This PR implement `ApplicationErrorArg` to the Error Applet. It's used by the guest to throw some specific error messages.
The code was done for (and merged) LDN2 build since long time ago and have been tested a bunch of times because of that! In a way to reduce the differences between LDN and master build it's fine to add it to master.
* 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
I happened to notice this when checking Ryu's IPC structures. After double checking with RE it seems the current check is incorrect so use the correct member to fix that.
* Haydn: Part 1
Based on my reverse of audio 11.0.0.
As always, core implementation under LGPLv3 for the same reasons as for Amadeus.
This place the bases of a more flexible audio system while making audout & audin accurate.
This have the following improvements:
- Complete reimplementation of audout and audin.
- Audin currently only have a dummy backend.
- Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL).
- Audio Renderer now can output to 5.1 devices when supported.
- Audio Renderer init its backend on demand instead of keeping two up all the time.
- All backends implementation are now in their own project.
- Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this.
As a note, games having issues with OpenAL haven't improved and will not
because of OpenAL design (stopping when buffers finish playing causing
possible audio "pops" when buffers are very small).
* Update for latest hexkyz's edits on Switchbrew
* audren: Rollback channel configuration changes
* Address gdkchan's comments
* Fix typo in OpenAL backend driver
* Address last comments
* Fix a nit
* Address gdkchan's comments
This PR fix an issue introduced on last IPC rewrite PRs where some returned buffer size have to be explicit now.
`GetClientId` without an explicit buffer size return some garbage to the guest and then `nifm` service crashes because of a wrong ClientId. It's fixed now.
Horizon Chase Turbo and Doom regression are fixed now. (Probably some other games too)
* Improve compatibility of the inline keyboard with some games
* Send an empty first text to avoid crashing some games
* Implement SetCustomizedDictionaries and fix SetCustomizeDic
* Expand Bg and Fg abbreviations in the swkbd applet
* Fix variable names and add comments to software keyboard
* Added IsUserSystemClockAutomaticCorrectionEnabled
This is used when a game want to check if you game is synced with a server
* Update ISystemSettingsServer.cs
* Implemented OpenDataStorageWithProgramIndex
* Update IFileSystemProxy.cs
* Commited that file on accidant
* Update IFileSystemProxy.cs
* 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
* Update Ryujinx.HLE/HOS/Services/Settings/ISystemSettingsServer.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Update Ryujinx.HLE/HOS/Services/Settings/ISystemSettingsServer.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Fix formating and add missing stub
* Update ISystemSettingsServer.cs
* Update ISystemSettingsServer.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Initial Setup: Reload keys before verifying firmware
Also, display the NoKeys dialog if keyset is empty when verifying
firmware.
* LoadApplications: Remove the lone debug log and print the error directly
* Add background mode configuration to SoftwareKeyboardApplet
* Add placeholder text generator for Software Keyboard in background mode
* Add stub for GetIndirectLayerImageMap
* Fix default state of DecidedCancel response
* Add GUI text input to Software Keyboard in background mode
* Fix graphical glitch when Inline Software Keyboard appears
* Improve readability of InlineResponses class
* Improve code styling and fix compiler warnings
* Replace ServiceDisplay log class by ServiceVi
* Replace static readonly by const
* Add proper finalization to the keyboard applet in inline mode
* Rename constants to start with uppercase
* Fix inline keyboard not working with some games
* Improve code readability
* Fix code styling
* pctl: Stub IsFreeCommunicationAvailable
This PR stub call IsFreeCommunicationAvailable since it's the same as call CheckFreeCommunicationPermission without a sets of an internal field.
I've fixed a wrong logic found while I'm checked the call by RE.
This fix#1883.
* Fix comments
* Add the ability to layeredfs individual exefs with mod loader
* Address code style issues
* Further adjustments to the mod loading
* Update Ryujinx.HLE/HOS/ModLoader.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Apply suggestions from code review
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Address issue with checking for NSO existence (and code style fixes)
Co-authored-by: Ac_K <Acoustik666@gmail.com>
This PR fixes a regression introduced in #1741. The actual implementation do the assumption of fences always exist and then registering the callback.
Homebrews may not use fences, so the code crashes when it try to register the callback.
* Added support for offline invalidation, via PPTC, of low cq translations replaced by high cq translations; both on a single run and between runs.
Added invalidation of .cache files in the event of reuse on a different user operating system.
Added .info and .cache files invalidation in case of a failed stream decompression.
Nits.
* InternalVersion = 1712;
* Nits.
* Address comment.
* Get rid of BinaryFormatter.
Nits.
* Move Ptc.LoadTranslations().
Nits.
* Nits.
* Fixed corner cases (in case backup copies have to be used). Added save logs.
* Not core fixes.
* Complement to the previous commit. Added load logs. Removed BinaryFormatter leftovers.
* Add LoadTranslations log.
* Nits.
* Removed the search and management of LowCq overlapping functions.
* Final increment of .info and .cache flags.
* Nit.
* GetIndirectFunctionAddress(): Validate that writing actually takes place in dynamic table memory range (and not elsewhere).
* Fix Ptc.UpdateInfo() due to rebase.
* Nit for retrigger Checks.
* Nit for retrigger Checks.
* Interrupt GPU command processing when a frame's fence is reached.
* Accumulate times rather than %s
* Accurate timer for vsync
Spin wait for the last .667ms of a frame. Avoids issues caused by signalling 16ms vsync. (periodic stutters in smo)
* Use event wait for better timing.
* Fix lazy wait
Windows doesn't seem to want to do 1ms consistently, so force a spin if we're less than 2ms.
* A bit more efficiency on frame waits.
Should now wait the remainder 0.6667 instead of 1.6667 sometimes (odd waits above 1ms are reliable, unlike 1ms waits)
* Better swap interval 0 solution
737 fps without breaking a sweat. Downside: Vsync can no longer be disabled on games that use the event heavily (link's awakening - which is ok since it breaks anyways)
* Fix comment.
* Address Comments.
* am/gui: Implement Wake-up message.
This implement the ability to send a Wake-up (Resume) message to the guest.
Sometime games needs to Sleep and Wake-up the switch to unlock some ingame features.
* Address gdkchan feedback
* Implement TreeMap from scratch.
Begin implementation of MemoryBlockManager
* Implement GetFreePosition using MemoryBlocks
* Implementation of Memory Management using a Tree.
Still some issues to work around, but promising thus far.
* Resolved invalid mapping issue.
Performance appears promising.
* Add tick metrics
* Use the logger instead
* Use debug loggin instead of info.
* Remove unnecessary code. Add descriptions of added functions.
* Improve memory allocation even further. As well as improve speed of position fetching.
* Add TreeDictionary to Ryujinx Commons
Removed Unnecessary Usigns
* Add a Performance Profiler + Improve ReserveFixed
* Begin transition to allocation in nvdrv
* Create singleton nvmemallocator
* Moved Allocation into Nv Related Files
As requested by gdkchan, any allocation of memory has been moved into the driver files.
Mapping remains in the GPU MemoryManager.
* Remove unnecessary usings
* Add missing descriptions
* Correct descriptions
* Fix formatting.
* Remove unnecessary whitespace
* Formatting / Convention Updates
* Changes / Fixes
Made syntax and convention changes as requested by gdkchan.
Fixed an issue where IsRegionUsed would return the wrong boolean.
Fixed an issue where GetFreePosition was asked for an address instead of a size.
* Undo commenting of Assert in shader cache
* Update Ryujinx.Common/Collections/TreeDictionary.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Resolved many suggestions
* Implement Improved TreeDictionary
Based off of Pseudo code and custom implementations.
* Rename _set to _dictionary
* Remove unused code
* Remove unused code.
* Remove unnecessary MapLow function.
* Resolve data-structure based issues
* Make adjustments to memory management.
Deactive de-allocation for now, it causes more harm than good.
* Minor refactorings + Re-implement deallocation
Also cleaned up unnecessary code.
* Add Tests for TreeDictionary
* Update data structure to properly balance the tree
* Experimental Implementation:
1. Reduce Time to Next Node to O(1) Runtime
2. Reduce While Loop Ct To 2 (In Most Cases)
* Address issues w/ Deallocating Memory
* Final Build
+ Fully Implement Dictionary Interface for new Data Structure
+ Cover All Memory Allocation Edge Cases, particularly w/ Games that De-Allocate a lot.
* Minor Corrections
Give TreeDictionary its own count (do not depend on inner dictionary)
Properly remove adjacent allocations
* Add AsList
* Fix bug where internal dictionary wasn't being updated w/ new node for overwritten key.
* Address comments in review.
* Fix issue where block wouldn't break out (Fixes UE4 issues)
* Update descriptions
* Update descriptions
* Reduce Node visibility to protect TreeDictionary Integrity + Remove usage of struct.
* Update tests to use new TreeDictionary implementation.
* Remove usage of dictionary in TreeDictionary
* Refactoring / Renaming
* Remove unneeded memoryblock class.
* Add space for while
* Add space for if
* Formatting / descriptions
* Clarified some descriptions
* Reduce visibility of memory allocator
* Edit method names to make more sense as memory blocks are no longer in use.
* Make names consistent.
* Protect against npe when sucessorof is called against keys that don't exist. (Not in use by memory manager, this is for other prs that might use this data structure)
* Possible edge-case resolve
* Update Ryujinx.Common/Collections/TreeDictionary.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Update Ryujinx.HLE/HOS/Services/Nv/NvMemoryAllocator.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Reduce # of unnecessary duplicate variables / Reduce visibility of variables only internally used.
* Rename count to _count
* Update Description of Add method.
* Fix copypasta
* Address comments
* Address comments
* Remove whitespace
* Address comments, condense variables.
* Consolidate vars
* Fix whitespace.
* Nit
* Fix exception msg
* Fix arrayIndex check
* Fix arrayIndex check + indexer
* Remove whitespace from cast
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Rewrite scheduler context switch code
* Fix race in UnmapIpcRestorePermission
* Fix thread exit issue that could leave the scheduler in a invalid state
* Change context switch method to not wait on guest thread, remove spin wait, use SignalAndWait to pass control
* Remove multi-core setting (it is always on now)
* Re-enable assert
* Remove multicore from default config and schema
* Fix race in KTimeManager
This implement IApplicationFunctions GetHealthWarningDisappearedSystemEvent call which is needed by Mario Kart 8 in Chinese version. Call was checked by RE.
We still have to determine where to signals some AM events.
Thanks to Kakasita on our Discord to reported this and confirm this works fine!
* Make sure to not leak copy handles passed in request
Following last gdkchan's PR this make sure to close copy handles that
are passed by guest when it should.
* fix comment copy pasta
* IPC refactor part 2: Use ReplyAndReceive on HLE services and remove special handling from kernel
* Fix for applet transfer memory + some nits
* Keep handles if possible to avoid server handle table exhaustion
* Fix IPC ZeroFill bug
* am: Correctly implement CreateManagedDisplayLayer and implement CreateManagedDisplaySeparableLayer
CreateManagedDisplaySeparableLayer is requires since 10.x+ when appletResourceUserId != 0
* Make it exit properly
* Make ServiceNotImplementedException show the full message again
* Allow yielding execution to avoid starving other threads
* Only wait if active
* Merge IVirtualMemoryManager and IAddressSpaceManager
* Fix Ro loading data from the wrong process
Co-authored-by: Thog <me@thog.eu>
* audout: Implement GetAudioOutBufferCount, GetAudioOutPlayedSampleCount and FlushAudioOutBuffers
This PR implement audout service calls:
- GetAudioOutBufferCount
- GetAudioOutPlayedSampleCount
- FlushAudioOutBuffers
The RE calls just give some hints about no extra checks.
Since we use a totally different implementation because of our backend, I can't do something better for now.
SetAudioOutVolume and GetAudioOutVolume are fixed too by set/get the volume of the current opened track, previous implementation was wrong.
This fix#1133, fix#1258 and fix#1519.
Thanks to @jduncanator for this help during the implementation and all his precious advices.
* Fix some debug leftovers
* Address jD feedback
* shader cache: Fix Linux boot issues
This rollback the init logic back to previous state, and replicate the
way PTC handle initialization.
* shader cache: set default state of ready for translation event to false
* Fix cpu unit tests
This PR fix an issue I've made in #1688 which is enabled VR as default.
It could cause rendering issues in games when VR mode isn't used, as users have reported in Smash:
* am/lbl/hid/pctl: Enabled VR Rendering
This PR enable VR rendering on games which support it through the Toy-Con VR Goggles.
Please remember Ryujinx currently don't support console SixAxis sensor and for now, in some games, the view can't be moved.
Everything is implemented accordingly to RE:
- am: ICommonStateGetter: SetVrModeEnabled, BeginVrModeEx, EndVrModeEx.
- lbl: ILblController: SetBrightnessReflectionDelayLevel, GetBrightnessReflectionDelayLevel, SetCurrentAmbientLightSensorMapping, GetCurrentAmbientLightSensorMapping, SetCurrentBrightnessSettingForVrMode, GetCurrentBrightnessSettingForVrMode, EnableVrMode, DisableVrMode, IsVrModeEnabled.
- pctl: IParentalControlService: ConfirmStereoVisionPermission, ConfirmStereoVisionRestrictionConfigurable, GetStereoVisionRestriction, SetStereoVisionRestriction, ResetConfirmedStereoVisionPermission, IsStereoVisionPermitted.
- hid: IHidServer: ResetSevenSixAxisSensorTimestamp is stubbed because we don't support console SixAxisSensor for now.
Maybe we could add a setting later to enable or disable VR. But I think it's fine to keep this always available since you have to enable it in games.
* Fix permission flag check
* Address gdkchan feedback
* infra: Migrate to .NET 5
This migrate projects and CI to .NET 5
* Remove language version restrictions (now on 9.0 by default)
* infra: pin .NET 5 to avoid later issues
* infra: Cleanup csproj files
* infra: update dependencies
* infra: Add temporary workaround for a bug in Vector128.Create
see https://github.com/dotnet/runtime/issues/44704 for more informations
Here come Salieri, my implementation of a disk shader cache!
"I'm sure you know why I named it that."
"It doesn't really mean anything."
This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
* apm: Refactoring/Unstub service
This PR implement some IPC calls of apm service:
- nn::apm::IManager is fully implemented.
- nn::apm::ISession is fully implemented (close#1633).
- nn::apm::ISystemManager is partially implemented.
nn::appletAE::ICommonStateGetter have some calls which are just a layer of apm IPC calls. What we did in some calls was wrong, it's fixed now!
Everything is checked with RE.
* abstract Apm *Server as Thog requested
* abstract ISession and fix other classes
* Address gdkchan feedback
* Fix class
* Fix Logging
NSO files can contains useful informations who aren't currently logged.
This PR fix that by logging Module name, Libraries and SDK Version when they are available.
* fix stalling when server is offline
* add retry timer to fail server connections, fix alt slot number
* fix alt slot key issue
* fix crash when saving controller config with empty fields
* code fixes
* add index check in motion hid update, made HandleResponse async
Co-authored-by: Emmanuel <nhv3@localhost.localdomain>
* Replace Host FPS with FIFO%
* Change measurement order. Improve calculation.
Now at 100% when FIFO is blocking game exectution, rather than "0".
* Address feedback (1)
* Remove Host FPS
* FIFO rather than Fifo
* Address Ac_k feedback
* Rebase
This fix a mistake I made during my original reimplementation of SurfaceFlinger by disabling async buffer.
This fix a memory corruption on Super Mario All-Stars 3D (Super Mario Sunshine & Super
Mario Galaxy now go ingame).
Thanks to @gdkchan for tracing the memory corruption.
* Return "NotAvailable" when no UserChannel data is present.
* Return ObjectInvalid for undefined parameter kinds.
* No need to specify which, there's only one.
* Just works as a literal string.
* Changes to allow explicit management of service threads
* Remove now unused code
* Remove ThreadCounter, its no longer needed
* Allow and use separate server per service, also fix exit issues
* New policy change: PTC version now uses PR number
* hos/gui: Add a check of NCA program index in titleid
This add a check to `ApplicationLoader` for the last 2 digits of the game TitleId who seems to be the NCA program index.
We currently return the last index, instead of the lower one.
Same check is added to ApplicationLibrary in the UI.
I've cleaned up both file too.
* hle: implement partial relaunch logic
TODO: make the emulator auto relauch.
* Handle auto relaunch
* hle: Unify update usage system
* hle: Implement support of multi programs in update system
* Add some documentation
* Address rip's comment
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Initial implementation. Still pending better valid-overlap handling,
disposed pool, compressed format flush fix.
* Very messy backend resource cache.
* Oops
* Dispose -> Release
* Improve Release/Dispose.
* More rule refinement.
* View compatibility levels as an enum - you can always know if a view is only copy compatible.
* General cleanup.
Use locking on the resource cache, as it is likely to be used by other threads in future.
* Rename resource cache to resource pool.
* Address some of the smaller nits.
* Fix regression with MK8 lens flare
Texture flushes done the old way should trigger memory tracking.
* Use TextureCreateInfo as a key.
It now implements IEquatable and generates a hashcode based on width/height.
* Fix size change for compressed+non-compressed view combos.
Before, this could set either the compressed or non compressed texture with a size with the wrong size, depending on which texture had its size changed. This caused exceptions when flushing the texture.
Now it correctly takes the block size into account, assuming that these textures are only related because a pixel in the non-compressed texture represents a block in the compressed one.
* Implement JD's suggestion for HashCode Combine
Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>
* Address feedback
* Address feedback.
Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>
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
* Clean up and update readme
THis clean up and improve the README a bit.
* Apply suggestions from code review
Co-authored-by: EmulationFanatic <62343878+EmulationFanatic@users.noreply.github.com>
Co-authored-by: EmulationFanatic <62343878+EmulationFanatic@users.noreply.github.com>
* Initial commit
Enable proper LED patterns
Toggle Hotkeys only on focus
Ignore Handheld on Docked mode
Remove PrimaryController
Validate NpadIdType
Rewrite NpadDevices to process config in update loop
Cleanup
* Notify in log periodically when no matched controllers
* Remove duplicate StructArrayHelpers in favor of Common.Memory
Fix struct padding CS0169 warns in Touchscreen
* Remove GTK markup from Controller Applet
Use IList instead of List
Explicit list capacity in 1ms loop
Fix formatting
* Restrict ControllerWindow to show valid controller types
Add selected player name to ControllerWindow title
* ControllerWindow: Fix controller type initial value
NpadDevices: Simplify default battery charge
* Address AcK's comments
Use explicit types and fix formatting
* Remove HashSet for SupportedPlayers
Fixes potential exceptions due to race
* Fix ControllerSupportArg struct packing
Also comes with two revisions of struct for 4/8 players max.
* account: Implement IManagerForApplication calls and IAsyncContext
This implement:
- IManagerForApplication::EnsureIdTokenCacheAsync (accordingly to RE) but the Async task is stubbed.
- IAsyncContext interface (accordingly to RE).
- IManagerForApplication::LoadIdTokenCache (checked with RE, and stubbed).
I've tried some games but now they needs some `sfdnsres` calls, some other boots and crashes with other issues.
Maybe we should disable the connection somewhere to lets the game think we are offline. I have done many attempts, without success, but since the code is here now, it's better than nothing.
(I've cleaned up `using` of IGeneralService too)
Closes#629 and closes#630
* change AccountId
* Fix gdkchan's comments
* use CompletedTask
Changes:
Implement software surround downmixing (fix#796).
Fix a crash when no audio renderer were created when stopping emulation.
NOTE: This PR also disable support of 5.1 surround on the OpenAL backend as we cannot detect if the hardware directly support it. (the downmixing applied by OpenAL on Windows is terribly slow)
* Amadeus: Final Act
This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer!
This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months.
This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware.
Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3.
- FE3H voices in videos and chapter intro are not present.
- Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time).
- Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed.
* Make timing more precise when sleeping on Windows
Improve precision to a 1ms resolution on Windows NT based OS.
This is used to avoid having totally erratic timings and unify all
Windows users to the same resolution.
NOTE: This is only active when emulation is running.