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308 commits

Author SHA1 Message Date
ShahilSharma
9eb0ab05c6
Enable Docked Mode by Default (#1953)
Enables Docked Mode by default, since I see no reason to keep it off by Default.
2021-01-28 13:55:01 +11:00
mageven
d1e24ba5c2
Initial Setup: Reload keys before verifying firmware (#1955)
* 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
2021-01-26 18:45:07 +01:00
EmulationFanatic
b0d3f1d06f
GUI Update: Fix controller input window to fit all images without scrolling (#1962)
Currently, when configuring controller input with an "Xinput Controller" or "Unmapped Controller", the window does not fit the images for Pro Controller (width limited) or Joycon Pair (width and height limited). This PR proportionally enlarges the window so that no scrolling is ever necessary to fully see the controller image.
2021-01-26 16:08:22 +11:00
EliEron
ad491b5570
Prevent Display Sleep on Windows while running a game (#1850)
Co-authored-by: EliEron <example@example.com>
2021-01-25 10:02:00 +11:00
ShahilSharma
8d4bee3ea9
Update Controller Images (#1951)
This updates the old Images used for the input section for Ryujinx. The old one didn't play nice with the some GTK themes like light mode, this new one does.
2021-01-25 09:21:49 +11:00
mageven
c72f78b4d4
Fix SL/SR typo in keyboard controller mapping (#1938) 2021-01-20 18:59:51 +01:00
Sera
2fe3b8e58c
Fix some GLXBadDrawable crashes on linux (#1900)
Fixes the crashes on linux when you stop emulation, and when you try to
exit the emulator while a game is running.
Also tested on windows without problems on my side.
2021-01-19 13:31:59 +11:00
mageven
5e1a839eaa
Emulate a circular zone for keyboard analog sticks (#1906) 2021-01-19 00:56:53 +01:00
pineappleEA
4da6742861
Fix Linux Icon (#1927) 2021-01-19 07:33:58 +11:00
Bruno Macabeus
1e5b37c94f
settings: add Show Confirm Exist toggle (#1856) 2021-01-14 23:30:52 +01:00
Bruno Macabeus
b81f19613f
ui: disable "Simulate Wake-up" when no game is running (#1863) 2021-01-11 16:03:37 +01:00
Ac_K
d684d71c4f Hotfix for Updater introduced in #1859 2021-01-10 18:20:10 +01:00
Ac_K
a9cb31e75f
gui: Refactoring Part 1 (#1859)
* 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
2021-01-08 09:14:13 +01:00
EmulationFanatic
0a55657bd2
Enable Profiled Persistent Translation Cache (PPTC) by default (#1844)
* Enable Profiled Persistent Translation Cache (PPTC) by default

Enables PPTC by default. Enough time has passed and enough games tested that it should be the preferred setting for 99.9% of games. In case we are worried about PPTC files being put on the user's disk, shader cache already does this by default and generates about the same size files on average, so this should no longer be a concern.

* Update config.json with PTC set to true

* Updated _schema.json to set PPTC to true.
2021-01-01 15:36:47 +01:00
Mary
b1d3cfd2da
Distribute with OpenAL Soft on Windows (#1847)
* Distribute with OpenAL Soft on Windows

This remove dependency on OpenAL EA on Windows and allows to operate with both backend without any user interventions.

Co-authored-by: jduncanator <jduncanator@hotmail.com>

* Fix Atmosphere utf8 issue

Co-authored-by: jduncanator <jduncanator@hotmail.com>
2020-12-31 09:08:09 +11:00
AigleSpartiate
9a808fe484
Fix button press issue (#1836)
A small code change to fix the issue that was forcing the user to press the "Yes" button twice to restart Ryujinx after it had been updated, instead of only once.
2020-12-26 15:59:41 +01:00
riperiperi
10aa11ce13
Interrupt GPU command processing when a frame's fence is reached. (#1741)
* 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.
2020-12-17 19:39:52 +01:00
Ac_K
11222516c4
gui/gpu: Implement setting and toggle for Aspect Ratio (#1777)
* gui/gpu: Implement setting and toggle for Aspect Ratio

* address gdkchan feedback and add 16:10

* fix config.json file

* Fix rebase

* Address gdkchan feedback

* Address rip feedback

* Fix aspectWidth
2020-12-15 23:19:07 -03:00
Ac_K
808380690c
am/gui: Implement Wake-up message (#1750)
* 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
2020-12-15 21:41:42 -03:00
riperiperi
c9b6be1ef8
NVIDIA Thread create/delete stutter workarounds (#1760)
* Thread create/delete stutter workarounds Pt 1

* As tiered compilation is disabled, disable quick jit too

Should result in tier 1 compilation all the time

* Fix rebase.
2020-12-09 19:36:08 -03:00
gdkchan
48278905d1
Rewrite scheduler context switch code (#1786)
* 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
2020-12-09 19:20:05 -03:00
Ac_K
668720b088
logger: Add build version to the log file names (#1782) 2020-12-07 20:29:22 +11:00
gdkchan
cf6cd71488
IPC refactor part 2: Use ReplyAndReceive on HLE services and remove special handling from kernel (#1458)
* 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>
2020-12-02 00:23:43 +01:00
Xpl0itR
e383c41b6e
Add a "Remove All" button to the DLC and Update windows (#1579) 2020-12-01 23:51:49 +01:00
Xpl0itR
bd8d28c59d
Add option to start games in fullscreen mode (#1580)
* Add option to start games in fullscreen mode

* Add command line option

* Use pascal case on menu item
2020-12-01 23:02:27 +01:00
Ac_K
a04a1b663d
config: Fix MaxAnisotropy value parsing (#1764) 2020-12-01 21:44:04 +01:00
Mary
245f8a7eee
ui: Check last played datetime validity against current culture (#1730)
This is an issue happening when you change your datetime format on your
system and try to sort via last played datetime. DateTime.Parse use the
current thread culture and will not parse date correctly, effectively
causing a crash.

As such, I added a check when loading the game list that ensure that the
datetime is valid in current culture.

Fix #1727.
2020-11-27 19:05:36 +01:00
Ac_K
b1877632cf
Remove some warnings and cleaning code (#1736) 2020-11-27 18:57:20 +01:00
Ac_K
f8f23bf899
gui: Toggle Docked/Handheld mode and VSync by clicking status bar (#1726)
* gui: Toggle between docked/handheld mode by clicking status bar

This PR just add a way to toggle between the docked and the handheld mode by clicking the lable in the status bar.
Nothing more.

* Fix glade file formatting

* Add VSync toggle
2020-11-19 11:34:28 +11:00
Sera
41ab43151b
GLRenderer: Change between docked and handheld mode using a keybinding (#1685)
* GLRenderer: Change between docked and handheld mode using a keybinding

* nit
2020-11-19 00:15:44 +01:00
Mary
863edae328
shader cache: Fix Linux boot issues (#1709)
* 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
2020-11-17 22:40:19 +01:00
Mary
4bc4cacdd0
ui diag: Add missing error message for ApplicationNotFound (#1693)
I missed to add the error messages for this error code on the initial
PR, this fix it.
2020-11-15 21:26:49 +01:00
EmulationFanatic
d3147bab5a
Standardize to camel-case: option to check for updates on launch (#1698)
* Standardize to camel-case: option to check for updates on launch

Updates the "Check for updates on launch" to read instead "Check For Updates On Launch" to be consistent with camel-case options elsewhere in the UI. This time done with manual editing instead of with the Glade app.

* Updated to match general English rules on articles and conjunctions
2020-11-15 21:11:23 +01:00
Xpl0itR
58bc6897a5
Don't warn when debug feature is enabled in debug mode (#1707) 2020-11-15 20:56:44 +01:00
Mary
aa129fdbdf
infra: Migrate to .NET 5 (#1694)
* 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
2020-11-15 19:27:15 +01:00
Sera
04e048efcf
SettingsWindow: Add an Apply button (#1562)
* SettingsWindow: Add an Apply button

Adds an apply button that doesnt close the settings window when saving
the changes.

* fix the apply button staying turned on after clicking it
2020-11-13 01:50:28 +01:00
Mary
48f6570557
Salieri: shader cache (#1701)
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.
2020-11-13 00:15:34 +01:00
Mary
61e67b64ea
updater: Ignore first commandline argument when passing commandline to updated binary (#1674)
Fix a regression caused by #1643.
2020-11-06 19:46:22 +01:00
CeruleanSky
b5a760bde9
Preserve command line arguments when updater restarts Ryujinx (#1643)
Command line arguements are not preserved by the updater, and this causes an issue when the updater restarts Ryujinx in portable mode as it will create/use/modify its default directory instead.

This simple pull addresses the first part of #1594 

As far as the second part of the issue, where the updater perhaps overzealously deletes everything but log files and folders, which causes problems in portable installs with a user subfolder or something else inside the Ryujinx folder. 

Perhaps an UpdateList.txt containing a list of files that the updater deletes is included in the ryujinx.zip/tar.gz/etc and placed in the upacked directory for the updater to use upon the next upgrade.

The build system can run something like `forfiles /s /m *.txt /c "cmd /c echo @relpath"` or the correct command for the OS and include it in the distribution, or it could be generated by the updater itself.
2020-10-29 23:07:10 +01:00
emmauss
9f13f957af
Motion Fixes (#1589)
* 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>
2020-10-28 20:52:07 +01:00
riperiperi
b4d8d893a4
Memory Read/Write Tracking using Region Handles (#1272)
* WIP Range Tracking

- Texture invalidation seems to have large problems
- Buffer/Pool invalidation may have problems
- Mirror memory tracking puts an additional `add` in compiled code, we likely just want to make HLE access slower if this is the final solution.
- Native project is in the messiest possible location.
- [HACK] JIT memory access always uses native "fast" path
- [HACK] Trying some things with texture invalidation and views.

It works :)

Still a few hacks, messy things, slow things

More work in progress stuff (also move to memory project)

Quite a bit faster now.
- Unmapping GPU VA and CPU VA will now correctly update write tracking regions, and invalidate textures for the former.
- The Virtual range list is now non-overlapping like the physical one.
- Fixed some bugs where regions could leak.
- Introduced a weird bug that I still need to track down (consistent invalid buffer in MK8 ribbon road)

Move some stuff.

I think we'll eventually just put the dll and so for this in a nuget package.

Fix rebase.

[WIP] MultiRegionHandle variable size ranges

- Avoid reprotecting regions that change often (needs some tweaking)
- There's still a bug in buffers, somehow.
- Might want different api for minimum granularity

Fix rebase issue

Commit everything needed for software only tracking.

Remove native components.

Remove more native stuff.

Cleanup

Use a separate window for the background context, update opentk. (fixes linux)

Some experimental changes

Should get things working up to scratch - still need to try some things with flush/modification and res scale.

Include address with the region action.

Initial work to make range tracking work

Still a ton of bugs

Fix some issues with the new stuff.

* Fix texture flush instability

There's still some weird behaviour, but it's much improved without this. (textures with cpu modified data were flushing over it)

* Find the destination texture for Buffer->Texture full copy

Greatly improves performance for nvdec videos (with range tracking)

* Further improve texture tracking

* Disable Memory Tracking for view parents

This is a temporary approach to better match behaviour on master (where invalidations would be soaked up by views, rather than trigger twice)

The assumption is that when views are created to a texture, they will cover all of its data anyways. Of course, this can easily be improved in future.

* Introduce some tracking tests.

WIP

* Complete base tests.

* Add more tests for multiregion, fix existing test.

* Cleanup Part 1

* Remove unnecessary code from memory tracking

* Fix some inconsistencies with 3D texture rule.

* Add dispose tests.

* Use a background thread for the background context.

Rather than setting and unsetting a context as current, doing the work on a dedicated thread with signals seems to be a bit faster.

Also nerf the multithreading test a bit.

* Copy to texture with matching alignment

This extends the copy to work for some videos with unusual size, such as tutorial videos in SMO. It will only occur if the destination texture already exists at XCount size.

* Track reads for buffer copies. Synchronize new buffers before copying overlaps.

* Remove old texture flushing mechanisms.

Range tracking all the way, baby.

* Wake the background thread when disposing.

Avoids a deadlock when games are closed.

* Address Feedback 1

* Separate TextureCopy instance for background thread

Also `BackgroundContextWorker.InBackground` for a more sensible idenfifier for if we're in a background thread.

* Add missing XML docs.

* Address Feedback

* Maybe I should start drinking coffee.

* Some more feedback.

* Remove flush warning, Refocus window after making background context
2020-10-16 17:18:35 -03:00
riperiperi
aec8177850
Replace Host FPS with GPU command queue load ("Fifo %") (#1585)
* 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
2020-10-14 07:54:42 +11:00
Thog
ace67ed324 Rollback the CreateExitDialog function that was lost with auto updater 2020-10-10 01:22:25 +02:00
Xpl0itR
ce87650d81
Show confirmation dialog when attempting to close while a game is loaded (#1582) 2020-10-10 01:06:48 +02:00
Mary
8506b7a334
Fix exiting emulator with multi programs (#1590)
THis fix a bug introduced in #1560 that would cause "Stop emulation" to
actually restart the game all the time.
2020-10-10 00:52:11 +02:00
emmauss
26319d5ab3
Add Motion controls (#1363)
* Add motion controls

Apply suggestions from code review

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

* cleanup

* add reference orientation and derive relative orientation from it

* cleanup

* remove unused variable and strange file

* Review_2.

* change GetInput to TryGetInput

* Review_3.

Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: LDj3SNuD <dvitiello@gmail.com>
2020-09-29 23:32:42 +02:00
Thog
a6f8a0b01e Do not show update being availaible when appveyor is still building 2020-09-29 22:52:41 +02:00
MelonSpeedruns
a15459366e
Appveyor Ryujinx Updater (#1403)
Co-authored-by: Xpl0itR <xpl0itr@outlook.com>
2020-09-29 22:05:25 +02:00
Ac_K
4f65043ad7
Basic impl of Error Applet (#1551) 2020-09-28 00:00:38 +02:00
Mary
33f8284bc0
hle/ui: Basic multi programs support (#1560)
* 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>
2020-09-21 13:45:30 +10:00