As AppVeyor took our project down and deleted it without any comments, we are switching to GitHub Releases earlier than anticipated.
This isn't the most elegant design (and I would have prefered having a release manifest in place) but this will do for now.
The concept of release channel was also defined with this change.
The new base version is now 1.1.x to avoid confusion with older system.
Standard test CI was disabled temporarly and may be chained later as a CI job after the release job.
Users are expected to redownload the emulator to be sure to be up to date.
PS: If someone from AppVeyor read this, thanks again for ruining my week-end, I will be sure to NEVER recommend you to anyone.
Best Regards, Mary.
* Remove usage of Mono.Posix.NETStandard in Ryujinx project
* Remove usage of Mono.Posix.NETStandard in ARMeilleure project
* Remove usage of Mono.Posix.NETStandard in Ryujinx.Memory project
* Address gdkchan's comments
* infra: Migrate to .NET 6
* Rollback version naming change
* Workaround .NET 6 ZipArchive API issues
* ci: Switch to VS 2022 for AppVeyor
CI is now ready for .NET 6
* Suppress WebClient warning in DoUpdateWithMultipleThreads
* Attempt to workaround System.Drawing.Common changes on 6.0.0
* Change keyboard rendering from System.Drawing to ImageSharp
* Make the software keyboard renderer multithreaded
* Bump ImageSharp version to 1.0.4 to fix a bug in Image.Load
* Add fallback fonts to the keyboard renderer
* Fix warnings
* Address caian's comment
* Clean up linux workaround as it's uneeded now
* Update readme
Co-authored-by: Caian Benedicto <caianbene@gmail.com>
* 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. 😌
* 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>
* 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
* Implement friendlier portable mode
* Remove first run dialog
* Disable updates in portable mode for now
* Convert relative custom paths to absolute ones
Also, fix a regression when custom path doesn't exist
* Revise SystemInfo
Cleans up and adds a bit more info (logical core count and available mem at launch) to logs.
- Extract CPU name from CPUID when supported.
- Linux: Robust parsing of procfs files
- Windows: Prefer native calls to WMI
- Remove unnecessary virtual specifiers
* Address gdkchan's comments
* Address AcK's comments
* Address formatting nits
* Make Windows DPI aware to display properly on high-resolution screens.
* remove empty line
* Don't use app manifest, set process dpi aware programatically.
Store variables in Program.cs for use instead of re-creating them per class/ method.
* Fix for linux/osx
* Add braces
* Re-use manifest. It appears to be required on linux.
* Undo previous commit -- it appears linux was simply never affected.
* Addressed AcK's comments
* Remove unused usings
* Address comments by AcK #2
* Re-order
* Move FromHwnd call to ForceDpiAware class. Wrap in Try-Catch to prevent crashes on systems that don't support it.
* Additional code cleanup
* Remove "global::" reference.
- Bind toggle events after setting up their current values. This fixes the issue where the config is saved 10 times when the main window is opened 😬
- Write to disk immediately to decrease the chances of corruption
* gui: Refactoring Part 1
* Fix ProfileDialog.glade path
* Fix Application.Quit assert
* Fix TitleUpdateWindow parent
* Fix TitleUpdate selected item
* Remove extra line in TitleUpdateWindow
* Fix empty assign of Enum.TryParse
* Add Patrons list in the About Window
* update about error messages
This update the "No keys" dialog and block starting NSP/XCI/NCA without firmware.
Also propose to the user if they want to install firmware if they start an untrimmed XCI and remove KEYS.md as it was completely outdated.
PS: Also fix a bug with "&" in URL with OpenUrl on Windows.
This project wasn't really used by anyone and isn't worth mantaining.
This commit remove the profiler entirely from Ryujinx and remove the associated CI tasks.
* Allow launching with custom data directories
Don't load alternate keys when using custom directory
* Address gdkchan's comments
* Misc fixes to log levels
Added more enabled log levels by default
Moved successful config updation to Notice as
1. It's not a warning
2. Warnings could've been disabled by the config load and hence message
would be lost
* Logger class changes only
Now compile-time checking is possible with the help of Nullable Value
types.
* Misc formatting
* Manual optimizations
PrintGuestLog
PrintGuestStackTrace
Surfaceflinger DequeueBuffer
* Reduce SendVibrationXX log level to Debug
* Add Notice log level
This level is always enabled and used to print system info, etc...
Also, rewrite LogColor to switch expression as colors are static
* Unify unhandled exception event handlers
* Print enabled LogLevels during init
* Re-add App Exit disposes in proper order
nit: switch case spacing
* Revert PrintGuestStackTrace to Info logs due to #1407
PrintGuestStackTrace is now called in some critical error handlers
so revert to old behavior as KThread isn't part of Guest.
* Batch replace Logger statements
* 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>
We currently logs system informations before we load the configuration file.
Since the logger use the configuration file (to sets if it should store the logs in a file, etc...), if we print something before the configuration init, the log file doesn't contains any system informations.
Now it's fixed.
* Log Ryujinx version and OS
* Log total RAM size and CPU name
* Requested changes
* requested change
* jd's requested changes
* jd's requested changes
This implement `GetRegionCode` accordingly to RE. I've added a setting in the GUI and a field in the Configuration file with a way to update the Configuration file if needed.
* config loading changes
- load config from either ryufs or ryujinx.exe parent folder with parent folder taking priority
- config file in repo is only copied to parent directory if built in debug mode
* AcK's requested changes
* add "Profile Debug" as a condition to copy the default config to output
This add the AppVeyor build version (added in #927) in the console window title and in the GUI title (when you are on the games list or when an emulated game is closed).
* add gl rendering widget
* embed renderer into main window
* add input
* fix mouse input
* fix mouse coords
* refresh game list after closing game, remove profiler method
* rebase, hide game list progress bar while game is running
* Some bug fixes
Changelog:
- Reapply some changes that got lost while rebasing from #904
- Make sure to guarantee exclusivity on the GL context (fixing multiple
possible race conditions on Windows)
- Avoid making GLRenderer disposed multiple time
* add fullscreen, enable input on focus, disable aplha
* addressed comments
* Disable transparency in the window
* fix fullscreen state, fix focus, addressed comments
* nit
* addressed nit
Co-authored-by: Thog <thog@protonmail.com>
* Fix a crash when closing the main Ui
Also make sure to dispose the OpenAL context to not leak memory when
unloading the emulation context.
* Improve keys and 'game already running' dialogs
* Make sure to dispose the page table and ThreadContext
Less memory leaks!
* Fix tests
* Address gdk's comments
* Keep the GUI alive when closing a game
Make HLE.Switch init when starting a game and dispose it when closing
the GlScreen.
This also make HLE in charge of disposing the audio and gpu backend.
* Address Ac_k's comments
* Make sure to dispose the Discord module and use GTK quit method
Also update Discord Precense when closing a game.
* Make sure to dispose MainWindow
* Address gdk's comments
* Use savedata FS commands from LibHac
* Add EnsureSaveData. Use ApplicationControlProperty struct
* Add a function to migrate to the new directory layout
* LibHac update
* Change backup structure
* Don't create UI files in the save path
* Update RyuFs paths
* Add GetProgramIndexForAccessLog
Ryujinx only runs one program at a time, so always return values reflecting that
* Load control NCA when loading from an NSP
* Skip over UI stats when exiting
* Set TitleName and TitleId in more cases. Fix TitleID naming style
* Completely comment out GUI play stats code
* rebase
* Update LibHac
* Update LibHac
* Revert UI changes
* Do migration automatically at startup
* Rename RyuFs directory to Ryujinx
* Update RyuFs text
* Store savedata paths in the GUI
* Make "Open Save Directory" work
* Use a dummy NACP in EnsureSaveData if one is not loaded
* Remove manual migration button
* Respond to feedback
* Don't read the installer config to get a version string
* Delete nuget.config
* Exclude 'sdcard' and 'bis' during migration
Co-authored-by: Thog <thog@protonmail.com>
The configuration system was quite fragile and too dependent on everything, this fix#812 .
The changes:
The file configuration is now entirely independent from the internal configuration state.
The file configuration is versioned (current version is 1).
Every configuration elements are now reactive properties that the emulator can register on to handle initialization and configuration changes.
The configuration system is now in Ryujinx.Common to be accessible on every projects.
Discord integration is now independent from the UI and can be reloaded.
The primary controller is now configurable at runtime (NOTE: the UI currently doesn't have any options to configure real controller).
The logger is entirely reloadable.
You can now hotplug your controller when the emulator is running.
The logger now takes name for every LogTarget to make them removable at runtime.
The logger now always add the default "console" target to avoid loosing early init logs.
The configuration system now generates a default file configuration if it's missing or too new.
General system stability improvements to enhance the user's experience
* 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
* 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
* Fix typos
* Remove unneeded using statements
* Enforce var style more
* Remove redundant qualifiers
* Fix some indentation
* Disable naming warnings on files with external enum names
* Fix build
* Mass find & replace for comments with no spacing
* Standardize todo capitalization and for/if spacing
* Profiler initial setup
* Capture actual timing data
* Profiling data dumped to file on close
* Support for multiple sessions under the same name
* Service profiling
* Sort output for easier read
* csv output
* Split session into 2 seperate values
* Refactor name to category
* Basic profiling window dummy. Toggle with F1 or set key with config
No actual data displayed yet, just a pretty triangle
* Simple font rendering
* Display some actual timing data
* Fix font bearing being ignored
* x bearing and advance. Fixed y bearing calc
* Different coloured lines to make reading easier
* Scrolling
* Multiple columns for name
* Column titles
* display in ms rather than ticks
* Bars to display times
* Sortable columns
* Regex filtering
* Better instant timing calculation
Fixed minor regex bug
* Better filtering
Better max value calculation
Skip some rendering to reduce profiler weight
* Variable update rate
* Show/hide inactive button
Some other touchups
* Add missing project reference
* Hide inactive and pause
* Fix viewport errors
* Update initial window position
* Variable name cleanup
* Disable timing dump by default
* Internal Profile refactor and cleanup
* Timing info cleanup
* Profile config cleanup
* Settings cleanup
* Button refactor
* Profile refactor
* Profile window cleanup
* Window manager refactor
* Font service cleanup
* Fixed bug in profiling method where method was called twice without profiling enabled
* Allow update rates of less than 1hz
* Stop using window.run because it's apparently not great for performance.
Some other performance things, should only draw a new frame when something has changed
* Improved time tracking to keep history
* Profile window was getting too long so I added regions and split bar rendering out into partial class
* Dummy graph view with button to toggle
* Realtime graphing initial commit
* Display totals on new bar
* Simple zooming support with arrow keys
* Limit graph zoom and label start and stop
* Added support for timing flags
* Stop data running away when paused and frame updated
* Manual step button
* Update at when flag issued (ie every frame)
* Removed useless finish profiling call
* Enable and disable profiling at compile time.
* Better plage for frame swap flag, also kept enough flags to cover larger time spans
* No more stopwatches created, uses PerformanceCounter now
* public and internal fields to props
* Move visible update to update rather than draw as it causes a lockup if called from draw
Also added profile window disposal so closing main window closes profiler too
* Fixed optimization settings for profiled builds
* Appveyer script guess to add profiling builds
* Quotes
* 1 less quote
* Maybe escape space?
* Specify config
* Different approach
* Fix file paths
* Fix another path
* Better artifact naming
* Missing -
* test string
* Removed for, to test
* readd for
* moved dashes around so artifacts can begin with letters
* quote env vars
* martix
* Removed configs
* Much more efficient capture, ConcurrentDictionary was causing too much overhead
* Skip repeating pixels during draw
* Stop ram usage getting too high. Compensating for cleanup doing more now
* Profile CPU, execute skipped because it's just too much work
* Fixed bug with skipping draws. Furthest needed to be reset every loop
* Less distracting colour for timing flags
* Removed profile method function. It just doesn't play nice with conditional compilation so best to remove it now before it's used a lot
* Null check for category, group and item
* Forgot to reset instant count/time
* Increment line when blank
* Fix threading conflict
Fixed instant count and time. Now accuratly represents the total time and count in the buffer
* Fixed bug in time rendering where times were being trimmed to an int.
Also added microsecond/millisecond formatting to reduce the number of decimal places needed
* Support for multiple profiling levels
* Sometimes it would have to wait a long time for lock to clear so moved it to a tryenter and skip if already locked
* Dumb bug regarding clearing of timestamps. Start is already removed so no need to add it to the start
* Optimisations in drawing routine:
Only calculate bar top and bottom once per bar rather than once per timestamp
Pre-calculate the right side of the graph as it was being calculated multiple times per bar
Skip rendering timestamps that occupy the same pixel space now uses the raw timestamp to decide. While technically not as accurate it's much easier as the right side of the bar doesn't have to be calculated for a skipped timestamp
* Couple alignment changes
* Custom equals overload for profile config. The default implpmentation was just too slow
* Bump cleanup thread priority. It clears the timer queue so it need to be run frequently
* Fixed bug with scrolling caused by recent rendering optimisations. Simply forgot to increment the line index on a skipped line
* Stopped blocking memory disposal so much. Also parralised(?) cleanup call
* Uses Arial for font.
* Enable AA
* Inital seperated config support
* Fix profile input from keyboard
* Check toggle visible key from profiler
* Can't use conditional here as _profileWindow doesn't exist it non-profiling build
* Removed junk from merge in sln
* Fromatting cleanup for review
* Fiked small bug caused by race condition
* Added multiple flags with colours
Added way to set max flags
* Fixed flag times
Dispays time flags in window
* Colors for text frame times
* enable and disable flags button added
better fix for race crash
* Re factored npad out
* Explicitly specified type in foreach
* Removed extra line
* Added s to fix nit
* Comment to clarify default time
* Another s nit
* Ordering nit
* Uses Interlocked.Increment over lock
* Unindented #if's and #regions
* Comment to clarify these are indexes in the list
* Uses iequatable over override equals to avoid conversion and checks at runtime
* Removed no longer used variable
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit