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28 commits

Author SHA1 Message Date
riperiperi
ca59c3f499
Vulkan: Feedback loop detection and barriers (#7226)
* Vulkan: Feedback loop improvements

This PR allows the Vulkan backend to detect attachment feedback loops. These are currently used in the following ways:

- Partial use of VK_EXT_attachment_feedback_loop_layout
  - All renderable textures have AttachmentFeedbackLoopBitExt
  - Compile pipelines with Color/DepthStencil feedback loop flags when present
- Support using FragmentBarrier for feedback loops (fixes regressions from https://github.com/Ryujinx/Ryujinx/pull/7012 )

TODO:
- AMD GPUs may need layout transitions for it to properly allow textures to be used in feedback loops.
- Use dynamic state for feedback loops. The background pipeline will always miss since feedback loop state isn't known on the GPU project.
- How is the barrier dependency flag used? (DXVK just ignores it, there's no vulkan validation...)
- Improve subpass dependencies to fix validation errors

* Mark field readonly

* Add feedback loop dynamic state

* fix: add MoltenVK resolver workaround

fix: add MoltenVK resolver workaround

* Formatting

* Fix more complaints

* RADV dcc workaround

* Use dynamic state properly, cleanup.

* Use aspects flags in more places
2024-09-01 21:28:16 -03:00
riperiperi
398fa1c238
Vulkan: Update Silk.NET to 2.21 (#7266)
* Update Silk.NET version

* fix: add MoltenVK resolver workaround

fix: add MoltenVK resolver workaround

* Cleanup

* Readonly ref warnings

* Remove driver id todo
2024-09-01 17:33:11 -03:00
TSRBerry
6e40b64554
Add linux specific files to local builds (#6762) 2024-05-14 16:06:40 +02:00
Isaac Marovitz
f06d22d6f0
Infra: Capitalisation Consistency (#6296)
* Rename Ryujinx.UI.Common

* Rename Ryujinx.UI.LocaleGenerator

* Update in Files

AboutWindow

* Configuration State

* Rename projects

* Ryujinx/UI

* Fix build

* Main remaining inconsistencies

* HLE.UI Namespace

* HLE.UI Files

* Namespace

* Ryujinx.UI.Common.Configuration.UI

* Ryujinx.UI.Common,Configuration.UI Files

* More instances
2024-02-11 03:09:18 +01:00
jcm
84d6e8d121
Standardize logging locations across desktop platforms (#6238)
* Standardize logging locations across desktop platforms

* Return null instead of empty literal on exceptions

* Remove LogDirectoryPath from LoggerModule

* Catch exception when creating DirectoryInfo in FileLogTarget

* Remove redundant log path vars, handle exception better, add null check

* Address styling issues

* Remove extra newline, quote file path in log, move directory check to OpenHelper

* Add GetOrCreateLogsDir to get/create log directory during runtime

* misc format changes

* Update src/Ryujinx.Common/Configuration/AppDataManager.cs

---------

Co-authored-by: jcm <butt@butts.com>
Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
Co-authored-by: Ac_K <Acoustik666@gmail.com>
2024-02-11 02:17:19 +01:00
Mary Guillemard
8dd1eb333c
Add missing RID exclusions for linux-arm64 (#6298)
* Add missing RID exclusions for linux-arm64

Signed-off-by: Mary Guillemard <mary@mary.zone>

* Remove libsoundio.so from linux-arm64 deployment

This is a x86_64 library.

Signed-off-by: Mary Guillemard <mary@mary.zone>

---------

Signed-off-by: Mary Guillemard <mary@mary.zone>
2024-02-10 22:49:32 +01:00
Mary Guillemard
7dc3a62c14
ci: Enable Linux ARM64 on build and release (#6291)
* ci: Enable Linux ARM64 on build and release

Signed-off-by: Mary <mary@mary.zone>

* Address gdkchan comment

Signed-off-by: Mary <mary@mary.zone>

---------

Signed-off-by: Mary <mary@mary.zone>
2024-02-10 22:05:46 +01:00
Mary Guillemard
bd6937ae5c
Make IOpenGLContext.HasContext context dependent (#6290)
This makes IOpenGLContext.HasContext not static and be implementable.

By doing this, we can support more than WGL and WGL.

This also allows the SDL2 headless version to run under Wayland.

Signed-off-by: Mary <mary@mary.zone>
2024-02-10 20:13:10 +01:00
TSRBerry
4505a7f162
Fix opening the wrong log directory (#6220) 2024-01-30 17:52:45 +01:00
TSRBerry
70fcba39de
Make config filename changable for releases & Log to Ryujinx directory if application directory is not writable (#4707)
* Remove GetBaseApplicationDirectory() & Move logs directory to user base path

We should assume the application directory might be write-protected.

* Use Ryujinx.sh in Ryujinx.desktop

This desktop file isn't really used right now,
so this changes effectively nothing.

* Use properties in ReleaseInformation.cs and add ConfigName property

* Configure config filename in Github workflows

* Add a separate config step for macOS

Because they use BSD sed instead of GNU sed

* Keep log directory at the old location for dev environments

* Add FileSystemUtils since Directory.Move() doesn't work across filesystems

Steal CopyDirectory code from https://learn.microsoft.com/en-us/dotnet/standard/io/how-to-copy-directories

* Fix "Open Logs folder" button pointing to the wrong directory

* Add execute permissions to Ryujinx.sh

* Fix missing newlines

* AppDataManager: Use FileSystemUtils.MoveDirectory()

* Make dotnet format happy

* Add a fallback for the logging directory
2024-01-29 19:58:18 +01:00
Elijah
d7ec4308b4
Use driver name instead of vendor name in the status bar for Vulkan. (#6146)
* Replace vendor id lookup with driver name

* Create separate field for driver name, handle OpenGL

* Document changes in VulkanPhysicalDevice.cs

* Always display driver over vendor

* Replace Vulkan 1.2 requirement with VK_KHR_driver_properties

* Remove empty line

* Remove redundant unsafe block

* Apply suggestions from code review

---------

Co-authored-by: Ac_K <Acoustik666@gmail.com>
2024-01-26 01:07:20 +01:00
gdkchan
870d9599cc
Change shader cache init wait method (#6131)
* Change shader cache init wait method

* Make field readonly
2024-01-18 14:17:38 -03:00
TSRBerry
2989c163a8
editorconfig: Set default encoding to UTF-8 (#5793)
* editorconfig: Add default charset

* Change file encoding from UTF-8-BOM to UTF-8
2023-12-04 14:17:13 +01:00
Zoltan Csizmadia
29e192f241
Migrate to .NET 8 (#5887)
* Change TargetFramework to net8.0

* Disable info messages

* Fix warings

* Disable additional analyzer messages

* Fix typo

* Add whitespace

* Fix ref vs in warnings

* Use explicit [In] on array parameters

* No need to guard Remove with Contains

* Use 'ArgumentOutOfRangeException.ThrowIf...' instead of explicitly throwing a new exception instance

* Bump .NET SDK version

* Enable JsonSerializerIsReflectionEnabledByDefault

* Use 8.0.100 GA release

* Bump System package versions

---------

Co-authored-by: Zoltan Csizmadia <Zoltan.Csizmadia@vericast.com>
2023-11-15 17:41:31 +01:00
TSRBerry
53bd4c9f60
Add ldn:u implementation, INetworkClient interface and DisabledLdnClient (#5652)
* Impl first attempt to LDN

* Make this work.

- Endianness swap on all IPs.
- Use local network IP for connections, rather than 127.0.0.1. This is to be changed when tunnelling or whatever.
- Mac addresses are now randomly assigned on the server. (fixes joining lobbies)
- Fixed the "connected" handler for stations to actually find a
- Added info retrieval when connected to a station.
- Users that disconnect are now removed from rooms they were in. (still need to broadcast tho)
- The communication service does a bit better with being closed now.
- Some locking around the game instance dictionary.

* We may just be "initialized". Ignore this for now.

* Lots of WIP

* Add Disconnect packet

* Improve signalling of internal events.

* Fix scan.

* Fix some more stupid things.

* Enable NoDelay on all sockets.

* Add station accept policy, disconnect function.

* Limit max number of games.

* Split out networking stuff from HLE, so it can be swapped.

* Update logging calls.

* Missed a spot.

* Call SignalDisconnect instead of SetState

* Add comment to GetNetworkInfo

* Update configuration + UI

Now has its own tab, more options.

* Refactoring IUserLocalCommunicationService

( Expected new issues :'( )

* some cleanup

* More fix

* Correctly handle errors when connecting.

* Disable *Private call and clean symbols

* Structs cleanup

* Big cleanup

* Fix InvalidHandle (in MK8D and other games)

* Add Reject and Private Network support (v1)

RyuLdn Version bumped to 1.

* Add Initialize Packet

Allows users to keep Mac Addresses assigned by the server.

* Add SetWirelessControllerRestriction and some cleanup

* LDN-2 Initial Rebase

Make this work.

- Endianness swap on all IPs.
- Use local network IP for connections, rather than 127.0.0.1. This is to be changed when tunnelling or whatever.
- Fixed the "connected" handler for stations to actually find a
- The communication service does a bit better with being closed now.
- Some locking around the game instance dictionary.

We may just be "initialized". Ignore this for now.

Lots of WIP

Implement scan filter.

Improve signalling of internal events.

Fix scan.

Fix 0 width data, scan reply end delay removed.

Fix some more stupid things.

Enable NoDelay on all sockets.

Add station accept policy, disconnect function.

Limit max number of games.

Split out networking stuff from HLE, so it can be swapped.

Update logging calls.

Missed a spot.

SetAdvertiseData when open, don't return games that have accept policy 1

Update configuration + UI

Now has its own tab, more options.

Don't Keepalive, it causes problems.

Refactoring IUserLocalCommunicationService

( Expected new issues :'( )

some cleanup

More fix

Correctly handle errors when connecting.

Disable *Private call and clean symbols

Structs cleanup

Big cleanup

Fix InvalidHandle (in MK8D and other games)

Add Reject and Private Network support (v1)

Disable TcpNoDelay option on linux.

Add SetWirelessControllerRestriction and some cleanup

Misc cleanup, implement broadcast flag.

* Misc Changes

* Fix GetNetworkInfo

* Fix some small issues

* Implement GetNetworkInfoLatestUpdate

* Hotfix when LocalCommunicationId = 0xFFFFFFFFFFFFFFFF

* Fix ARMS Scan (and other games using wrong LocalCommunicationId

* Fix latest update when host leaves

* Revert "Fix ARMS Scan (and other games using wrong LocalCommunicationId"

This reverts commit 519c283d3993e2fdfafb8ac6b4e0a98231f6fb75.

* Fix the localCommunicationId = -1

* Don't set Connect flag for nodes already in the room before joining.

* Make IUserLocalCommunicationService disposable

* Don't dispose if there's no client.

* LDN-2-2 Rebase

Make this work.

- Endianness swap on all IPs.
- Use local network IP for connections, rather than 127.0.0.1. This is to be changed when tunnelling or whatever.
- Fixed the "connected" handler for stations to actually find a
- The communication service does a bit better with being closed now.
- Some locking around the game instance dictionary.

We may just be "initialized". Ignore this for now.

Put sockets behind an interface, so that they can be swapped for something proxyable

Lots of WIP

Implement scan filter.

Improve signalling of internal events.

Fix scan.

Fix 0 width data, scan reply end delay removed.

Fix some more stupid things.

Enable NoDelay on all sockets.

Add station accept policy, disconnect function.

Limit max number of games.

Split out networking stuff from HLE, so it can be swapped.

Update logging calls.

Missed a spot.

SetAdvertiseData when open, don't return games that have accept policy 1

Update configuration + UI

Now has its own tab, more options.

Don't Keepalive, it causes problems.

Refactoring IUserLocalCommunicationService

( Expected new issues :'( )

some cleanup

More fix

Correctly handle errors when connecting.

Disable *Private call and clean symbols

Structs cleanup

Big cleanup

Fix InvalidHandle (in MK8D and other games)

Add Reject and Private Network support (v1)

Disable TcpNoDelay option on linux.

Add SetWirelessControllerRestriction and some cleanup

Misc cleanup, implement broadcast flag.

Misc Changes

Fix GetNetworkInfo

Fix some small issues

Disable LAN by default til the config is added.

Fix Splatoon 2

- Stub nfp IUser::StartDetection / IUser::StopDetection.
- Stub ntc IEnsureNetworkClockAvailabilityService and needed calls.

Cleanup previous fixes

Stub IAudioInManager/IAudioIn for Splatoon 2 LAN

Add LAN settings to multiplayer tab

LAN Play > LAN Mode

Implement GetNetworkInfoLatestUpdate

Hotfix when LocalCommunicationId = 0xFFFFFFFFFFFFFFFF

Fix ARMS Scan (and other games using wrong LocalCommunicationId

Fix latest update when host leaves

Revert "Fix ARMS Scan (and other games using wrong LocalCommunicationId"

This reverts commit 519c283d3993e2fdfafb8ac6b4e0a98231f6fb75.

Fix the localCommunicationId = -1

Don't set Connect flag for nodes already in the room before joining.

Make IUserLocalCommunicationService disposable

Fix crash when using LAN mode on linux.

Actually use that call

Don't dispose if there's no client.

Fix the settings window crash

Fix configurationFileUpdated

* Make LDN compatible with Ryujinx/Ryujinx#3805

* Ava: Add Ldn options to SettingsNetworkTab

* Ava: Add update events for multiplayer options

* Apply formatting

* Remove LdnHelper

* ldn: Fix hardcoded /24 subnet mask

* Fix naming rule violations

* Add missing summary doc tag

* Remove NetCoreServer dependency

* Address code style issues and typos

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

* Call CloseStation/CloseAccessPoint to reduce code duplication

* Fix typo

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

* Fix missing trailing commas

* Extract AddressList from AddressEntry

* Use AcceptPolicy as a type for LdnNetworkInfo.StationAcceptPolicy

* Add Flags attribute to ScanFilterFlag

* Rename struct members for LdnNetworkInfo

* Remove extra line

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* Extract NetworkErrorMessage from NetworkError

* Fix missing trailing commas

---------

Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2023-09-25 23:50:43 +02:00
Theun de Bruijn
eca8808649
Headless: Add support for Scaling Filters, Anti-aliasing and Exclusive Fullscreen (#5412)
* Headless: Added support for fullscreen option

* Headless: cleanup of fullscreen support

* Headless: fullscreen support : implemented proposed changes

* Headless: fullscreen support: cleanup

* Headless: exclusive fullscreen support: wip

* Headless: exclusive fullscreen support: add. windows scale interop

* Headless: exclusive fullscreen support: cleanup

* Headless: exclusive fullscreen support: cleanup

* Headless: fullscreen support: fix for OpenGL scaling

* Headless: fullscreen support: cleanup

* Headless: fullscreen support: cleanup

* Headless: fullscreen support: add. Vulkan fix

* Headless: fullscreen support: add. macOS fullscreen fix

* Headless: fullscreen support: cleanup

* Headless: fullscreen support: cleanup

* Headless: fullscreen support: cleanup

* Headless: exclusive fullscreen support: add. display selection logic

* Headless: exclusive fullscreen support: add. anti-aliasing + scaling-filter logic

* Headless: exclusive fullscreen support: upd. options to be case-insensitive

* Headless: exclusive fullscreen support: force default values for scaling + anti-aliasing options

* Headless: upd. OpenGL --fullscreen window size logic

* Headless: upd. fullscreen logic

* Headless: cleanup

* Headless: refac. DisplayId option naming

* Headless: refac. scaling + anti-aliasing option handling

* Headless: refac. namespace handling

* Headless: upd. imports ordering

* Apply suggestions from code review

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>

---------

Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
2023-09-25 23:40:16 +02:00
Marco Carvalho
210f475484
Replacing 'Assembly.GetExecutingAssembly()' with 'Type.Assembly' (#5545) 2023-09-07 14:10:58 +02:00
TSRBerry
eb528ae0f0
Add workflow to automatically check code style issues for PRs (#4670)
* Add workflow to perform automated checks for PRs

* Downgrade Microsoft.CodeAnalysis to 4.4.0

This is a workaround to fix issues with dotnet-format.
See:
- https://github.com/dotnet/format/issues/1805
- https://github.com/dotnet/format/issues/1800

* Adjust editorconfig to be more compatible with Ryujinx code-style

* Adjust .editorconfig line endings to match .gitattributes

* Disable 'prefer switch expression' rule

* Remove naming styles

These are the default rules, so we don't need to override them.

* Silence IDE0060 in .editorconfig

* Slightly adjust .editorconfig

* Add lost workflow changes

* Move .editorconfig comment to the top

* .editorconfig: private static readonly fields should be _lowerCamelCase

* .editorconfig: Remove alignment for declarations as well

* editorconfig: Add rule for local constants

* Disable CA1822 for HLE services

* Disable CA1822 for ViewModels

Bindings won't work with static members, but this issue is silently ignored.

* Run dotnet format for the whole solution

* Check result code of SDL_GetDisplayBounds

* Fix dotnet format style issues

* Add missing trailing commas

* Update Microsoft.CodeAnalysis.CSharp to 4.6.0

Skipping 4.5.0 since it breaks dotnet format

* Restore old default naming rules for dotnet format

* Add naming rule exception for CPU tests

* checks: Include all files before excluding paths

* Fix dotnet format issues

* Check dotnet format version

* checks: Run dotnet format with severity info again

* checks: Disable naming style rules until they won't crash the process anymore

* Remove unread private member

* checks: Attempt to run analyzers 3 times before giving up

* checks: Enable naming style rules again with the new retry logic
2023-07-24 18:35:04 +02:00
Mary
8a363b5df2
Revert "sdl: set SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to 0 (#5433)" (#5439)
This reverts commit 2b5abac809.
2023-07-06 18:08:14 +02:00
SuperSamus
2b5abac809
sdl: set SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to 0 (#5433)
Nintendo controllers notoriously have the A/B and X/Y buttons swapped, compared to the standard.
In order to combat this, when setting the default controller layout, Ryujinx checks whether the controller name contains "Nintendo", and swaps the mapping accordingly.
However, the reason the mapping is inverted in the first place is because SDL has `SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS` set to 1 by default. By setting it to 0, the mapping will be based on the buttons' position instead.
So, by doing it (and removing the `isNintendoStyle` variable), we get the following advantages:
- The mapping will be the same on all controllers, removing the need to adjust custom mappings depending on what controller is used
- Users who already set `SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS` to 0 globally for other games/applications (like me) won't have a wrong default mapping
- Checking whether the controller name contains "Nintendo" is ugly

Disadvantages:
- Breaks the controller configuration for existing users who are using a Nintendo controller
2023-07-06 17:11:26 +02:00
Theun de Bruijn
c19c8bbade
Headless: Add support for fullscreen option (#5339)
* Headless: Added support for fullscreen option

* Headless: cleanup of fullscreen support

* Headless: fullscreen support : implemented proposed changes

* Headless: fullscreen support: cleanup

* Headless: fullscreen support: fix for OpenGL scaling

* Headless: fullscreen support: cleanup

* Headless: fullscreen support: cleanup

* Headless: fullscreen support: add. macOS fullscreen fix

* Headless: fullscreen support: cleanup

* Headless: fullscreen support: cleanup

* Headless: fullscreen support: cleanup
2023-07-06 12:10:15 +02:00
TSRBerry
40daca5684
[Ryujinx.Headless.SDL2] Address dotnet-format issues (#5379)
* dotnet format style --severity info

Some changes were manually reverted.

* dotnet format analyzers --serverity info

Some changes have been minimally adapted.

* Restore a few unused methods and variables

* Address or silence dotnet format CA1806 and a few CA1854 warnings

* Address most dotnet format whitespace warnings

* Apply dotnet format whitespace formatting

A few of them have been manually reverted and the corresponding warning was silenced

* Simplify properties and array initialization, Use const when possible, Remove trailing commas

* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"

This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.

* dotnet format whitespace after rebase

* First dotnet format pass

* Add trailing commas

* Fix naming and formatting issues
2023-06-28 19:03:27 +02:00
TSRBerry
f4539c49d8
[Logger] Add print with stacktrace method (#5129)
* Add print with stacktrace method

* Adjust logging namespaces

* Add static keyword to DynamicObjectFormatter
2023-06-01 13:47:53 +00:00
riperiperi
c6676007bf
GPU: Dispose Renderer after running deferred actions (#5144)
* GAL: Dispose Renderer after running deferred actions

Deferred actions from disposing physical memory instances always dispose the resources in their caches. The renderer can't be disposed before these resources get disposed, otherwise the dispose actions will not actually run, and the ThreadedRenderer may get stuck trying to enqueue too many commands when there is nothing consuming them.

This should fix most instances of the emulator freezing on close.

* Wait for main render commands to finish, but keep RenderThread alive til dispose

* Address some feedback.

* No parameterize needed

* Set thread name as part of constructor

* Port to Ava and SDL2
2023-05-31 21:43:20 +00:00
Isaac Marovitz
0e037d0213
macOS Headless Fixes (#5167)
* Default hypervisor to disabled

* Include MVK on macOS

* Properly sign headless builds on macOS

* Force Vulkan on macOS

* Suggestions
2023-05-31 09:08:50 +02:00
Mary
a8950d6ac4
vulkan: Pass Vk instance to VulkanRenderer (#4859)
This will allow possible multiple driver selection without any need of
LD preload. (useful when testing custom version of mesa for example)
2023-05-08 13:05:37 +02:00
TSRBerry
dd574146fb
Add hide-cursor command line argument & always hide cursor option (#4613)
* Add hide-cursor command line argument

* gtk: Adjust SettingsWindow for hide cursor options

* ava: Adjust SettingsWindow for hide cursor options

* ava: Add override check for HideCursor arg

* Remove copy&paste sins

* ava: Leave a little more room between the options

* gtk: Fix hide cursor issues

* ava: Only hide cursor if it's within the embedded window
2023-05-02 03:29:47 +02:00
TSR Berry
cee7121058 Move solution and projects to src 2023-04-27 23:51:14 +02:00