* New shader cache implementation
* Remove some debug code
* Take transform feedback varying count into account
* Create shader cache directory if it does not exist + fragment output map related fixes
* Remove debug code
* Only check texture descriptors if the constant buffer is bound
* Also check CPU VA on GetSpanMapped
* Remove more unused code and move cache related code
* XML docs + remove more unused methods
* Better codegen for TransformFeedbackDescriptor.AsSpan
* Support migration from old cache format, remove more unused code
Shader cache rebuild now also rewrites the shared toc and data files
* Fix migration error with BRX shaders
* Add a limit to the async translation queue
Avoid async translation threads not being able to keep up and the queue growing very large
* Re-create specialization state on recompile
This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access
* Make shader cache more error resilient
* Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc
* Address early PR feedback
* Fix rebase
* Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly
* Handle some missing exceptions
* Make shader cache purge delete both old and new shader caches
* Register textures on new specialization state
* Translate and compile shaders in forward order (eliminates diffs due to different binding numbers)
* Limit in-flight shader compilation to the maximum number of compilation threads
* Replace ParallelDiskCacheLoader state changed event with a callback function
* Better handling for invalid constant buffer 1 data length
* Do not create the old cache directory structure if the old cache does not exist
* Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented)
* Replace rectangle texture with just coordinate normalization
* Skip incompatible shaders that are missing texture information, instead of crashing
This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable
* Fix coordinates normalization on cubemap textures
* Check if title ID is null before combining shader cache path
* More robust constant buffer address validation on spec state
* More robust constant buffer address validation on spec state (2)
* Regenerate shader cache with one stream, rather than one per shader.
* Only create shader cache directory during initialization
* Logging improvements
* Proper shader program disposal
* PR feedback, and add a comment on serialized structs
* XML docs for RegisterTexture
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
* hle: Some cleanup
This PR cleaned up a bit the HLE folder and the VirtualFileSystem one, since we use LibHac, we can use some class of it directly instead of duplicate things. The "Content" of VFS folder is removed since it should be handled in the NCM service directly.
A larger cleanup should be done later since there is still be duplicated code here and there.
* Fix Headless.SDL2
* Addresses gdkchan feedback
* Ui: Add option to show/hide console window (Windows-only)
* Ui: Only display Show Console menu item on Windows
* ConsoleHelper: Handle NULL case
This will never happen
* Address nits
* Address comments
* Address comments 2
* Preparation for initial Flatpack and FlatHub integration
This integrate some initial changes required for Flatpack and distribution from FlatHub.
Also added some resources that will be used for packaging on Linux.
* Address gdkchan comment
* gui: Fixes the games icon when there is a game update
Currently we just load the version of the update, instead of the whole NACP file. This PR fixes that. A little cleanup is made into the code to avoid duplicate things.
(Closes#3039)
* Fix condition
* added trace log level
* use trace log level instead of debug ( #1547)
* alignment #1547
* moved trace logs toggle at the bottom #1547
* bumped config file version #3096
* added migration step #3096
* setting moved to the dev section #1547
* performance warning displayed when trace is enabled #1547
* Initial test for texture sync
* WIP new texture flushing setup
* Improve rules for incompatible overlaps
Fixes a lot of issues with Unreal Engine games. Still a few minor issues (some caused by dma fast path?) Needs docs and cleanup.
* Cleanup, improvements
Improve rules for fast DMA
* Small tweak to group together flushes of overlapping handles.
* Fixes, flush overlapping texture data for ASTC and BC4/5 compressed textures.
Fixes the new Life is Strange game.
* Flush overlaps before init data, fix 3d texture size/overlap stuff
* Fix 3D Textures, faster single layer flush
Note: nosy people can no longer merge this with Vulkan. (unless they are nosy enough to implement the new backend methods)
* Remove unused method
* Minor cleanup
* More cleanup
* Use the More Fun and Hopefully No Driver Bugs method for getting compressed tex too
This one's for metro
* Address feedback, ASTC+ETC to FormatClass
* Change offset to use Span slice rather than IntPtr Add
* Fix this too
* Add the ability to toggle mute in the status bar.
* Add the ability to toggle mute in the status bar.
* Formatting fixes
* Add hotkey (F2) to mute
* Add default hotkey to config.json
* Add ability to change volume via slider.
* Fix Headless
* Fix SDL2 Problem : Credits to d3xMachina
* Remove unnecessary work
* Address gdk comments
* Toggling with Hotkey now properly restores volume to original level.
* Toggling with Hotkey now properly restores volume to original level.
* Update UI to show Volume % instead of Muted/Unmuted
* Clean up the volume ui a bit.
* Undo unintentionally committed code.
* Implement AudRen Support
* Restore intiial volume level in function definition.
* Finalize UI
* Finalize UI
* Use clamp for bounds check
* Use Math.Clamp for volume in soundio
* Address comments by gdkchan
* Address remaining comments
* Fix missing semicolon
* Address remaining gdkchan comment
* Fix comment
* Change /* to //
* Allow volume slider to change volume immediately.
Also force label text to cast to int to prevent decimals from showing in status bar
* Remove blank line
* Undo setting of volume level when "Cancel" is pressed.
* Fix allignment for settings window code
* Don't blow up everything if a DLC file is missing
* change comment
* More correctly setting the "enabled" check box on dlc dialog for the add-on NSP based on the enabled state of all NCAs in the package.
* Update Ryujinx.HLE/HOS/ApplicationLoader.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: Logan Stromberg <lostromb@microsoft.com>
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* 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>
* Disable Pause/Resume menu instead of trying to hide them
* Fix Resume menu being active before renderer starts
* Fix emulator not being able to close properly
We currently use the FileChooser from GTK, which is a bit mess. Instead of it we could use the native FileChooser from all specifics OS. This is what this PR attempt to fix.
It could be nice to get a test under linux since I've only tested it under Windows without any issues.
Fixes#2584
* Add a "Pause Emulation" option and hotkey
Closes Ryujinx#1604
* Refactoring how pause is handled
* Applied suggested changes from review
* Applied suggested fixes
* Pass correct suspend type to threads for suspend/resume
* Fix NRE after stoping emulation
* Removing SimulateWakeUpMessage call after resuming emulation
* Skip suspending non game process
* Pause the tickCounter in the ExecutionContext
* Refactoring tickCounter pause/resume as suggested
* Fix Config migration to add pause hotkey
* Fixed pausing only application threads
* Fix exiting emulator while paused
* Avoid pause/resume while already paused/resumed
* Cleanup unused code
* Avoid restarting audio if stopping emulation while in pause.
* Added suggested changes
* Fix ConfigurationState
* 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>
* First working vibration implementation
* Fix Infinite Rumble in SDL2Mouse
* Stop ignoring one vibValues every 2
* Remove RumbleInfinity as suggested
* Reworked all the vibration handle / calculation
* Revert HidVibrationDevicePosition changes
* Add UI to enable and tune rumble
* Remove some stub logs
* Add PlayerIndex in rumble debug log
* Fix all requested changes
* Implements hid::GetVibrationDeviceInfo
* Better implements HidVibrationValue.Equals/GetHashCode
* Added requested changes from code review
* Last fixes from review
* Update configuration file version for rebase
* Make audio disposal thread safe on all 3 backends
* Make OpenAL more consistent with the other backends
* Remove Window.Cursor = null, and change dummy TValue to byte
Update the LibHac dependency to version 0.13.1. This brings a ton of improvements and changes such as:
- Refactor `FsSrv` to match the official refactoring done in FS.
- Change how the `Horizon` and `HorizonClient` classes are handled. Each client created represents a different process with its own process ID and client state.
- Add FS access control to handle permissions for FS service method calls.
- Add FS program registry to keep track of the program ID, location and permissions of each process.
- Add FS program index map info manager to track the program IDs and indexes of multi-application programs.
- Add all FS IPC interfaces.
- Rewrite `Fs.Fsa` code to be more accurate.
- Rewrite a lot of `FsSrv` code to be more accurate.
- Extend directory save data to store `SaveDataExtraData`
- Extend directory save data to lock the save directory to allow only one accessor at a time.
- Improve waiting and retrying when encountering access issues in `LocalFileSystem` and `DirectorySaveDataFileSystem`.
- More `IFileSystemProxy` methods should work now.
- Probably a bunch more stuff.
On the Ryujinx side:
- Forward most `IFileSystemProxy` methods to LibHac.
- Register programs and program index map info when launching an application.
- Remove hacks and workarounds for missing LibHac functionality.
- Recreate missing save data extra data found on emulator startup.
- Create system save data that wasn't indexed correctly on an older LibHac version.
`FsSrv` now enforces access control for each process. When a process tries to open a save data file system, FS reads the save's extra data to determine who the save owner is and if the caller has permission to open the save data. Previously-created save data did not have extra data created when the save was created.
With access control checks in place, this means that processes with no permissions (most games) wouldn't be able to access their own save data. The extra data can be partially created from data in the save data indexer, which should be enough for access control purposes.
There is a wrong condition in `GetShrinkedGamepadName` which throw an oob if the controller name is equal to the checked value. It's now fixed and shoud closes#2442 .