the Vector Indexing Bug One day, everyone will get this right. * Check for transform feedback query support Sometimes transform feedback is supported without the query type. * Fix gl_FragCoord.z transformation FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs. Fixes Pokemon Sword/Shield, possibly others. * Fix Avalonia Rebase Vulkan is currently not available on Avalonia, but the build does work and you can use opengl. * Fix headless build * Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host * Fix BCn 4/5 conversion, GetTextureTarget BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect. GetTextureTarget was not creating a view with the replacement format. * Fix dependency * Fix inverse viewport transform vector type on SPIR-V * Do not require null descriptors support * If MultiViewport is not supported, do not try to set more than one viewport/scissor * Bounds check on bitmap add. * Flush queries on attachment change rather than program change Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending. Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets. * Add support for avalonia (#6) * add avalonia support * only lock around skia flush * addressed review * cleanup * add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check * fix getting window handle on linux. skip render is size is 0 * Combine non-buffer with buffer image descriptor sets * Support multisample texture copy with automatic resolve on Vulkan * Remove old CompileShader methods from the Vulkan backend * Add minimal pipeline layouts that only contains used bindings They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders * Pre-compile helper shader as SPIR-V, and some fixes * Remove pre-compiled shaderc binary for Windows as its no longer needed by default * Workaround RADV crash Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist". * Use RobustBufferAccess on NVIDIA gpus Avoids the SMO waterfall triangle on older NVIDIA gpus. * Implement GPU selector and expose texture recompression on the UI and config * Fix and enable background compute shader compilation Also disables warnings from shader cache pipeline misses. * Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added * If S8D24 is not supported, use D32FS8 * Ensure all fences are destroyed on dispose * Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks * Add missing clear layer parameter after rebase * Use selected gpu from config for avalonia (#7) * use configured device * address review * Fix D32S8 copy workaround (AMD) Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things. * Use push descriptors for uniform buffer updates (disabled for now) * Push descriptor support check, buffer redundancy checks Should make push descriptors faster, needs more testing though. * Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs * Adjust bindings array sizes * Force submit command buffers if memory in use by its resources is high * Add workaround for AMD GCN cubemap view sins `ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue. This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry) Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there. * Add mobile, non-RX variants to the GCN regex. Also make sure that the 3 digit ones only include numbers starting with 7 or 8. * Increase image limit per stage from 8 to 16 Xenoblade Chronicles 2 was hiting the limit of 8 * Minor code cleanup * Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer * Add gpu selector to Avalonia (#8) * Add gpu selector to avalonia settings * show backend label on window * some fixes * address review * Minor changes to the Avalonia UI * Update graphics window UI and locales. (#9) * Update xaml and update locales * locale updates Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish? * Fix locales with more (?) correct translations. * add separator to render widget * fix spanish and portuguese * Add new IdList, replaces buffer list that could not remove elements and had unbounded growth * Don't crash the settings window if Vulkan is not supported * Fix Actions menu not being clickable on GTK UI after relaunch * Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer * Fix IdList and make it not thread safe * Revert useless OpenGL format table changes * Fix headless project build * List throws ArgumentOutOfRangeException * SPIR-V: Fix tessellation * Increase shader cache version due to tessellation fix * Reduce number of Sync objects created (improves perf in some specific titles) * Fix vulkan validation errors for NPOT compressed upload and GCN workaround. * Add timestamp to the shader cache and force rebuild if host cache is outdated * Prefer Mail box present mode for popups (#11) * Prefer Mail box present mode * fix debug * switch present mode when vsync is toggled * only disable vsync on the main window * SPIR-V: Fix geometry shader input load with transform feedback * BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0 * Fix Avalonia build * Address initial PR feedback * Only set transform feedback outputs on last vertex stage * Address riperiperi PR feedback * Remove outdated comment * Remove unused constructor * Only throw for negative results * Throw for QueueSubmit and other errors No point in delaying the inevitable * Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler * Fix some resolution scale issues * No need for two UpdateScale calls * Fix comments on SPIR-V generator project * Try to fix shader local memory size On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region? * Remove RectangleF that is now unused * Fix ImageGather with multiple offsets Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct` * Address PR feedback from jD in all projects except Avalonia * Address most of jD PR feedback on Avalonia * Remove unsafe * Fix VulkanSkiaGpu * move present mode request out of Create Swapchain method * split more parts of create swapchain * addressed reviews * addressed review * Address second batch of jD PR feedback * Fix buffer <-> image copy row length and height alignment AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes * Better fix for NPOT alignment issue * Use switch expressions on Vulkan EnumConversion Thanks jD * Fix Avalonia build * Add Vulkan selection prompt on startup * Grammar fixes on Vulkan prompt message * Add missing Vulkan migration flag Co-authored-by: riperiperi <rhy3756547@hotmail.com> Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com> Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 21:26:06 +00:00
private SurfaceKHR CreateVulkanSurface(Instance instance, Vk vk)
{
return new SurfaceKHR((ulong)((VKRenderer)RendererWidget).CreateWindowSurface(instance.Handle));
}
private void SetupProgressUiHandlers()
{
if (_emulationContext.Processes.ActiveApplication.DiskCacheLoadState != null)
{
_emulationContext.Processes.ActiveApplication.DiskCacheLoadState.StateChanged -= ProgressHandler;
_emulationContext.Processes.ActiveApplication.DiskCacheLoadState.StateChanged += ProgressHandler;
}
_emulationContext.Gpu.ShaderCacheStateChanged -= ProgressHandler;
_emulationContext.Gpu.ShaderCacheStateChanged += ProgressHandler;
}
private void ProgressHandler<T>(T state, int current, int total) where T : Enum
{
bool visible;
string label;
switch (state)
{
case LoadState ptcState:
visible = ptcState != LoadState.Loaded;
label = $"PTC : {current}/{total}";
break;
case ShaderCacheLoadingState shaderCacheState:
visible = shaderCacheState != ShaderCacheLoadingState.Loaded;
label = $"Shaders : {current}/{total}";
break;
default:
throw new ArgumentException($"Unknown Progress Handler type {typeof(T)}");
}
Application.Invoke(delegate
{
_loadingStatusLabel.Text = label;
_loadingStatusBar.Fraction = total > 0 ? (double)current / total : 0;
_loadingStatusBar.Visible = visible;
_loadingStatusLabel.Visible = visible;
});
}
public void UpdateGameTable()
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
if (_updatingGameTable || _gameLoaded)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
return;
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
_updatingGameTable = true;
_tableStore.Clear();
Thread applicationLibraryThread = new Thread(() =>
{
_applicationLibrary.LoadApplications(ConfigurationState.Instance.Ui.GameDirs, ConfigurationState.Instance.System.Language);
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
_updatingGameTable = false;
});
applicationLibraryThread.Name = "GUI.ApplicationLibraryThread";
applicationLibraryThread.IsBackground = true;
applicationLibraryThread.Start();
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
[Conditional("RELEASE")]
public void PerformanceCheck()
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
if (ConfigurationState.Instance.Logger.EnableTrace.Value)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
MessageDialog debugWarningDialog = new MessageDialog(this, DialogFlags.Modal, MessageType.Warning, ButtonsType.YesNo, null)
{
Title = "Ryujinx - Warning",
Text = "You have trace logging enabled, which is designed to be used by developers only.",
SecondaryText = "For optimal performance, it's recommended to disable trace logging. Would you like to disable trace logging now?"
};
if (debugWarningDialog.Run() == (int)ResponseType.Yes)
{
ConfigurationState.Instance.Logger.EnableTrace.Value = false;
SaveConfig();
}
debugWarningDialog.Dispose();
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
if (!string.IsNullOrWhiteSpace(ConfigurationState.Instance.Graphics.ShadersDumpPath.Value))
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
MessageDialog shadersDumpWarningDialog = new MessageDialog(this, DialogFlags.Modal, MessageType.Warning, ButtonsType.YesNo, null)
{
Title = "Ryujinx - Warning",
Text = "You have shader dumping enabled, which is designed to be used by developers only.",
SecondaryText = "For optimal performance, it's recommended to disable shader dumping. Would you like to disable shader dumping now?"
};
if (shadersDumpWarningDialog.Run() == (int)ResponseType.Yes)
{
ConfigurationState.Instance.Graphics.ShadersDumpPath.Value = "";
SaveConfig();
}
shadersDumpWarningDialog.Dispose();
}
}
private bool LoadApplication(string path, bool isFirmwareTitle)
{
SystemVersion firmwareVersion = _contentManager.GetCurrentFirmwareVersion();
if (!SetupValidator.CanStartApplication(_contentManager, path, out UserError userError))
{
if (SetupValidator.CanFixStartApplication(_contentManager, path, userError, out firmwareVersion))
{
string message = $"Would you like to install the firmware embedded in this game? (Firmware {firmwareVersion.VersionString})";
ResponseType responseDialog = (ResponseType)GtkDialog.CreateConfirmationDialog("No Firmware Installed", message).Run();
if (responseDialog != ResponseType.Yes || !SetupValidator.TryFixStartApplication(_contentManager, path, userError, out _))
{
UserErrorDialog.CreateUserErrorDialog(userError);
return false;
}
// Tell the user that we installed a firmware for them.
firmwareVersion = _contentManager.GetCurrentFirmwareVersion();
RefreshFirmwareLabel();
message = $"No installed firmware was found but Ryujinx was able to install firmware {firmwareVersion.VersionString} from the provided game.\nThe emulator will now start.";
GtkDialog.CreateInfoDialog($"Firmware {firmwareVersion.VersionString} was installed", message);
}
else
{
UserErrorDialog.CreateUserErrorDialog(userError);
return false;
}
}
Logger.Notice.Print(LogClass.Application, $"Using Firmware Version: {firmwareVersion?.VersionString}");
if (isFirmwareTitle)
{
Logger.Info?.Print(LogClass.Application, "Loading as Firmware Title (NCA).");
return _emulationContext.LoadNca(path);
}
if (Directory.Exists(path))
{
string[] romFsFiles = Directory.GetFiles(path, "*.istorage");
if (romFsFiles.Length == 0)
{
romFsFiles = Directory.GetFiles(path, "*.romfs");
}
if (romFsFiles.Length > 0)
{
Logger.Info?.Print(LogClass.Application, "Loading as cart with RomFS.");
return _emulationContext.LoadCart(path, romFsFiles[0]);
}
Logger.Info?.Print(LogClass.Application, "Loading as cart WITHOUT RomFS.");
return _emulationContext.LoadCart(path);
}
if (File.Exists(path))
{
switch (System.IO.Path.GetExtension(path).ToLowerInvariant())
{
case ".xci":
Logger.Info?.Print(LogClass.Application, "Loading as XCI.");
return _emulationContext.LoadXci(path);
case ".nca":
Logger.Info?.Print(LogClass.Application, "Loading as NCA.");
return _emulationContext.LoadNca(path);
case ".nsp":
case ".pfs0":
Logger.Info?.Print(LogClass.Application, "Loading as NSP.");
return _emulationContext.LoadNsp(path);
default:
Logger.Info?.Print(LogClass.Application, "Loading as Homebrew.");
try
{
return _emulationContext.LoadProgram(path);
}
catch (ArgumentOutOfRangeException)
{
Logger.Error?.Print(LogClass.Application, "The specified file is not supported by Ryujinx.");
return false;
}
}
}
Logger.Warning?.Print(LogClass.Application, "Please specify a valid XCI/NCA/NSP/PFS0/NRO file.");
return false;
}
public void RunApplication(string path, bool startFullscreen = false)
{
if (_gameLoaded)
{
GtkDialog.CreateInfoDialog("A game has already been loaded", "Please stop emulation or close the emulator before launching another game.");
}
else
{
PerformanceCheck();
Logger.RestartTime();
RendererWidget = CreateRendererWidget();
SwitchToRenderWidget(startFullscreen);
InitializeSwitchInstance();
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
UpdateGraphicsConfig();
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
bool isFirmwareTitle = false;
if (path.StartsWith("@SystemContent"))
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
path = _virtualFileSystem.SwitchPathToSystemPath(path);
isFirmwareTitle = true;
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
if (!LoadApplication(path, isFirmwareTitle))
{
_emulationContext.Dispose();
SwitchToGameTable();
return;
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
SetupProgressUiHandlers();
_currentEmulatedGamePath = path;
_deviceExitStatus.Reset();
Translator.IsReadyForTranslation.Reset();
Thread windowThread = new(CreateGameWindow)
{
Name = "GUI.WindowThread"
};
windowThread.Start();
_gameLoaded = true;
_actionMenu.Sensitive = true;
UpdateMenuItem.Sensitive = false;
_lastScannedAmiiboId = "";
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
_firmwareInstallFile.Sensitive = false;
_firmwareInstallDirectory.Sensitive = false;
DiscordIntegrationModule.SwitchToPlayingState(_emulationContext.Processes.ActiveApplication.ProgramIdText,
_emulationContext.Processes.ActiveApplication.ApplicationControlProperties.Title[(int)_emulationContext.System.State.DesiredTitleLanguage].NameString.ToString());
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
_applicationLibrary.LoadAndSaveMetaData(_emulationContext.Processes.ActiveApplication.ProgramIdText, appMetadata =>
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
appMetadata.LastPlayed = DateTime.UtcNow.ToString();
});
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
}
private RendererWidgetBase CreateRendererWidget()
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
Vulkan backend (#2518) * WIP Vulkan implementation * No need to initialize attributes on the SPIR-V backend anymore * Allow multithreading shaderc and vkCreateShaderModule You'll only really see the benefit here with threaded-gal or parallel shader cache compile. Fix shaderc multithreaded changes Thread safety for shaderc Options constructor Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes. * Support multiple levels/layers for blit. Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now. * TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use * New depth-stencil blit method for AMD * Workaround for AMD driver bug * Fix some tessellation related issues (still doesn't work?) * Submit command buffer before Texture GetData. (UE4 fix) * DrawTexture support * Fix BGRA on OpenGL backend * Fix rebase build break * Support format aliasing on SetImage * Fix uniform buffers being lost when bindings are out of order * Fix storage buffers being lost when bindings are out of order (also avoid allocations when changing bindings) * Use current command buffer for unscaled copy (perf) Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies. * Update to .net6 * Update Silk.NET to version 2.10.1 Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before. * Fix PrimitivesGenerated query, disable Transform Feedback queries for now Lets Splatoon 2 work on nvidia. (mostly) * Update counter queue to be similar to the OGL one Fixes softlocks when games had to flush counters. * Don't throw when ending conditional rendering for now This should be re-enabled when conditional rendering is enabled on nvidia etc. * Update findMSB/findLSB to match master's instruction enum * Fix triangle overlay on SMO, Captain Toad, maybe others? * Don't make Intel Mesa pay for Intel Windows bugs * Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders) * Update Spv.Generator * Add alpha test emulation on shader (but no shader specialisation yet...) * Fix R4G4B4A4Unorm texture format permutation * Validation layers should be enabled for any log level other than None * Add barriers around vkCmdCopyImage Write->Read barrier for src image (we want to wait for a write to read it) Write->Read barrier for dst image (we want to wait for the copy to complete before use) * Be a bit more careful with texture access flags, since it can be used for anything * Device local mapping for all buffers May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?) Also some performance things and fixes issues with opengl games loading textures weird. * Cleanup, disable device local buffers for now. * Add single queue support Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment. * Fix some validation errors around extended dynamic state * Remove Intel bug workaround, it was fixed on the latest driver * Use circular queue for checking consumption on command buffers Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once. * Use SupportBufferUpdater, add single layer flush * Fix counter queue leak when game decides to use host conditional rendering * Force device local storage for textures (fixes linux performance) * Port #3019 * Insert barriers around vkCmdBlitImage (may fix some amd flicker) * Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers * Don't pause transform feedback for multi draw * Fix draw outside of render pass and missing capability * Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more) * Better workaround for AMD vertex buffer size alignment issue * More instructions + fixes on SPIR-V backend * Allow custom aspect ratio on Vulkan * Correct GTK UI status bar positions * SPIR-V: Functions must always end with a return * SPIR-V: Fix ImageQuerySizeLod * SPIR-V: Set DepthReplacing execution mode when FragDepth is modified * SPIR-V: Implement LoopContinue IR instruction * SPIR-V: Geometry shader support * SPIR-V: Use correct binding number on storage buffers array * Reduce allocations for Spir-v serialization Passes BinaryWriter instead of the stream to Write and WriteOperand - Removes creation of BinaryWriter for each instruction - Removes allocations for literal string * Some optimizations to Spv.Generator - Dictionary for lookups of type declarations, constants, extinst - LiteralInteger internal data format -> ushort - Deterministic HashCode implementation to avoid spirv result not being the same between runs - Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost) TODO: improve instruction allocation, structured program creator, ssa? * Pool Spv.Generator resources, cache delegates, spv opts - Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module. - NewInstruction is called instead of new Instruction() - Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually. - Estimate code size when creating the output MemoryStream - LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast. Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call. TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads. * LocalDefMap for Ssa Rewriter Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator. * SPIR-V: Transform feedback support * SPIR-V: Fragment shader interlock support (and image coherency) * SPIR-V: Add early fragment tests support * SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta * Don't pass depth clip state right now (fix decals) Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted. * Multisampling support * Multisampling: Use resolve if src samples count > dst samples count * Multisampling: We can only resolve for unscaled copies * SPIR-V: Only add FSI exec mode if used. * SPIR-V: Use ConstantComposite for Texture Offset Vector Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are. * SPIR-V: Don't OpReturn if we already OpExit'ed Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist) * SPIR-V: Only use input attribute type for input attributes Output vertex attributes should always be of type float. * Multithreaded Pipeline Compilation * Address some feedback * Make this 32 * Update topology with GpuAccessorState * Cleanup for merge (note: disables spir-v) * Make more robust to shader compilation failure - Don't freeze when GLSL compilation fails - Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure. * Fix Multisampling * Only update fragment scale count if a vertex texture needs a scale. Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage. This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now. * Use a bitmap to do granular tracking for buffer uploads. This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful. Avoids ending render passes to update buffer data (not all the time) - 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI) - Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI) As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory) Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here. * Copy query results after RP ends, rather than ending to copy We need to end the render pass to get the data (submit command buffer) anyways... Reduces render passes created in games that use queries. * Rework Query stuff a bit to avoid render pass end Tries to reset returned queries in background when possible, rather than ending the render pass. Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?) * Remove unnecessary lines Was for testing * Fix validation error for query reset Need to think of a better way to do this. * SPIR-V: Fix SwizzleAdd and some validation errors * SPIR-V: Implement attribute indexing and StoreAttribute * SPIR-V: Fix TextureSize for MS and Buffer sampler types * Fix relaunch issues * SPIR-V: Implement LogicalExclusiveOr * SPIR-V: Constant buffer indexing support * Ignore unsupported attributes rather than throwing (matches current GLSL behaviour) * SPIR-V: Implement tessellation support * SPIR-V: Geometry shader passthrough support * SPIR-V: Implement StoreShader8/16 and StoreStorage8/16 * SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug * SPIR-V: Fix field index for scale count * SPIR-V: Fix another case of wrong field index * SPIRV/GLSL: More scaling related fixes * SPIR-V: Fix ImageLoad CompositeExtract component type * SPIR-V: Workaround for Intel FrontFacing bug * Enable SPIR-V backend by default * Allow null samplers (samplers are not required when only using texelFetch to access the texture) * Fix some validation errors related to texel block view usage flag and invalid image barrier base level * Use explicit subgroup size if we can (might fix some block flickering on AMD) * Take componentMask and scissor into account when clearing framebuffer attachments * Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA) * Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight) Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different * Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc) * Check if the subgroup size is supported before passing a explicit size * Only enable ShaderFloat64 if the GPU supports it * We don't need to recompile shaders if alpha test state changed but alpha test is disabled * Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before) * Fix pipeline state saving before it is updated. This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache. * Allow null samplers on OpenGL backend * _unit0Sampler should be set only for binding 0 * Remove unused PipelineConverter format variable (was causing IOR) * Raise textures limit to 64 on Vulkan * No need to pack the shader binaries if shader cache is disabled * Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL * Do not clear unbound framebuffer color attachments * Geometry shader passthrough emulation * Consolidate UpdateDepthMode and GetDepthMode implementation * Fix A1B5G5R5 texture format and support R4G4 on Vulkan * Add barrier before use of some modified images * Report 32 bit query result on AMD windows (smo issue) * Add texture recompression support (disabled for now) It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures * Do not report R4G4 format as supported on Vulkan It was causing mario head to become white on Super Mario 64 (???) * Improvements to -1 to 1 depth mode. - Transformation is only applied on the last stage in the vertex pipeline. - Should fix some issues with geometry and tessellation (hopefully) - Reading back FragCoord Z on fragment will transform back to -1 to 1. * Geometry Shader index count from ThreadsPerInputPrimitive Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL * Remove gl_FragDepth scaling This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade. * Add Gl StencilOp enum values to Vulkan * Update guest cache to v1.1 (due to specialization state changes) This will explode your shader cache from earlier vulkan build, but it must be done. :pensive: * Vulkan/SPIR-V support for viewport inverse * Fix typo * Don't create query pools for unsupported query types * Return of the Vector Indexing Bug One day, everyone will get this right. * Check for transform feedback query support Sometimes transform feedback is supported without the query type. * Fix gl_FragCoord.z transformation FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs. Fixes Pokemon Sword/Shield, possibly others. * Fix Avalonia Rebase Vulkan is currently not available on Avalonia, but the build does work and you can use opengl. * Fix headless build * Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host * Fix BCn 4/5 conversion, GetTextureTarget BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect. GetTextureTarget was not creating a view with the replacement format. * Fix dependency * Fix inverse viewport transform vector type on SPIR-V * Do not require null descriptors support * If MultiViewport is not supported, do not try to set more than one viewport/scissor * Bounds check on bitmap add. * Flush queries on attachment change rather than program change Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending. Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets. * Add support for avalonia (#6) * add avalonia support * only lock around skia flush * addressed review * cleanup * add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check * fix getting window handle on linux. skip render is size is 0 * Combine non-buffer with buffer image descriptor sets * Support multisample texture copy with automatic resolve on Vulkan * Remove old CompileShader methods from the Vulkan backend * Add minimal pipeline layouts that only contains used bindings They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders * Pre-compile helper shader as SPIR-V, and some fixes * Remove pre-compiled shaderc binary for Windows as its no longer needed by default * Workaround RADV crash Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist". * Use RobustBufferAccess on NVIDIA gpus Avoids the SMO waterfall triangle on older NVIDIA gpus. * Implement GPU selector and expose texture recompression on the UI and config * Fix and enable background compute shader compilation Also disables warnings from shader cache pipeline misses. * Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added * If S8D24 is not supported, use D32FS8 * Ensure all fences are destroyed on dispose * Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks * Add missing clear layer parameter after rebase * Use selected gpu from config for avalonia (#7) * use configured device * address review * Fix D32S8 copy workaround (AMD) Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things. * Use push descriptors for uniform buffer updates (disabled for now) * Push descriptor support check, buffer redundancy checks Should make push descriptors faster, needs more testing though. * Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs * Adjust bindings array sizes * Force submit command buffers if memory in use by its resources is high * Add workaround for AMD GCN cubemap view sins `ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue. This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry) Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there. * Add mobile, non-RX variants to the GCN regex. Also make sure that the 3 digit ones only include numbers starting with 7 or 8. * Increase image limit per stage from 8 to 16 Xenoblade Chronicles 2 was hiting the limit of 8 * Minor code cleanup * Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer * Add gpu selector to Avalonia (#8) * Add gpu selector to avalonia settings * show backend label on window * some fixes * address review * Minor changes to the Avalonia UI * Update graphics window UI and locales. (#9) * Update xaml and update locales * locale updates Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish? * Fix locales with more (?) correct translations. * add separator to render widget * fix spanish and portuguese * Add new IdList, replaces buffer list that could not remove elements and had unbounded growth * Don't crash the settings window if Vulkan is not supported * Fix Actions menu not being clickable on GTK UI after relaunch * Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer * Fix IdList and make it not thread safe * Revert useless OpenGL format table changes * Fix headless project build * List throws ArgumentOutOfRangeException * SPIR-V: Fix tessellation * Increase shader cache version due to tessellation fix * Reduce number of Sync objects created (improves perf in some specific titles) * Fix vulkan validation errors for NPOT compressed upload and GCN workaround. * Add timestamp to the shader cache and force rebuild if host cache is outdated * Prefer Mail box present mode for popups (#11) * Prefer Mail box present mode * fix debug * switch present mode when vsync is toggled * only disable vsync on the main window * SPIR-V: Fix geometry shader input load with transform feedback * BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0 * Fix Avalonia build * Address initial PR feedback * Only set transform feedback outputs on last vertex stage * Address riperiperi PR feedback * Remove outdated comment * Remove unused constructor * Only throw for negative results * Throw for QueueSubmit and other errors No point in delaying the inevitable * Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler * Fix some resolution scale issues * No need for two UpdateScale calls * Fix comments on SPIR-V generator project * Try to fix shader local memory size On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region? * Remove RectangleF that is now unused * Fix ImageGather with multiple offsets Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct` * Address PR feedback from jD in all projects except Avalonia * Address most of jD PR feedback on Avalonia * Remove unsafe * Fix VulkanSkiaGpu * move present mode request out of Create Swapchain method * split more parts of create swapchain * addressed reviews * addressed review * Address second batch of jD PR feedback * Fix buffer <-> image copy row length and height alignment AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes * Better fix for NPOT alignment issue * Use switch expressions on Vulkan EnumConversion Thanks jD * Fix Avalonia build * Add Vulkan selection prompt on startup * Grammar fixes on Vulkan prompt message * Add missing Vulkan migration flag Co-authored-by: riperiperi <rhy3756547@hotmail.com> Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com> Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 21:26:06 +00:00
if (ConfigurationState.Instance.Graphics.GraphicsBackend == GraphicsBackend.Vulkan)
{
return new VKRenderer(InputManager, ConfigurationState.Instance.Logger.GraphicsDebugLevel);
}
else
{
return new GlRenderer(InputManager, ConfigurationState.Instance.Logger.GraphicsDebugLevel);
}
}
private void SwitchToRenderWidget(bool startFullscreen = false)
{
_viewBox.Remove(_gameTableWindow);
RendererWidget.Expand = true;
_viewBox.Child = RendererWidget;
RendererWidget.ShowAll();
EditFooterForGameRenderer();
if (Window.State.HasFlag(Gdk.WindowState.Fullscreen))
{
ToggleExtraWidgets(false);
}
else if (startFullscreen || ConfigurationState.Instance.Ui.StartFullscreen.Value)
{
FullScreen_Toggled(null, null);
}
}
private void SwitchToGameTable()
{
if (Window.State.HasFlag(Gdk.WindowState.Fullscreen))
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
ToggleExtraWidgets(true);
}
RendererWidget.Exit();
2020-07-23 13:12:19 +00:00
if (RendererWidget.Window != Window && RendererWidget.Window != null)
{
RendererWidget.Window.Dispose();
}
RendererWidget.Dispose();
if (OperatingSystem.IsWindows())
{
_windowsMultimediaTimerResolution?.Dispose();
_windowsMultimediaTimerResolution = null;
}
DisplaySleep.Restore();
_viewBox.Remove(RendererWidget);
_viewBox.Add(_gameTableWindow);
Add Profiled Persistent Translation Cache. (#769) * Delete DelegateTypes.cs * Delete DelegateCache.cs * Add files via upload * Update Horizon.cs * Update Program.cs * Update MainWindow.cs * Update Aot.cs * Update RelocEntry.cs * Update Translator.cs * Update MemoryManager.cs * Update InstEmitMemoryHelper.cs * Update Delegates.cs * Nit. * Nit. * Nit. * 10 fewer MSIL bytes for us * Add comment. Nits. * Update Translator.cs * Update Aot.cs * Nits. * Opt.. * Opt.. * Opt.. * Opt.. * Allow to change compression level. * Update MemoryManager.cs * Update Translator.cs * Manage corner cases during the save phase. Nits. * Update Aot.cs * Translator response tweak for Aot disabled. Nit. * Nit. * Nits. * Create DelegateHelpers.cs * Update Delegates.cs * Nit. * Nit. * Nits. * Fix due to #784. * Fixes due to #757 & #841. * Fix due to #846. * Fix due to #847. * Use MethodInfo for managed method calls. Use IR methods instead of managed methods about Max/Min (S/U). Follow-ups & Nits. * Add missing exception messages. Reintroduce slow path for Fmov_Vi. Implement slow path for Fmov_Si. * Switch to the new folder structure. Nits. * Impl. index-based relocation information. Impl. cache file version field. * Nit. * Address gdkchan comments. Mainly: - fixed cache file corruption issue on exit; - exposed a way to disable AOT on the GUI. * Address AcK77 comment. * Address Thealexbarney, jduncanator & emmauss comments. Header magic, CpuId (FI) & Aot -> Ptc. * Adaptation to the new application reloading system. Improvements to the call system of managed methods. Follow-ups. Nits. * Get the same boot times as on master when PTC is disabled. * Profiled Aot. * A32 support (#897). * #975 support (1 of 2). * #975 support (2 of 2). * Rebase fix & nits. * Some fixes and nits (still one bug left). * One fix & nits. * Tests fix (by gdk) & nits. * Support translations not only in high quality and rejit. Nits. * Added possibility to skip translations and continue execution, using `ESC` key. * Update SettingsWindow.cs * Update GLRenderer.cs * Update Ptc.cs * Disabled Profiled PTC by default as requested in the past by gdk. * Fix rejit bug. Increased number of parallel translations. Add stack unwinding stuffs support (1 of 2). Nits. * Add stack unwinding stuffs support (2 of 2). Tuned number of parallel translations. * Restored the ability to assemble jumps with 8-bit offset when Profiled PTC is disabled or during profiling. Modifications due to rebase. Nits. * Limited profiling of the functions to be translated to the addresses belonging to the range of static objects only. * Nits. * Nits. * Update Delegates.cs * Nit. * Update InstEmitSimdArithmetic.cs * Address riperiperi comments. * Fixed the issue of unjustifiably longer boot times at the second boot than at the first boot, measured at the same time or reference point and with the same number of translated functions. * Implemented a simple redundant load/save mechanism. Halved the value of Decoder.MaxInstsPerFunction more appropriate for the current performance of the Translator. Replaced by Logger.PrintError to Logger.PrintDebug in TexturePool.cs about the supposed invalid texture format to avoid the spawn of the log. Nits. * Nit. Improved Logger.PrintError in TexturePool.cs to avoid log spawn. Added missing code for FZ handling (in output) for fp max/min instructions (slow paths). * Add configuration migration for PTC Co-authored-by: Thog <me@thog.eu>
2020-06-16 18:28:02 +00:00
_gameTableWindow.Expand = true;
Window.Title = $"Ryujinx {Program.Version}";
2020-07-23 13:12:19 +00:00
_emulationContext = null;
_gameLoaded = false;
RendererWidget = null;
DiscordIntegrationModule.SwitchToMainMenu();
RecreateFooterForMenu();
UpdateColumns();
UpdateGameTable();
Vulkan backend (#2518) * WIP Vulkan implementation * No need to initialize attributes on the SPIR-V backend anymore * Allow multithreading shaderc and vkCreateShaderModule You'll only really see the benefit here with threaded-gal or parallel shader cache compile. Fix shaderc multithreaded changes Thread safety for shaderc Options constructor Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes. * Support multiple levels/layers for blit. Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now. * TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use * New depth-stencil blit method for AMD * Workaround for AMD driver bug * Fix some tessellation related issues (still doesn't work?) * Submit command buffer before Texture GetData. (UE4 fix) * DrawTexture support * Fix BGRA on OpenGL backend * Fix rebase build break * Support format aliasing on SetImage * Fix uniform buffers being lost when bindings are out of order * Fix storage buffers being lost when bindings are out of order (also avoid allocations when changing bindings) * Use current command buffer for unscaled copy (perf) Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies. * Update to .net6 * Update Silk.NET to version 2.10.1 Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before. * Fix PrimitivesGenerated query, disable Transform Feedback queries for now Lets Splatoon 2 work on nvidia. (mostly) * Update counter queue to be similar to the OGL one Fixes softlocks when games had to flush counters. * Don't throw when ending conditional rendering for now This should be re-enabled when conditional rendering is enabled on nvidia etc. * Update findMSB/findLSB to match master's instruction enum * Fix triangle overlay on SMO, Captain Toad, maybe others? * Don't make Intel Mesa pay for Intel Windows bugs * Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders) * Update Spv.Generator * Add alpha test emulation on shader (but no shader specialisation yet...) * Fix R4G4B4A4Unorm texture format permutation * Validation layers should be enabled for any log level other than None * Add barriers around vkCmdCopyImage Write->Read barrier for src image (we want to wait for a write to read it) Write->Read barrier for dst image (we want to wait for the copy to complete before use) * Be a bit more careful with texture access flags, since it can be used for anything * Device local mapping for all buffers May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?) Also some performance things and fixes issues with opengl games loading textures weird. * Cleanup, disable device local buffers for now. * Add single queue support Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment. * Fix some validation errors around extended dynamic state * Remove Intel bug workaround, it was fixed on the latest driver * Use circular queue for checking consumption on command buffers Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once. * Use SupportBufferUpdater, add single layer flush * Fix counter queue leak when game decides to use host conditional rendering * Force device local storage for textures (fixes linux performance) * Port #3019 * Insert barriers around vkCmdBlitImage (may fix some amd flicker) * Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers * Don't pause transform feedback for multi draw * Fix draw outside of render pass and missing capability * Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more) * Better workaround for AMD vertex buffer size alignment issue * More instructions + fixes on SPIR-V backend * Allow custom aspect ratio on Vulkan * Correct GTK UI status bar positions * SPIR-V: Functions must always end with a return * SPIR-V: Fix ImageQuerySizeLod * SPIR-V: Set DepthReplacing execution mode when FragDepth is modified * SPIR-V: Implement LoopContinue IR instruction * SPIR-V: Geometry shader support * SPIR-V: Use correct binding number on storage buffers array * Reduce allocations for Spir-v serialization Passes BinaryWriter instead of the stream to Write and WriteOperand - Removes creation of BinaryWriter for each instruction - Removes allocations for literal string * Some optimizations to Spv.Generator - Dictionary for lookups of type declarations, constants, extinst - LiteralInteger internal data format -> ushort - Deterministic HashCode implementation to avoid spirv result not being the same between runs - Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost) TODO: improve instruction allocation, structured program creator, ssa? * Pool Spv.Generator resources, cache delegates, spv opts - Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module. - NewInstruction is called instead of new Instruction() - Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually. - Estimate code size when creating the output MemoryStream - LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast. Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call. TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads. * LocalDefMap for Ssa Rewriter Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator. * SPIR-V: Transform feedback support * SPIR-V: Fragment shader interlock support (and image coherency) * SPIR-V: Add early fragment tests support * SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta * Don't pass depth clip state right now (fix decals) Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted. * Multisampling support * Multisampling: Use resolve if src samples count > dst samples count * Multisampling: We can only resolve for unscaled copies * SPIR-V: Only add FSI exec mode if used. * SPIR-V: Use ConstantComposite for Texture Offset Vector Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are. * SPIR-V: Don't OpReturn if we already OpExit'ed Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist) * SPIR-V: Only use input attribute type for input attributes Output vertex attributes should always be of type float. * Multithreaded Pipeline Compilation * Address some feedback * Make this 32 * Update topology with GpuAccessorState * Cleanup for merge (note: disables spir-v) * Make more robust to shader compilation failure - Don't freeze when GLSL compilation fails - Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure. * Fix Multisampling * Only update fragment scale count if a vertex texture needs a scale. Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage. This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now. * Use a bitmap to do granular tracking for buffer uploads. This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful. Avoids ending render passes to update buffer data (not all the time) - 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI) - Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI) As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory) Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here. * Copy query results after RP ends, rather than ending to copy We need to end the render pass to get the data (submit command buffer) anyways... Reduces render passes created in games that use queries. * Rework Query stuff a bit to avoid render pass end Tries to reset returned queries in background when possible, rather than ending the render pass. Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?) * Remove unnecessary lines Was for testing * Fix validation error for query reset Need to think of a better way to do this. * SPIR-V: Fix SwizzleAdd and some validation errors * SPIR-V: Implement attribute indexing and StoreAttribute * SPIR-V: Fix TextureSize for MS and Buffer sampler types * Fix relaunch issues * SPIR-V: Implement LogicalExclusiveOr * SPIR-V: Constant buffer indexing support * Ignore unsupported attributes rather than throwing (matches current GLSL behaviour) * SPIR-V: Implement tessellation support * SPIR-V: Geometry shader passthrough support * SPIR-V: Implement StoreShader8/16 and StoreStorage8/16 * SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug * SPIR-V: Fix field index for scale count * SPIR-V: Fix another case of wrong field index * SPIRV/GLSL: More scaling related fixes * SPIR-V: Fix ImageLoad CompositeExtract component type * SPIR-V: Workaround for Intel FrontFacing bug * Enable SPIR-V backend by default * Allow null samplers (samplers are not required when only using texelFetch to access the texture) * Fix some validation errors related to texel block view usage flag and invalid image barrier base level * Use explicit subgroup size if we can (might fix some block flickering on AMD) * Take componentMask and scissor into account when clearing framebuffer attachments * Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA) * Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight) Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different * Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc) * Check if the subgroup size is supported before passing a explicit size * Only enable ShaderFloat64 if the GPU supports it * We don't need to recompile shaders if alpha test state changed but alpha test is disabled * Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before) * Fix pipeline state saving before it is updated. This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache. * Allow null samplers on OpenGL backend * _unit0Sampler should be set only for binding 0 * Remove unused PipelineConverter format variable (was causing IOR) * Raise textures limit to 64 on Vulkan * No need to pack the shader binaries if shader cache is disabled * Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL * Do not clear unbound framebuffer color attachments * Geometry shader passthrough emulation * Consolidate UpdateDepthMode and GetDepthMode implementation * Fix A1B5G5R5 texture format and support R4G4 on Vulkan * Add barrier before use of some modified images * Report 32 bit query result on AMD windows (smo issue) * Add texture recompression support (disabled for now) It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures * Do not report R4G4 format as supported on Vulkan It was causing mario head to become white on Super Mario 64 (???) * Improvements to -1 to 1 depth mode. - Transformation is only applied on the last stage in the vertex pipeline. - Should fix some issues with geometry and tessellation (hopefully) - Reading back FragCoord Z on fragment will transform back to -1 to 1. * Geometry Shader index count from ThreadsPerInputPrimitive Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL * Remove gl_FragDepth scaling This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade. * Add Gl StencilOp enum values to Vulkan * Update guest cache to v1.1 (due to specialization state changes) This will explode your shader cache from earlier vulkan build, but it must be done. :pensive: * Vulkan/SPIR-V support for viewport inverse * Fix typo * Don't create query pools for unsupported query types * Return of the Vector Indexing Bug One day, everyone will get this right. * Check for transform feedback query support Sometimes transform feedback is supported without the query type. * Fix gl_FragCoord.z transformation FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs. Fixes Pokemon Sword/Shield, possibly others. * Fix Avalonia Rebase Vulkan is currently not available on Avalonia, but the build does work and you can use opengl. * Fix headless build * Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host * Fix BCn 4/5 conversion, GetTextureTarget BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect. GetTextureTarget was not creating a view with the replacement format. * Fix dependency * Fix inverse viewport transform vector type on SPIR-V * Do not require null descriptors support * If MultiViewport is not supported, do not try to set more than one viewport/scissor * Bounds check on bitmap add. * Flush queries on attachment change rather than program change Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending. Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets. * Add support for avalonia (#6) * add avalonia support * only lock around skia flush * addressed review * cleanup * add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check * fix getting window handle on linux. skip render is size is 0 * Combine non-buffer with buffer image descriptor sets * Support multisample texture copy with automatic resolve on Vulkan * Remove old CompileShader methods from the Vulkan backend * Add minimal pipeline layouts that only contains used bindings They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders * Pre-compile helper shader as SPIR-V, and some fixes * Remove pre-compiled shaderc binary for Windows as its no longer needed by default * Workaround RADV crash Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist". * Use RobustBufferAccess on NVIDIA gpus Avoids the SMO waterfall triangle on older NVIDIA gpus. * Implement GPU selector and expose texture recompression on the UI and config * Fix and enable background compute shader compilation Also disables warnings from shader cache pipeline misses. * Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added * If S8D24 is not supported, use D32FS8 * Ensure all fences are destroyed on dispose * Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks * Add missing clear layer parameter after rebase * Use selected gpu from config for avalonia (#7) * use configured device * address review * Fix D32S8 copy workaround (AMD) Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things. * Use push descriptors for uniform buffer updates (disabled for now) * Push descriptor support check, buffer redundancy checks Should make push descriptors faster, needs more testing though. * Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs * Adjust bindings array sizes * Force submit command buffers if memory in use by its resources is high * Add workaround for AMD GCN cubemap view sins `ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue. This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry) Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there. * Add mobile, non-RX variants to the GCN regex. Also make sure that the 3 digit ones only include numbers starting with 7 or 8. * Increase image limit per stage from 8 to 16 Xenoblade Chronicles 2 was hiting the limit of 8 * Minor code cleanup * Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer * Add gpu selector to Avalonia (#8) * Add gpu selector to avalonia settings * show backend label on window * some fixes * address review * Minor changes to the Avalonia UI * Update graphics window UI and locales. (#9) * Update xaml and update locales * locale updates Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish? * Fix locales with more (?) correct translations. * add separator to render widget * fix spanish and portuguese * Add new IdList, replaces buffer list that could not remove elements and had unbounded growth * Don't crash the settings window if Vulkan is not supported * Fix Actions menu not being clickable on GTK UI after relaunch * Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer * Fix IdList and make it not thread safe * Revert useless OpenGL format table changes * Fix headless project build * List throws ArgumentOutOfRangeException * SPIR-V: Fix tessellation * Increase shader cache version due to tessellation fix * Reduce number of Sync objects created (improves perf in some specific titles) * Fix vulkan validation errors for NPOT compressed upload and GCN workaround. * Add timestamp to the shader cache and force rebuild if host cache is outdated * Prefer Mail box present mode for popups (#11) * Prefer Mail box present mode * fix debug * switch present mode when vsync is toggled * only disable vsync on the main window * SPIR-V: Fix geometry shader input load with transform feedback * BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0 * Fix Avalonia build * Address initial PR feedback * Only set transform feedback outputs on last vertex stage * Address riperiperi PR feedback * Remove outdated comment * Remove unused constructor * Only throw for negative results * Throw for QueueSubmit and other errors No point in delaying the inevitable * Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler * Fix some resolution scale issues * No need for two UpdateScale calls * Fix comments on SPIR-V generator project * Try to fix shader local memory size On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region? * Remove RectangleF that is now unused * Fix ImageGather with multiple offsets Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct` * Address PR feedback from jD in all projects except Avalonia * Address most of jD PR feedback on Avalonia * Remove unsafe * Fix VulkanSkiaGpu * move present mode request out of Create Swapchain method * split more parts of create swapchain * addressed reviews * addressed review * Address second batch of jD PR feedback * Fix buffer <-> image copy row length and height alignment AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes * Better fix for NPOT alignment issue * Use switch expressions on Vulkan EnumConversion Thanks jD * Fix Avalonia build * Add Vulkan selection prompt on startup * Grammar fixes on Vulkan prompt message * Add missing Vulkan migration flag Co-authored-by: riperiperi <rhy3756547@hotmail.com> Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com> Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 21:26:06 +00:00
RefreshFirmwareLabel();
HandleRelaunch();
}
private void CreateGameWindow()
{
if (OperatingSystem.IsWindows())
{
_windowsMultimediaTimerResolution = new WindowsMultimediaTimerResolution(1);
}
DisplaySleep.Prevent();
RendererWidget.Initialize(_emulationContext);
RendererWidget.WaitEvent.WaitOne();
RendererWidget.Start();
_emulationContext.Dispose();
_deviceExitStatus.Set();
// NOTE: Everything that is here will not be executed when you close the UI.
Application.Invoke(delegate
{
SwitchToGameTable();
});
}
private void RecreateFooterForMenu()
{
_listStatusBox.Show();
_statusBar.Hide();
}
private void EditFooterForGameRenderer()
{
_listStatusBox.Hide();
_statusBar.Show();
}
public void ToggleExtraWidgets(bool show)
{
if (RendererWidget != null)
{
if (show)
{
_menuBar.ShowAll();
_footerBox.Show();
_statusBar.Show();
}
else
{
_menuBar.Hide();
_footerBox.Hide();
}
}
}
private void UpdateGameMetadata(string titleId)
{
if (_gameLoaded)
{
_applicationLibrary.LoadAndSaveMetaData(titleId, appMetadata =>
{
DateTime lastPlayedDateTime = DateTime.Parse(appMetadata.LastPlayed);
double sessionTimePlayed = DateTime.UtcNow.Subtract(lastPlayedDateTime).TotalSeconds;
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
appMetadata.TimePlayed += Math.Round(sessionTimePlayed, MidpointRounding.AwayFromZero);
});
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
}
public void UpdateGraphicsConfig()
{
int resScale = ConfigurationState.Instance.Graphics.ResScale;
float resScaleCustom = ConfigurationState.Instance.Graphics.ResScaleCustom;
Vulkan backend (#2518) * WIP Vulkan implementation * No need to initialize attributes on the SPIR-V backend anymore * Allow multithreading shaderc and vkCreateShaderModule You'll only really see the benefit here with threaded-gal or parallel shader cache compile. Fix shaderc multithreaded changes Thread safety for shaderc Options constructor Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes. * Support multiple levels/layers for blit. Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now. * TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use * New depth-stencil blit method for AMD * Workaround for AMD driver bug * Fix some tessellation related issues (still doesn't work?) * Submit command buffer before Texture GetData. (UE4 fix) * DrawTexture support * Fix BGRA on OpenGL backend * Fix rebase build break * Support format aliasing on SetImage * Fix uniform buffers being lost when bindings are out of order * Fix storage buffers being lost when bindings are out of order (also avoid allocations when changing bindings) * Use current command buffer for unscaled copy (perf) Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies. * Update to .net6 * Update Silk.NET to version 2.10.1 Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before. * Fix PrimitivesGenerated query, disable Transform Feedback queries for now Lets Splatoon 2 work on nvidia. (mostly) * Update counter queue to be similar to the OGL one Fixes softlocks when games had to flush counters. * Don't throw when ending conditional rendering for now This should be re-enabled when conditional rendering is enabled on nvidia etc. * Update findMSB/findLSB to match master's instruction enum * Fix triangle overlay on SMO, Captain Toad, maybe others? * Don't make Intel Mesa pay for Intel Windows bugs * Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders) * Update Spv.Generator * Add alpha test emulation on shader (but no shader specialisation yet...) * Fix R4G4B4A4Unorm texture format permutation * Validation layers should be enabled for any log level other than None * Add barriers around vkCmdCopyImage Write->Read barrier for src image (we want to wait for a write to read it) Write->Read barrier for dst image (we want to wait for the copy to complete before use) * Be a bit more careful with texture access flags, since it can be used for anything * Device local mapping for all buffers May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?) Also some performance things and fixes issues with opengl games loading textures weird. * Cleanup, disable device local buffers for now. * Add single queue support Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment. * Fix some validation errors around extended dynamic state * Remove Intel bug workaround, it was fixed on the latest driver * Use circular queue for checking consumption on command buffers Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once. * Use SupportBufferUpdater, add single layer flush * Fix counter queue leak when game decides to use host conditional rendering * Force device local storage for textures (fixes linux performance) * Port #3019 * Insert barriers around vkCmdBlitImage (may fix some amd flicker) * Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers * Don't pause transform feedback for multi draw * Fix draw outside of render pass and missing capability * Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more) * Better workaround for AMD vertex buffer size alignment issue * More instructions + fixes on SPIR-V backend * Allow custom aspect ratio on Vulkan * Correct GTK UI status bar positions * SPIR-V: Functions must always end with a return * SPIR-V: Fix ImageQuerySizeLod * SPIR-V: Set DepthReplacing execution mode when FragDepth is modified * SPIR-V: Implement LoopContinue IR instruction * SPIR-V: Geometry shader support * SPIR-V: Use correct binding number on storage buffers array * Reduce allocations for Spir-v serialization Passes BinaryWriter instead of the stream to Write and WriteOperand - Removes creation of BinaryWriter for each instruction - Removes allocations for literal string * Some optimizations to Spv.Generator - Dictionary for lookups of type declarations, constants, extinst - LiteralInteger internal data format -> ushort - Deterministic HashCode implementation to avoid spirv result not being the same between runs - Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost) TODO: improve instruction allocation, structured program creator, ssa? * Pool Spv.Generator resources, cache delegates, spv opts - Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module. - NewInstruction is called instead of new Instruction() - Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually. - Estimate code size when creating the output MemoryStream - LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast. Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call. TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads. * LocalDefMap for Ssa Rewriter Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator. * SPIR-V: Transform feedback support * SPIR-V: Fragment shader interlock support (and image coherency) * SPIR-V: Add early fragment tests support * SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta * Don't pass depth clip state right now (fix decals) Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted. * Multisampling support * Multisampling: Use resolve if src samples count > dst samples count * Multisampling: We can only resolve for unscaled copies * SPIR-V: Only add FSI exec mode if used. * SPIR-V: Use ConstantComposite for Texture Offset Vector Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are. * SPIR-V: Don't OpReturn if we already OpExit'ed Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist) * SPIR-V: Only use input attribute type for input attributes Output vertex attributes should always be of type float. * Multithreaded Pipeline Compilation * Address some feedback * Make this 32 * Update topology with GpuAccessorState * Cleanup for merge (note: disables spir-v) * Make more robust to shader compilation failure - Don't freeze when GLSL compilation fails - Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure. * Fix Multisampling * Only update fragment scale count if a vertex texture needs a scale. Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage. This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now. * Use a bitmap to do granular tracking for buffer uploads. This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful. Avoids ending render passes to update buffer data (not all the time) - 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI) - Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI) As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory) Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here. * Copy query results after RP ends, rather than ending to copy We need to end the render pass to get the data (submit command buffer) anyways... Reduces render passes created in games that use queries. * Rework Query stuff a bit to avoid render pass end Tries to reset returned queries in background when possible, rather than ending the render pass. Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?) * Remove unnecessary lines Was for testing * Fix validation error for query reset Need to think of a better way to do this. * SPIR-V: Fix SwizzleAdd and some validation errors * SPIR-V: Implement attribute indexing and StoreAttribute * SPIR-V: Fix TextureSize for MS and Buffer sampler types * Fix relaunch issues * SPIR-V: Implement LogicalExclusiveOr * SPIR-V: Constant buffer indexing support * Ignore unsupported attributes rather than throwing (matches current GLSL behaviour) * SPIR-V: Implement tessellation support * SPIR-V: Geometry shader passthrough support * SPIR-V: Implement StoreShader8/16 and StoreStorage8/16 * SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug * SPIR-V: Fix field index for scale count * SPIR-V: Fix another case of wrong field index * SPIRV/GLSL: More scaling related fixes * SPIR-V: Fix ImageLoad CompositeExtract component type * SPIR-V: Workaround for Intel FrontFacing bug * Enable SPIR-V backend by default * Allow null samplers (samplers are not required when only using texelFetch to access the texture) * Fix some validation errors related to texel block view usage flag and invalid image barrier base level * Use explicit subgroup size if we can (might fix some block flickering on AMD) * Take componentMask and scissor into account when clearing framebuffer attachments * Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA) * Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight) Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different * Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc) * Check if the subgroup size is supported before passing a explicit size * Only enable ShaderFloat64 if the GPU supports it * We don't need to recompile shaders if alpha test state changed but alpha test is disabled * Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before) * Fix pipeline state saving before it is updated. This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache. * Allow null samplers on OpenGL backend * _unit0Sampler should be set only for binding 0 * Remove unused PipelineConverter format variable (was causing IOR) * Raise textures limit to 64 on Vulkan * No need to pack the shader binaries if shader cache is disabled * Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL * Do not clear unbound framebuffer color attachments * Geometry shader passthrough emulation * Consolidate UpdateDepthMode and GetDepthMode implementation * Fix A1B5G5R5 texture format and support R4G4 on Vulkan * Add barrier before use of some modified images * Report 32 bit query result on AMD windows (smo issue) * Add texture recompression support (disabled for now) It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures * Do not report R4G4 format as supported on Vulkan It was causing mario head to become white on Super Mario 64 (???) * Improvements to -1 to 1 depth mode. - Transformation is only applied on the last stage in the vertex pipeline. - Should fix some issues with geometry and tessellation (hopefully) - Reading back FragCoord Z on fragment will transform back to -1 to 1. * Geometry Shader index count from ThreadsPerInputPrimitive Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL * Remove gl_FragDepth scaling This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade. * Add Gl StencilOp enum values to Vulkan * Update guest cache to v1.1 (due to specialization state changes) This will explode your shader cache from earlier vulkan build, but it must be done. :pensive: * Vulkan/SPIR-V support for viewport inverse * Fix typo * Don't create query pools for unsupported query types * Return of the Vector Indexing Bug One day, everyone will get this right. * Check for transform feedback query support Sometimes transform feedback is supported without the query type. * Fix gl_FragCoord.z transformation FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs. Fixes Pokemon Sword/Shield, possibly others. * Fix Avalonia Rebase Vulkan is currently not available on Avalonia, but the build does work and you can use opengl. * Fix headless build * Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host * Fix BCn 4/5 conversion, GetTextureTarget BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect. GetTextureTarget was not creating a view with the replacement format. * Fix dependency * Fix inverse viewport transform vector type on SPIR-V * Do not require null descriptors support * If MultiViewport is not supported, do not try to set more than one viewport/scissor * Bounds check on bitmap add. * Flush queries on attachment change rather than program change Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending. Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets. * Add support for avalonia (#6) * add avalonia support * only lock around skia flush * addressed review * cleanup * add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check * fix getting window handle on linux. skip render is size is 0 * Combine non-buffer with buffer image descriptor sets * Support multisample texture copy with automatic resolve on Vulkan * Remove old CompileShader methods from the Vulkan backend * Add minimal pipeline layouts that only contains used bindings They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders * Pre-compile helper shader as SPIR-V, and some fixes * Remove pre-compiled shaderc binary for Windows as its no longer needed by default * Workaround RADV crash Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist". * Use RobustBufferAccess on NVIDIA gpus Avoids the SMO waterfall triangle on older NVIDIA gpus. * Implement GPU selector and expose texture recompression on the UI and config * Fix and enable background compute shader compilation Also disables warnings from shader cache pipeline misses. * Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added * If S8D24 is not supported, use D32FS8 * Ensure all fences are destroyed on dispose * Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks * Add missing clear layer parameter after rebase * Use selected gpu from config for avalonia (#7) * use configured device * address review * Fix D32S8 copy workaround (AMD) Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things. * Use push descriptors for uniform buffer updates (disabled for now) * Push descriptor support check, buffer redundancy checks Should make push descriptors faster, needs more testing though. * Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs * Adjust bindings array sizes * Force submit command buffers if memory in use by its resources is high * Add workaround for AMD GCN cubemap view sins `ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue. This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry) Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there. * Add mobile, non-RX variants to the GCN regex. Also make sure that the 3 digit ones only include numbers starting with 7 or 8. * Increase image limit per stage from 8 to 16 Xenoblade Chronicles 2 was hiting the limit of 8 * Minor code cleanup * Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer * Add gpu selector to Avalonia (#8) * Add gpu selector to avalonia settings * show backend label on window * some fixes * address review * Minor changes to the Avalonia UI * Update graphics window UI and locales. (#9) * Update xaml and update locales * locale updates Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish? * Fix locales with more (?) correct translations. * add separator to render widget * fix spanish and portuguese * Add new IdList, replaces buffer list that could not remove elements and had unbounded growth * Don't crash the settings window if Vulkan is not supported * Fix Actions menu not being clickable on GTK UI after relaunch * Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer * Fix IdList and make it not thread safe * Revert useless OpenGL format table changes * Fix headless project build * List throws ArgumentOutOfRangeException * SPIR-V: Fix tessellation * Increase shader cache version due to tessellation fix * Reduce number of Sync objects created (improves perf in some specific titles) * Fix vulkan validation errors for NPOT compressed upload and GCN workaround. * Add timestamp to the shader cache and force rebuild if host cache is outdated * Prefer Mail box present mode for popups (#11) * Prefer Mail box present mode * fix debug * switch present mode when vsync is toggled * only disable vsync on the main window * SPIR-V: Fix geometry shader input load with transform feedback * BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0 * Fix Avalonia build * Address initial PR feedback * Only set transform feedback outputs on last vertex stage * Address riperiperi PR feedback * Remove outdated comment * Remove unused constructor * Only throw for negative results * Throw for QueueSubmit and other errors No point in delaying the inevitable * Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler * Fix some resolution scale issues * No need for two UpdateScale calls * Fix comments on SPIR-V generator project * Try to fix shader local memory size On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region? * Remove RectangleF that is now unused * Fix ImageGather with multiple offsets Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct` * Address PR feedback from jD in all projects except Avalonia * Address most of jD PR feedback on Avalonia * Remove unsafe * Fix VulkanSkiaGpu * move present mode request out of Create Swapchain method * split more parts of create swapchain * addressed reviews * addressed review * Address second batch of jD PR feedback * Fix buffer <-> image copy row length and height alignment AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes * Better fix for NPOT alignment issue * Use switch expressions on Vulkan EnumConversion Thanks jD * Fix Avalonia build * Add Vulkan selection prompt on startup * Grammar fixes on Vulkan prompt message * Add missing Vulkan migration flag Co-authored-by: riperiperi <rhy3756547@hotmail.com> Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com> Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 21:26:06 +00:00
Graphics.Gpu.GraphicsConfig.ResScale = (resScale == -1) ? resScaleCustom : resScale;
Graphics.Gpu.GraphicsConfig.MaxAnisotropy = ConfigurationState.Instance.Graphics.MaxAnisotropy;
Graphics.Gpu.GraphicsConfig.ShadersDumpPath = ConfigurationState.Instance.Graphics.ShadersDumpPath;
Graphics.Gpu.GraphicsConfig.EnableShaderCache = ConfigurationState.Instance.Graphics.EnableShaderCache;
Graphics.Gpu.GraphicsConfig.EnableTextureRecompression = ConfigurationState.Instance.Graphics.EnableTextureRecompression;
Graphics.Gpu.GraphicsConfig.EnableMacroHLE = ConfigurationState.Instance.Graphics.EnableMacroHLE;
}
public void SaveConfig()
{
2020-05-03 10:08:21 +00:00
ConfigurationState.Instance.ToFileFormat().SaveConfig(Program.ConfigurationPath);
}
private void End()
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
if (_ending)
{
return;
}
_ending = true;
if (_emulationContext != null)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
UpdateGameMetadata(_emulationContext.Processes.ActiveApplication.ProgramIdText);
if (RendererWidget != null)
{
// We tell the widget that we are exiting.
RendererWidget.Exit();
// Wait for the other thread to dispose the HLE context before exiting.
_deviceExitStatus.WaitOne();
RendererWidget.Dispose();
}
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
Dispose();
Program.Exit();
Application.Quit();
}
//
// Events
//
private void Application_Added(object sender, ApplicationAddedEventArgs args)
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
{
Application.Invoke(delegate
{
_tableStore.AppendValues(
args.AppData.Favorite,
new Gdk.Pixbuf(args.AppData.Icon, 75, 75),
$"{args.AppData.TitleName}\n{args.AppData.TitleId.ToUpper()}",
args.AppData.Developer,
args.AppData.Version,
args.AppData.TimePlayed,
args.AppData.LastPlayed,
args.AppData.FileExtension,
args.AppData.FileSize,
args.AppData.Path,
args.AppData.ControlHolder);
});
}
private void ApplicationCount_Updated(object sender, ApplicationCountUpdatedEventArgs args)
{
Application.Invoke(delegate
{
_progressLabel.Text = $"{args.NumAppsLoaded}/{args.NumAppsFound} Games Loaded";
float barValue = 0;
if (args.NumAppsFound != 0)
{
barValue = (float)args.NumAppsLoaded / args.NumAppsFound;
}
_progressBar.Fraction = barValue;
// Reset the vertical scrollbar to the top when titles finish loading
if (args.NumAppsLoaded == args.NumAppsFound)
{
_gameTableWindow.Vadjustment.Value = 0;
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
});
}
private void Update_StatusBar(object sender, StatusUpdatedEventArgs args)
{
Application.Invoke(delegate
{
_gameStatus.Text = args.GameStatus;
_fifoStatus.Text = args.FifoStatus;
_gpuName.Text = args.GpuName;
_dockedMode.Text = args.DockedMode;
_aspectRatio.Text = args.AspectRatio;
Vulkan backend (#2518) * WIP Vulkan implementation * No need to initialize attributes on the SPIR-V backend anymore * Allow multithreading shaderc and vkCreateShaderModule You'll only really see the benefit here with threaded-gal or parallel shader cache compile. Fix shaderc multithreaded changes Thread safety for shaderc Options constructor Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes. * Support multiple levels/layers for blit. Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now. * TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use * New depth-stencil blit method for AMD * Workaround for AMD driver bug * Fix some tessellation related issues (still doesn't work?) * Submit command buffer before Texture GetData. (UE4 fix) * DrawTexture support * Fix BGRA on OpenGL backend * Fix rebase build break * Support format aliasing on SetImage * Fix uniform buffers being lost when bindings are out of order * Fix storage buffers being lost when bindings are out of order (also avoid allocations when changing bindings) * Use current command buffer for unscaled copy (perf) Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies. * Update to .net6 * Update Silk.NET to version 2.10.1 Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before. * Fix PrimitivesGenerated query, disable Transform Feedback queries for now Lets Splatoon 2 work on nvidia. (mostly) * Update counter queue to be similar to the OGL one Fixes softlocks when games had to flush counters. * Don't throw when ending conditional rendering for now This should be re-enabled when conditional rendering is enabled on nvidia etc. * Update findMSB/findLSB to match master's instruction enum * Fix triangle overlay on SMO, Captain Toad, maybe others? * Don't make Intel Mesa pay for Intel Windows bugs * Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders) * Update Spv.Generator * Add alpha test emulation on shader (but no shader specialisation yet...) * Fix R4G4B4A4Unorm texture format permutation * Validation layers should be enabled for any log level other than None * Add barriers around vkCmdCopyImage Write->Read barrier for src image (we want to wait for a write to read it) Write->Read barrier for dst image (we want to wait for the copy to complete before use) * Be a bit more careful with texture access flags, since it can be used for anything * Device local mapping for all buffers May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?) Also some performance things and fixes issues with opengl games loading textures weird. * Cleanup, disable device local buffers for now. * Add single queue support Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment. * Fix some validation errors around extended dynamic state * Remove Intel bug workaround, it was fixed on the latest driver * Use circular queue for checking consumption on command buffers Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once. * Use SupportBufferUpdater, add single layer flush * Fix counter queue leak when game decides to use host conditional rendering * Force device local storage for textures (fixes linux performance) * Port #3019 * Insert barriers around vkCmdBlitImage (may fix some amd flicker) * Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers * Don't pause transform feedback for multi draw * Fix draw outside of render pass and missing capability * Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more) * Better workaround for AMD vertex buffer size alignment issue * More instructions + fixes on SPIR-V backend * Allow custom aspect ratio on Vulkan * Correct GTK UI status bar positions * SPIR-V: Functions must always end with a return * SPIR-V: Fix ImageQuerySizeLod * SPIR-V: Set DepthReplacing execution mode when FragDepth is modified * SPIR-V: Implement LoopContinue IR instruction * SPIR-V: Geometry shader support * SPIR-V: Use correct binding number on storage buffers array * Reduce allocations for Spir-v serialization Passes BinaryWriter instead of the stream to Write and WriteOperand - Removes creation of BinaryWriter for each instruction - Removes allocations for literal string * Some optimizations to Spv.Generator - Dictionary for lookups of type declarations, constants, extinst - LiteralInteger internal data format -> ushort - Deterministic HashCode implementation to avoid spirv result not being the same between runs - Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost) TODO: improve instruction allocation, structured program creator, ssa? * Pool Spv.Generator resources, cache delegates, spv opts - Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module. - NewInstruction is called instead of new Instruction() - Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually. - Estimate code size when creating the output MemoryStream - LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast. Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call. TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads. * LocalDefMap for Ssa Rewriter Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator. * SPIR-V: Transform feedback support * SPIR-V: Fragment shader interlock support (and image coherency) * SPIR-V: Add early fragment tests support * SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta * Don't pass depth clip state right now (fix decals) Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted. * Multisampling support * Multisampling: Use resolve if src samples count > dst samples count * Multisampling: We can only resolve for unscaled copies * SPIR-V: Only add FSI exec mode if used. * SPIR-V: Use ConstantComposite for Texture Offset Vector Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are. * SPIR-V: Don't OpReturn if we already OpExit'ed Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist) * SPIR-V: Only use input attribute type for input attributes Output vertex attributes should always be of type float. * Multithreaded Pipeline Compilation * Address some feedback * Make this 32 * Update topology with GpuAccessorState * Cleanup for merge (note: disables spir-v) * Make more robust to shader compilation failure - Don't freeze when GLSL compilation fails - Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure. * Fix Multisampling * Only update fragment scale count if a vertex texture needs a scale. Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage. This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now. * Use a bitmap to do granular tracking for buffer uploads. This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful. Avoids ending render passes to update buffer data (not all the time) - 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI) - Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI) As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory) Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here. * Copy query results after RP ends, rather than ending to copy We need to end the render pass to get the data (submit command buffer) anyways... Reduces render passes created in games that use queries. * Rework Query stuff a bit to avoid render pass end Tries to reset returned queries in background when possible, rather than ending the render pass. Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?) * Remove unnecessary lines Was for testing * Fix validation error for query reset Need to think of a better way to do this. * SPIR-V: Fix SwizzleAdd and some validation errors * SPIR-V: Implement attribute indexing and StoreAttribute * SPIR-V: Fix TextureSize for MS and Buffer sampler types * Fix relaunch issues * SPIR-V: Implement LogicalExclusiveOr * SPIR-V: Constant buffer indexing support * Ignore unsupported attributes rather than throwing (matches current GLSL behaviour) * SPIR-V: Implement tessellation support * SPIR-V: Geometry shader passthrough support * SPIR-V: Implement StoreShader8/16 and StoreStorage8/16 * SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug * SPIR-V: Fix field index for scale count * SPIR-V: Fix another case of wrong field index * SPIRV/GLSL: More scaling related fixes * SPIR-V: Fix ImageLoad CompositeExtract component type * SPIR-V: Workaround for Intel FrontFacing bug * Enable SPIR-V backend by default * Allow null samplers (samplers are not required when only using texelFetch to access the texture) * Fix some validation errors related to texel block view usage flag and invalid image barrier base level * Use explicit subgroup size if we can (might fix some block flickering on AMD) * Take componentMask and scissor into account when clearing framebuffer attachments * Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA) * Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight) Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different * Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc) * Check if the subgroup size is supported before passing a explicit size * Only enable ShaderFloat64 if the GPU supports it * We don't need to recompile shaders if alpha test state changed but alpha test is disabled * Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before) * Fix pipeline state saving before it is updated. This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache. * Allow null samplers on OpenGL backend * _unit0Sampler should be set only for binding 0 * Remove unused PipelineConverter format variable (was causing IOR) * Raise textures limit to 64 on Vulkan * No need to pack the shader binaries if shader cache is disabled * Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL * Do not clear unbound framebuffer color attachments * Geometry shader passthrough emulation * Consolidate UpdateDepthMode and GetDepthMode implementation * Fix A1B5G5R5 texture format and support R4G4 on Vulkan * Add barrier before use of some modified images * Report 32 bit query result on AMD windows (smo issue) * Add texture recompression support (disabled for now) It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures * Do not report R4G4 format as supported on Vulkan It was causing mario head to become white on Super Mario 64 (???) * Improvements to -1 to 1 depth mode. - Transformation is only applied on the last stage in the vertex pipeline. - Should fix some issues with geometry and tessellation (hopefully) - Reading back FragCoord Z on fragment will transform back to -1 to 1. * Geometry Shader index count from ThreadsPerInputPrimitive Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL * Remove gl_FragDepth scaling This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade. * Add Gl StencilOp enum values to Vulkan * Update guest cache to v1.1 (due to specialization state changes) This will explode your shader cache from earlier vulkan build, but it must be done. :pensive: * Vulkan/SPIR-V support for viewport inverse * Fix typo * Don't create query pools for unsupported query types * Return of the Vector Indexing Bug One day, everyone will get this right. * Check for transform feedback query support Sometimes transform feedback is supported without the query type. * Fix gl_FragCoord.z transformation FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs. Fixes Pokemon Sword/Shield, possibly others. * Fix Avalonia Rebase Vulkan is currently not available on Avalonia, but the build does work and you can use opengl. * Fix headless build * Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host * Fix BCn 4/5 conversion, GetTextureTarget BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect. GetTextureTarget was not creating a view with the replacement format. * Fix dependency * Fix inverse viewport transform vector type on SPIR-V * Do not require null descriptors support * If MultiViewport is not supported, do not try to set more than one viewport/scissor * Bounds check on bitmap add. * Flush queries on attachment change rather than program change Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending. Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets. * Add support for avalonia (#6) * add avalonia support * only lock around skia flush * addressed review * cleanup * add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check * fix getting window handle on linux. skip render is size is 0 * Combine non-buffer with buffer image descriptor sets * Support multisample texture copy with automatic resolve on Vulkan * Remove old CompileShader methods from the Vulkan backend * Add minimal pipeline layouts that only contains used bindings They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders * Pre-compile helper shader as SPIR-V, and some fixes * Remove pre-compiled shaderc binary for Windows as its no longer needed by default * Workaround RADV crash Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist". * Use RobustBufferAccess on NVIDIA gpus Avoids the SMO waterfall triangle on older NVIDIA gpus. * Implement GPU selector and expose texture recompression on the UI and config * Fix and enable background compute shader compilation Also disables warnings from shader cache pipeline misses. * Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added * If S8D24 is not supported, use D32FS8 * Ensure all fences are destroyed on dispose * Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks * Add missing clear layer parameter after rebase * Use selected gpu from config for avalonia (#7) * use configured device * address review * Fix D32S8 copy workaround (AMD) Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things. * Use push descriptors for uniform buffer updates (disabled for now) * Push descriptor support check, buffer redundancy checks Should make push descriptors faster, needs more testing though. * Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs * Adjust bindings array sizes * Force submit command buffers if memory in use by its resources is high * Add workaround for AMD GCN cubemap view sins `ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue. This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry) Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there. * Add mobile, non-RX variants to the GCN regex. Also make sure that the 3 digit ones only include numbers starting with 7 or 8. * Increase image limit per stage from 8 to 16 Xenoblade Chronicles 2 was hiting the limit of 8 * Minor code cleanup * Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer * Add gpu selector to Avalonia (#8) * Add gpu selector to avalonia settings * show backend label on window * some fixes * address review * Minor changes to the Avalonia UI * Update graphics window UI and locales. (#9) * Update xaml and update locales * locale updates Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish? * Fix locales with more (?) correct translations. * add separator to render widget * fix spanish and portuguese * Add new IdList, replaces buffer list that could not remove elements and had unbounded growth * Don't crash the settings window if Vulkan is not supported * Fix Actions menu not being clickable on GTK UI after relaunch * Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer * Fix IdList and make it not thread safe * Revert useless OpenGL format table changes * Fix headless project build * List throws ArgumentOutOfRangeException * SPIR-V: Fix tessellation * Increase shader cache version due to tessellation fix * Reduce number of Sync objects created (improves perf in some specific titles) * Fix vulkan validation errors for NPOT compressed upload and GCN workaround. * Add timestamp to the shader cache and force rebuild if host cache is outdated * Prefer Mail box present mode for popups (#11) * Prefer Mail box present mode * fix debug * switch present mode when vsync is toggled * only disable vsync on the main window * SPIR-V: Fix geometry shader input load with transform feedback * BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0 * Fix Avalonia build * Address initial PR feedback * Only set transform feedback outputs on last vertex stage * Address riperiperi PR feedback * Remove outdated comment * Remove unused constructor * Only throw for negative results * Throw for QueueSubmit and other errors No point in delaying the inevitable * Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler * Fix some resolution scale issues * No need for two UpdateScale calls * Fix comments on SPIR-V generator project * Try to fix shader local memory size On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region? * Remove RectangleF that is now unused * Fix ImageGather with multiple offsets Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct` * Address PR feedback from jD in all projects except Avalonia * Address most of jD PR feedback on Avalonia * Remove unsafe * Fix VulkanSkiaGpu * move present mode request out of Create Swapchain method * split more parts of create swapchain * addressed reviews * addressed review * Address second batch of jD PR feedback * Fix buffer <-> image copy row length and height alignment AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes * Better fix for NPOT alignment issue * Use switch expressions on Vulkan EnumConversion Thanks jD * Fix Avalonia build * Add Vulkan selection prompt on startup * Grammar fixes on Vulkan prompt message * Add missing Vulkan migration flag Co-authored-by: riperiperi <rhy3756547@hotmail.com> Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com> Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 21:26:06 +00:00
_gpuBackend.Text = args.GpuBackend;
_volumeStatus.Text = GetVolumeLabelText(args.Volume);
if (args.VSyncEnabled)
{
_vSyncStatus.Attributes = new Pango.AttrList();
_vSyncStatus.Attributes.Insert(new Pango.AttrForeground(11822, 60138, 51657));
}
else
{
_vSyncStatus.Attributes = new Pango.AttrList();
_vSyncStatus.Attributes.Insert(new Pango.AttrForeground(ushort.MaxValue, 17733, 21588));
}
});
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void FavToggle_Toggled(object sender, ToggledArgs args)
{
_tableStore.GetIter(out TreeIter treeIter, new TreePath(args.Path));
string titleId = _tableStore.GetValue(treeIter, 2).ToString().Split("\n")[1].ToLower();
bool newToggleValue = !(bool)_tableStore.GetValue(treeIter, 0);
2019-10-13 06:02:07 +00:00
_tableStore.SetValue(treeIter, 0, newToggleValue);
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
_applicationLibrary.LoadAndSaveMetaData(titleId, appMetadata =>
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
{
appMetadata.Favorite = newToggleValue;
});
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
}
private void Column_Clicked(object sender, EventArgs args)
{
TreeViewColumn column = (TreeViewColumn)sender;
ConfigurationState.Instance.Ui.ColumnSort.SortColumnId.Value = column.SortColumnId;
ConfigurationState.Instance.Ui.ColumnSort.SortAscending.Value = column.SortOrder == SortType.Ascending;
SaveConfig();
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void Row_Activated(object sender, RowActivatedArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
_gameTableSelection.GetSelected(out TreeIter treeIter);
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
string path = (string)_tableStore.GetValue(treeIter, 9);
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
RunApplication(path);
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
private void VSyncStatus_Clicked(object sender, ButtonReleaseEventArgs args)
{
_emulationContext.EnableDeviceVsync = !_emulationContext.EnableDeviceVsync;
Add items to standard logs (#1942) * Added more items to log * Update MainWindow.cs * Added log when changing settings * fix formating and add log when toggling vsync and docked * Update Ryujinx/Ui/MainWindow.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Update Ryujinx/Ui/MainWindow.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Update Ryujinx/Ui/Windows/SettingsWindow.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Fix formating * Change Location according to suggestion * Implemented OpenDataStorageWithProgramIndex * Update IFileSystemProxy.cs * Update IFileSystemProxy.cs * Commited that file on accidant * Revert "Merge branch 'master' of https://github.com/Joshi234/Ryujinx" This reverts commit 375f43045507bc12e743ae1babc6f47bd72987f5, reversing changes made to 672e2c8f7da28160f2f575a16aaa135d232bf655. * Revert "Update IFileSystemProxy.cs" This reverts commit 672e2c8f7da28160f2f575a16aaa135d232bf655. * Update IFileSystemProxy.cs * Update ISystemSettingsServer.cs * removed accidantel addition of IFileSystemProxy.OpenDataStorageWithProgramIndex * Fix formating and add missing stub * Update ISystemSettingsServer.cs * Added more items to log * Update MainWindow.cs * Added log when changing settings * fix formating and add log when toggling vsync and docked * Fix formating * Update Ryujinx/Ui/MainWindow.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Update Ryujinx/Ui/MainWindow.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Update Ryujinx/Ui/Windows/SettingsWindow.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Change Location according to suggestion * Fix Rebase stuff * Change Logger.Notice to Loger.Info * Update ISystemSettingsServer.cs * Update ISystemSettingsServer.cs Co-authored-by: Ac_K <Acoustik666@gmail.com>
2021-03-18 23:09:33 +00:00
Logger.Info?.Print(LogClass.Application, $"VSync toggled to: {_emulationContext.EnableDeviceVsync}");
}
private void DockedMode_Clicked(object sender, ButtonReleaseEventArgs args)
{
ConfigurationState.Instance.System.EnableDockedMode.Value = !ConfigurationState.Instance.System.EnableDockedMode.Value;
}
private string GetVolumeLabelText(float volume)
{
string icon = volume == 0 ? "🔇" : "🔊";
return $"{icon} {(int)(volume * 100)}%";
}
private void VolumeStatus_Clicked(object sender, ButtonReleaseEventArgs args)
{
if (_emulationContext != null)
{
if (_emulationContext.IsAudioMuted())
{
_emulationContext.SetVolume(ConfigurationState.Instance.System.AudioVolume);
}
else
{
_emulationContext.SetVolume(0);
}
}
}
private void AspectRatio_Clicked(object sender, ButtonReleaseEventArgs args)
{
AspectRatio aspectRatio = ConfigurationState.Instance.Graphics.AspectRatio.Value;
ConfigurationState.Instance.Graphics.AspectRatio.Value = ((int)aspectRatio + 1) > Enum.GetNames<AspectRatio>().Length - 1 ? AspectRatio.Fixed4x3 : aspectRatio + 1;
}
private void Row_Clicked(object sender, ButtonReleaseEventArgs args)
{
if (args.Event.Button != 3 /* Right Click */)
{
return;
}
_gameTableSelection.GetSelected(out TreeIter treeIter);
if (treeIter.UserData == IntPtr.Zero)
{
return;
}
string titleFilePath = _tableStore.GetValue(treeIter, 9).ToString();
string titleName = _tableStore.GetValue(treeIter, 2).ToString().Split("\n")[0];
string titleId = _tableStore.GetValue(treeIter, 2).ToString().Split("\n")[1].ToLower();
BlitStruct<ApplicationControlProperty> controlData = (BlitStruct<ApplicationControlProperty>)_tableStore.GetValue(treeIter, 10);
_ = new GameTableContextMenu(this, _virtualFileSystem, _accountManager, _libHacHorizonManager.RyujinxClient, titleFilePath, titleName, titleId, controlData);
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void Load_Application_File(object sender, EventArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
using (FileChooserNative fileChooser = new FileChooserNative("Choose the file to open", this, FileChooserAction.Open, "Open", "Cancel"))
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
FileFilter filter = new FileFilter()
{
Name = "Switch Executables"
};
filter.AddPattern("*.xci");
filter.AddPattern("*.nsp");
filter.AddPattern("*.pfs0");
filter.AddPattern("*.nca");
filter.AddPattern("*.nro");
filter.AddPattern("*.nso");
fileChooser.AddFilter(filter);
if (fileChooser.Run() == (int)ResponseType.Accept)
{
RunApplication(fileChooser.Filename);
}
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void Load_Application_Folder(object sender, EventArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
using (FileChooserNative fileChooser = new FileChooserNative("Choose the folder to open", this, FileChooserAction.SelectFolder, "Open", "Cancel"))
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
if (fileChooser.Run() == (int)ResponseType.Accept)
{
RunApplication(fileChooser.Filename);
}
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
}
private void FileMenu_StateChanged(object o, StateChangedArgs args)
{
_appletMenu.Sensitive = _emulationContext == null && _contentManager.GetCurrentFirmwareVersion() != null && _contentManager.GetCurrentFirmwareVersion().Major > 3;
_loadApplicationFile.Sensitive = _emulationContext == null;
_loadApplicationFolder.Sensitive = _emulationContext == null;
}
private void Load_Mii_Edit_Applet(object sender, EventArgs args)
{
string contentPath = _contentManager.GetInstalledContentPath(0x0100000000001009, StorageId.BuiltInSystem, NcaContentType.Program);
RunApplication(contentPath);
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void Open_Ryu_Folder(object sender, EventArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
OpenHelper.OpenFolder(AppDataManager.BaseDirPath);
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
private void OpenLogsFolder_Pressed(object sender, EventArgs args)
{
Include a start.sh file with correct launch options (#4013) * Include reference to start.sh to be bundled * Add start.sh * Fix silly mistake I made on windows-x64 * ... I cannot read properly * Make same changes for avalonia csproj * Remove notice from start.sh Co-authored-by: Mary-nyan <thog@protonmail.com> * Update Ryujinx/Ryujinx.csproj Co-authored-by: Mary-nyan <thog@protonmail.com> * Update Ryujinx.Ava/Ryujinx.Ava.csproj Co-authored-by: Mary-nyan <thog@protonmail.com> * Update distribution/linux/start.sh Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> * Update distribution/linux/start.sh Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> * Update Ryujinx.Ava/Ryujinx.Ava.csproj Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> * Update Ryujinx.csproj * Update Ryujinx.Ava.csproj * Rename start.sh to Ryujinx.sh * Update Ryujinx.csproj * Update Ryujinx.Ava.csproj * Update Ryujinx.Ava.csproj * Update Ryujinx.Ava/Ryujinx.Ava.csproj Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> * Add `GDK_BACKEND` variable * Update Ryujinx.Ava.csproj * Update Program.cs * Update Program.cs * Update Ryujinx.sh * Update Program.cs * linux: Register mime types on launch * Add DOTNET_EnableAlternateStackCheck=1 to desktop file * linux: Add exclusion for RegisterMimeTypes for flathub builds * Update logo path * Cleanup Ryujinx.sh * Fix typo in ReleaseInformation * gha: Fix permissions for linux release binaries * ava: Rename output assembly to Ryujinx * Update mime database after installing new types Wait until logging is available before registering mime types * Copy mime types to output directory Co-authored-by: Mary-nyan <thog@protonmail.com> Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
2023-01-07 08:06:13 +00:00
string logPath = System.IO.Path.Combine(ReleaseInformation.GetBaseApplicationDirectory(), "Logs");
new DirectoryInfo(logPath).Create();
OpenHelper.OpenFolder(logPath);
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void Exit_Pressed(object sender, EventArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
if (!_gameLoaded || !ConfigurationState.Instance.ShowConfirmExit || GtkDialog.CreateExitDialog())
{
End();
}
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void Window_Close(object sender, DeleteEventArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
if (!_gameLoaded || !ConfigurationState.Instance.ShowConfirmExit || GtkDialog.CreateExitDialog())
{
End();
}
else
{
args.RetVal = true;
}
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void StopEmulation_Pressed(object sender, EventArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
if (_emulationContext != null)
{
UpdateGameMetadata(_emulationContext.Processes.ActiveApplication.ProgramIdText);
}
_pauseEmulation.Sensitive = false;
_resumeEmulation.Sensitive = false;
UpdateMenuItem.Sensitive = true;
RendererWidget?.Exit();
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
private void PauseEmulation_Pressed(object sender, EventArgs args)
{
_pauseEmulation.Sensitive = false;
_resumeEmulation.Sensitive = true;
_emulationContext.System.TogglePauseEmulation(true);
}
private void ResumeEmulation_Pressed(object sender, EventArgs args)
{
_pauseEmulation.Sensitive = true;
_resumeEmulation.Sensitive = false;
_emulationContext.System.TogglePauseEmulation(false);
}
public void ActivatePauseMenu()
{
_pauseEmulation.Sensitive = true;
_resumeEmulation.Sensitive = false;
}
public void TogglePause()
{
_pauseEmulation.Sensitive ^= true;
_resumeEmulation.Sensitive ^= true;
_emulationContext.System.TogglePauseEmulation(_resumeEmulation.Sensitive);
}
private void Installer_File_Pressed(object o, EventArgs args)
{
FileChooserNative fileChooser = new FileChooserNative("Choose the firmware file to open", this, FileChooserAction.Open, "Open", "Cancel");
FileFilter filter = new FileFilter
{
Name = "Switch Firmware Files"
};
filter.AddPattern("*.zip");
filter.AddPattern("*.xci");
fileChooser.AddFilter(filter);
HandleInstallerDialog(fileChooser);
}
private void Installer_Directory_Pressed(object o, EventArgs args)
{
FileChooserNative directoryChooser = new FileChooserNative("Choose the firmware directory to open", this, FileChooserAction.SelectFolder, "Open", "Cancel");
HandleInstallerDialog(directoryChooser);
}
private void HandleInstallerDialog(FileChooserNative fileChooser)
{
if (fileChooser.Run() == (int)ResponseType.Accept)
{
try
{
string filename = fileChooser.Filename;
fileChooser.Dispose();
SystemVersion firmwareVersion = _contentManager.VerifyFirmwarePackage(filename);
if (firmwareVersion is null)
{
GtkDialog.CreateErrorDialog($"A valid system firmware was not found in {filename}.");
return;
}
string dialogTitle = $"Install Firmware {firmwareVersion.VersionString}";
SystemVersion currentVersion = _contentManager.GetCurrentFirmwareVersion();
string dialogMessage = $"System version {firmwareVersion.VersionString} will be installed.";
if (currentVersion != null)
{
dialogMessage += $"\n\nThis will replace the current system version {currentVersion.VersionString}. ";
}
dialogMessage += "\n\nDo you want to continue?";
ResponseType responseInstallDialog = (ResponseType)GtkDialog.CreateConfirmationDialog(dialogTitle, dialogMessage).Run();
MessageDialog waitingDialog = GtkDialog.CreateWaitingDialog(dialogTitle, "Installing firmware...");
if (responseInstallDialog == ResponseType.Yes)
{
Logger.Info?.Print(LogClass.Application, $"Installing firmware {firmwareVersion.VersionString}");
Thread thread = new Thread(() =>
{
Application.Invoke(delegate
{
waitingDialog.Run();
});
try
{
_contentManager.InstallFirmware(filename);
Application.Invoke(delegate
{
waitingDialog.Dispose();
string message = $"System version {firmwareVersion.VersionString} successfully installed.";
GtkDialog.CreateInfoDialog(dialogTitle, message);
Logger.Info?.Print(LogClass.Application, message);
// Purge Applet Cache.
DirectoryInfo miiEditorCacheFolder = new DirectoryInfo(System.IO.Path.Combine(AppDataManager.GamesDirPath, "0100000000001009", "cache"));
if (miiEditorCacheFolder.Exists)
{
miiEditorCacheFolder.Delete(true);
}
});
}
catch (Exception ex)
{
Application.Invoke(delegate
{
waitingDialog.Dispose();
GtkDialog.CreateErrorDialog(ex.Message);
});
}
finally
{
RefreshFirmwareLabel();
}
});
thread.Name = "GUI.FirmwareInstallerThread";
thread.Start();
}
}
2022-01-12 11:22:19 +00:00
catch (MissingKeyException ex)
{
Logger.Error?.Print(LogClass.Application, ex.ToString());
UserErrorDialog.CreateUserErrorDialog(UserError.FirmwareParsingFailed);
}
catch (Exception ex)
{
GtkDialog.CreateErrorDialog(ex.Message);
}
}
else
{
fileChooser.Dispose();
}
}
private void RefreshFirmwareLabel()
{
SystemVersion currentFirmware = _contentManager.GetCurrentFirmwareVersion();
Application.Invoke(delegate
{
_firmwareVersionLabel.Text = currentFirmware != null ? currentFirmware.VersionString : "0.0.0";
});
}
private void InstallFileTypes_Pressed(object sender, EventArgs e)
{
if (FileAssociationHelper.Install())
{
GtkDialog.CreateInfoDialog("Install file types", "File types successfully installed!");
}
else
{
GtkDialog.CreateErrorDialog("Failed to install file types.");
}
}
private void UninstallFileTypes_Pressed(object sender, EventArgs e)
{
if (FileAssociationHelper.Uninstall())
{
GtkDialog.CreateInfoDialog("Uninstall file types", "File types successfully uninstalled!");
}
else
{
GtkDialog.CreateErrorDialog("Failed to uninstall file types.");
}
}
private void HandleRelaunch()
{
if (_userChannelPersistence.PreviousIndex != -1 && _userChannelPersistence.ShouldRestart)
{
_userChannelPersistence.ShouldRestart = false;
RunApplication(_currentEmulatedGamePath);
}
else
{
// otherwise, clear state.
_userChannelPersistence = new UserChannelPersistence();
_currentEmulatedGamePath = null;
Vulkan backend (#2518) * WIP Vulkan implementation * No need to initialize attributes on the SPIR-V backend anymore * Allow multithreading shaderc and vkCreateShaderModule You'll only really see the benefit here with threaded-gal or parallel shader cache compile. Fix shaderc multithreaded changes Thread safety for shaderc Options constructor Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes. * Support multiple levels/layers for blit. Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now. * TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use * New depth-stencil blit method for AMD * Workaround for AMD driver bug * Fix some tessellation related issues (still doesn't work?) * Submit command buffer before Texture GetData. (UE4 fix) * DrawTexture support * Fix BGRA on OpenGL backend * Fix rebase build break * Support format aliasing on SetImage * Fix uniform buffers being lost when bindings are out of order * Fix storage buffers being lost when bindings are out of order (also avoid allocations when changing bindings) * Use current command buffer for unscaled copy (perf) Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies. * Update to .net6 * Update Silk.NET to version 2.10.1 Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before. * Fix PrimitivesGenerated query, disable Transform Feedback queries for now Lets Splatoon 2 work on nvidia. (mostly) * Update counter queue to be similar to the OGL one Fixes softlocks when games had to flush counters. * Don't throw when ending conditional rendering for now This should be re-enabled when conditional rendering is enabled on nvidia etc. * Update findMSB/findLSB to match master's instruction enum * Fix triangle overlay on SMO, Captain Toad, maybe others? * Don't make Intel Mesa pay for Intel Windows bugs * Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders) * Update Spv.Generator * Add alpha test emulation on shader (but no shader specialisation yet...) * Fix R4G4B4A4Unorm texture format permutation * Validation layers should be enabled for any log level other than None * Add barriers around vkCmdCopyImage Write->Read barrier for src image (we want to wait for a write to read it) Write->Read barrier for dst image (we want to wait for the copy to complete before use) * Be a bit more careful with texture access flags, since it can be used for anything * Device local mapping for all buffers May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?) Also some performance things and fixes issues with opengl games loading textures weird. * Cleanup, disable device local buffers for now. * Add single queue support Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment. * Fix some validation errors around extended dynamic state * Remove Intel bug workaround, it was fixed on the latest driver * Use circular queue for checking consumption on command buffers Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once. * Use SupportBufferUpdater, add single layer flush * Fix counter queue leak when game decides to use host conditional rendering * Force device local storage for textures (fixes linux performance) * Port #3019 * Insert barriers around vkCmdBlitImage (may fix some amd flicker) * Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers * Don't pause transform feedback for multi draw * Fix draw outside of render pass and missing capability * Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more) * Better workaround for AMD vertex buffer size alignment issue * More instructions + fixes on SPIR-V backend * Allow custom aspect ratio on Vulkan * Correct GTK UI status bar positions * SPIR-V: Functions must always end with a return * SPIR-V: Fix ImageQuerySizeLod * SPIR-V: Set DepthReplacing execution mode when FragDepth is modified * SPIR-V: Implement LoopContinue IR instruction * SPIR-V: Geometry shader support * SPIR-V: Use correct binding number on storage buffers array * Reduce allocations for Spir-v serialization Passes BinaryWriter instead of the stream to Write and WriteOperand - Removes creation of BinaryWriter for each instruction - Removes allocations for literal string * Some optimizations to Spv.Generator - Dictionary for lookups of type declarations, constants, extinst - LiteralInteger internal data format -> ushort - Deterministic HashCode implementation to avoid spirv result not being the same between runs - Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost) TODO: improve instruction allocation, structured program creator, ssa? * Pool Spv.Generator resources, cache delegates, spv opts - Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module. - NewInstruction is called instead of new Instruction() - Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually. - Estimate code size when creating the output MemoryStream - LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast. Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call. TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads. * LocalDefMap for Ssa Rewriter Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator. * SPIR-V: Transform feedback support * SPIR-V: Fragment shader interlock support (and image coherency) * SPIR-V: Add early fragment tests support * SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta * Don't pass depth clip state right now (fix decals) Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted. * Multisampling support * Multisampling: Use resolve if src samples count > dst samples count * Multisampling: We can only resolve for unscaled copies * SPIR-V: Only add FSI exec mode if used. * SPIR-V: Use ConstantComposite for Texture Offset Vector Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are. * SPIR-V: Don't OpReturn if we already OpExit'ed Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist) * SPIR-V: Only use input attribute type for input attributes Output vertex attributes should always be of type float. * Multithreaded Pipeline Compilation * Address some feedback * Make this 32 * Update topology with GpuAccessorState * Cleanup for merge (note: disables spir-v) * Make more robust to shader compilation failure - Don't freeze when GLSL compilation fails - Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure. * Fix Multisampling * Only update fragment scale count if a vertex texture needs a scale. Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage. This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now. * Use a bitmap to do granular tracking for buffer uploads. This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful. Avoids ending render passes to update buffer data (not all the time) - 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI) - Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI) As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory) Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here. * Copy query results after RP ends, rather than ending to copy We need to end the render pass to get the data (submit command buffer) anyways... Reduces render passes created in games that use queries. * Rework Query stuff a bit to avoid render pass end Tries to reset returned queries in background when possible, rather than ending the render pass. Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?) * Remove unnecessary lines Was for testing * Fix validation error for query reset Need to think of a better way to do this. * SPIR-V: Fix SwizzleAdd and some validation errors * SPIR-V: Implement attribute indexing and StoreAttribute * SPIR-V: Fix TextureSize for MS and Buffer sampler types * Fix relaunch issues * SPIR-V: Implement LogicalExclusiveOr * SPIR-V: Constant buffer indexing support * Ignore unsupported attributes rather than throwing (matches current GLSL behaviour) * SPIR-V: Implement tessellation support * SPIR-V: Geometry shader passthrough support * SPIR-V: Implement StoreShader8/16 and StoreStorage8/16 * SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug * SPIR-V: Fix field index for scale count * SPIR-V: Fix another case of wrong field index * SPIRV/GLSL: More scaling related fixes * SPIR-V: Fix ImageLoad CompositeExtract component type * SPIR-V: Workaround for Intel FrontFacing bug * Enable SPIR-V backend by default * Allow null samplers (samplers are not required when only using texelFetch to access the texture) * Fix some validation errors related to texel block view usage flag and invalid image barrier base level * Use explicit subgroup size if we can (might fix some block flickering on AMD) * Take componentMask and scissor into account when clearing framebuffer attachments * Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA) * Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight) Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different * Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc) * Check if the subgroup size is supported before passing a explicit size * Only enable ShaderFloat64 if the GPU supports it * We don't need to recompile shaders if alpha test state changed but alpha test is disabled * Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before) * Fix pipeline state saving before it is updated. This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache. * Allow null samplers on OpenGL backend * _unit0Sampler should be set only for binding 0 * Remove unused PipelineConverter format variable (was causing IOR) * Raise textures limit to 64 on Vulkan * No need to pack the shader binaries if shader cache is disabled * Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL * Do not clear unbound framebuffer color attachments * Geometry shader passthrough emulation * Consolidate UpdateDepthMode and GetDepthMode implementation * Fix A1B5G5R5 texture format and support R4G4 on Vulkan * Add barrier before use of some modified images * Report 32 bit query result on AMD windows (smo issue) * Add texture recompression support (disabled for now) It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures * Do not report R4G4 format as supported on Vulkan It was causing mario head to become white on Super Mario 64 (???) * Improvements to -1 to 1 depth mode. - Transformation is only applied on the last stage in the vertex pipeline. - Should fix some issues with geometry and tessellation (hopefully) - Reading back FragCoord Z on fragment will transform back to -1 to 1. * Geometry Shader index count from ThreadsPerInputPrimitive Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL * Remove gl_FragDepth scaling This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade. * Add Gl StencilOp enum values to Vulkan * Update guest cache to v1.1 (due to specialization state changes) This will explode your shader cache from earlier vulkan build, but it must be done. :pensive: * Vulkan/SPIR-V support for viewport inverse * Fix typo * Don't create query pools for unsupported query types * Return of the Vector Indexing Bug One day, everyone will get this right. * Check for transform feedback query support Sometimes transform feedback is supported without the query type. * Fix gl_FragCoord.z transformation FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs. Fixes Pokemon Sword/Shield, possibly others. * Fix Avalonia Rebase Vulkan is currently not available on Avalonia, but the build does work and you can use opengl. * Fix headless build * Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host * Fix BCn 4/5 conversion, GetTextureTarget BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect. GetTextureTarget was not creating a view with the replacement format. * Fix dependency * Fix inverse viewport transform vector type on SPIR-V * Do not require null descriptors support * If MultiViewport is not supported, do not try to set more than one viewport/scissor * Bounds check on bitmap add. * Flush queries on attachment change rather than program change Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending. Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets. * Add support for avalonia (#6) * add avalonia support * only lock around skia flush * addressed review * cleanup * add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check * fix getting window handle on linux. skip render is size is 0 * Combine non-buffer with buffer image descriptor sets * Support multisample texture copy with automatic resolve on Vulkan * Remove old CompileShader methods from the Vulkan backend * Add minimal pipeline layouts that only contains used bindings They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders * Pre-compile helper shader as SPIR-V, and some fixes * Remove pre-compiled shaderc binary for Windows as its no longer needed by default * Workaround RADV crash Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist". * Use RobustBufferAccess on NVIDIA gpus Avoids the SMO waterfall triangle on older NVIDIA gpus. * Implement GPU selector and expose texture recompression on the UI and config * Fix and enable background compute shader compilation Also disables warnings from shader cache pipeline misses. * Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added * If S8D24 is not supported, use D32FS8 * Ensure all fences are destroyed on dispose * Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks * Add missing clear layer parameter after rebase * Use selected gpu from config for avalonia (#7) * use configured device * address review * Fix D32S8 copy workaround (AMD) Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things. * Use push descriptors for uniform buffer updates (disabled for now) * Push descriptor support check, buffer redundancy checks Should make push descriptors faster, needs more testing though. * Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs * Adjust bindings array sizes * Force submit command buffers if memory in use by its resources is high * Add workaround for AMD GCN cubemap view sins `ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue. This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry) Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there. * Add mobile, non-RX variants to the GCN regex. Also make sure that the 3 digit ones only include numbers starting with 7 or 8. * Increase image limit per stage from 8 to 16 Xenoblade Chronicles 2 was hiting the limit of 8 * Minor code cleanup * Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer * Add gpu selector to Avalonia (#8) * Add gpu selector to avalonia settings * show backend label on window * some fixes * address review * Minor changes to the Avalonia UI * Update graphics window UI and locales. (#9) * Update xaml and update locales * locale updates Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish? * Fix locales with more (?) correct translations. * add separator to render widget * fix spanish and portuguese * Add new IdList, replaces buffer list that could not remove elements and had unbounded growth * Don't crash the settings window if Vulkan is not supported * Fix Actions menu not being clickable on GTK UI after relaunch * Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer * Fix IdList and make it not thread safe * Revert useless OpenGL format table changes * Fix headless project build * List throws ArgumentOutOfRangeException * SPIR-V: Fix tessellation * Increase shader cache version due to tessellation fix * Reduce number of Sync objects created (improves perf in some specific titles) * Fix vulkan validation errors for NPOT compressed upload and GCN workaround. * Add timestamp to the shader cache and force rebuild if host cache is outdated * Prefer Mail box present mode for popups (#11) * Prefer Mail box present mode * fix debug * switch present mode when vsync is toggled * only disable vsync on the main window * SPIR-V: Fix geometry shader input load with transform feedback * BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0 * Fix Avalonia build * Address initial PR feedback * Only set transform feedback outputs on last vertex stage * Address riperiperi PR feedback * Remove outdated comment * Remove unused constructor * Only throw for negative results * Throw for QueueSubmit and other errors No point in delaying the inevitable * Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler * Fix some resolution scale issues * No need for two UpdateScale calls * Fix comments on SPIR-V generator project * Try to fix shader local memory size On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region? * Remove RectangleF that is now unused * Fix ImageGather with multiple offsets Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct` * Address PR feedback from jD in all projects except Avalonia * Address most of jD PR feedback on Avalonia * Remove unsafe * Fix VulkanSkiaGpu * move present mode request out of Create Swapchain method * split more parts of create swapchain * addressed reviews * addressed review * Address second batch of jD PR feedback * Fix buffer <-> image copy row length and height alignment AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes * Better fix for NPOT alignment issue * Use switch expressions on Vulkan EnumConversion Thanks jD * Fix Avalonia build * Add Vulkan selection prompt on startup * Grammar fixes on Vulkan prompt message * Add missing Vulkan migration flag Co-authored-by: riperiperi <rhy3756547@hotmail.com> Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com> Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 21:26:06 +00:00
_actionMenu.Sensitive = false;
_firmwareInstallFile.Sensitive = true;
_firmwareInstallDirectory.Sensitive = true;
}
}
private void FullScreen_Toggled(object sender, EventArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
if (!Window.State.HasFlag(Gdk.WindowState.Fullscreen))
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
Fullscreen();
ToggleExtraWidgets(false);
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
else
{
Unfullscreen();
ToggleExtraWidgets(true);
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
}
private void StartFullScreen_Toggled(object sender, EventArgs args)
{
ConfigurationState.Instance.Ui.StartFullscreen.Value = _startFullScreen.Active;
SaveConfig();
}
private void ShowConsole_Toggled(object sender, EventArgs args)
{
ConfigurationState.Instance.Ui.ShowConsole.Value = _showConsole.Active;
SaveConfig();
}
private void OptionMenu_StateChanged(object o, StateChangedArgs args)
{
_manageUserProfiles.Sensitive = _emulationContext == null;
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void Settings_Pressed(object sender, EventArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
SettingsWindow settingsWindow = new SettingsWindow(this, _virtualFileSystem, _contentManager);
settingsWindow.SetSizeRequest((int)(settingsWindow.DefaultWidth * Program.WindowScaleFactor), (int)(settingsWindow.DefaultHeight * Program.WindowScaleFactor));
settingsWindow.Show();
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
private void HideUi_Pressed(object sender, EventArgs args)
{
ToggleExtraWidgets(false);
}
private void ManageCheats_Pressed(object sender, EventArgs args)
{
var window = new CheatWindow(_virtualFileSystem,
_emulationContext.Processes.ActiveApplication.ProgramId,
_emulationContext.Processes.ActiveApplication.ApplicationControlProperties.Title[(int)_emulationContext.System.State.DesiredTitleLanguage].NameString.ToString());
window.Destroyed += CheatWindow_Destroyed;
window.Show();
}
private void CheatWindow_Destroyed(object sender, EventArgs e)
{
_emulationContext.EnableCheats();
(sender as CheatWindow).Destroyed -= CheatWindow_Destroyed;
}
private void ManageUserProfiles_Pressed(object sender, EventArgs args)
{
UserProfilesManagerWindow userProfilesManagerWindow = new UserProfilesManagerWindow(_accountManager, _contentManager, _virtualFileSystem);
userProfilesManagerWindow.SetSizeRequest((int)(userProfilesManagerWindow.DefaultWidth * Program.WindowScaleFactor), (int)(userProfilesManagerWindow.DefaultHeight * Program.WindowScaleFactor));
userProfilesManagerWindow.Show();
}
private void Simulate_WakeUp_Message_Pressed(object sender, EventArgs args)
{
if (_emulationContext != null)
{
_emulationContext.System.SimulateWakeUpMessage();
}
}
private void ActionMenu_StateChanged(object o, StateChangedArgs args)
{
_scanAmiibo.Sensitive = _emulationContext != null && _emulationContext.System.SearchingForAmiibo(out int _);
_takeScreenshot.Sensitive = _emulationContext != null;
}
private void Scan_Amiibo(object sender, EventArgs args)
{
if (_emulationContext.System.SearchingForAmiibo(out int deviceId))
{
AmiiboWindow amiiboWindow = new AmiiboWindow
{
LastScannedAmiiboShowAll = _lastScannedAmiiboShowAll,
LastScannedAmiiboId = _lastScannedAmiiboId,
DeviceId = deviceId,
TitleId = _emulationContext.Processes.ActiveApplication.ProgramIdText.ToUpper()
};
amiiboWindow.DeleteEvent += AmiiboWindow_DeleteEvent;
amiiboWindow.Show();
}
else
{
GtkDialog.CreateInfoDialog($"Amiibo", "The game is currently not ready to receive Amiibo scan data. Ensure that you have an Amiibo-compatible game open and ready to receive Amiibo scan data.");
}
}
private void Take_Screenshot(object sender, EventArgs args)
{
if (_emulationContext != null && RendererWidget != null)
{
RendererWidget.ScreenshotRequested = true;
}
}
private void AmiiboWindow_DeleteEvent(object sender, DeleteEventArgs args)
{
if (((AmiiboWindow)sender).AmiiboId != "" && ((AmiiboWindow)sender).Response == ResponseType.Ok)
{
_lastScannedAmiiboId = ((AmiiboWindow)sender).AmiiboId;
_lastScannedAmiiboShowAll = ((AmiiboWindow)sender).LastScannedAmiiboShowAll;
_emulationContext.System.ScanAmiibo(((AmiiboWindow)sender).DeviceId, ((AmiiboWindow)sender).AmiiboId, ((AmiiboWindow)sender).UseRandomUuid);
}
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void Update_Pressed(object sender, EventArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
if (Updater.CanUpdate(true))
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
Updater.BeginParse(this, true).ContinueWith(task =>
{
Logger.Error?.Print(LogClass.Application, $"Updater error: {task.Exception}");
}, TaskContinuationOptions.OnlyOnFaulted);
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void About_Pressed(object sender, EventArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
AboutWindow aboutWindow = new AboutWindow();
aboutWindow.SetSizeRequest((int)(aboutWindow.DefaultWidth * Program.WindowScaleFactor), (int)(aboutWindow.DefaultHeight * Program.WindowScaleFactor));
aboutWindow.Show();
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
}
private void Fav_Toggled(object sender, EventArgs args)
{
ConfigurationState.Instance.Ui.GuiColumns.FavColumn.Value = _favToggle.Active;
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
SaveConfig();
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
UpdateColumns();
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void Icon_Toggled(object sender, EventArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
ConfigurationState.Instance.Ui.GuiColumns.IconColumn.Value = _iconToggle.Active;
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
SaveConfig();
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
UpdateColumns();
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
private void App_Toggled(object sender, EventArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
ConfigurationState.Instance.Ui.GuiColumns.AppColumn.Value = _appToggle.Active;
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
SaveConfig();
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
UpdateColumns();
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void Developer_Toggled(object sender, EventArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
ConfigurationState.Instance.Ui.GuiColumns.DevColumn.Value = _developerToggle.Active;
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
SaveConfig();
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
UpdateColumns();
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void Version_Toggled(object sender, EventArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
ConfigurationState.Instance.Ui.GuiColumns.VersionColumn.Value = _versionToggle.Active;
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
SaveConfig();
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
UpdateColumns();
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void TimePlayed_Toggled(object sender, EventArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
ConfigurationState.Instance.Ui.GuiColumns.TimePlayedColumn.Value = _timePlayedToggle.Active;
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
SaveConfig();
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
UpdateColumns();
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void LastPlayed_Toggled(object sender, EventArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
ConfigurationState.Instance.Ui.GuiColumns.LastPlayedColumn.Value = _lastPlayedToggle.Active;
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
SaveConfig();
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
UpdateColumns();
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void FileExt_Toggled(object sender, EventArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
ConfigurationState.Instance.Ui.GuiColumns.FileExtColumn.Value = _fileExtToggle.Active;
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
SaveConfig();
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
UpdateColumns();
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void FileSize_Toggled(object sender, EventArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
ConfigurationState.Instance.Ui.GuiColumns.FileSizeColumn.Value = _fileSizeToggle.Active;
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
SaveConfig();
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
UpdateColumns();
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
private void Path_Toggled(object sender, EventArgs args)
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
{
ConfigurationState.Instance.Ui.GuiColumns.PathColumn.Value = _pathToggle.Active;
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
SaveConfig();
Add features to GUI (#757) * controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
2019-11-29 04:32:51 +00:00
UpdateColumns();
}
private void RefreshList_Pressed(object sender, ButtonReleaseEventArgs args)
{
UpdateGameTable();
}
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
2019-09-02 16:03:57 +00:00
}
}