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414 commits

Author SHA1 Message Date
Mary
23000eeb9a Add new release system
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.
2022-01-22 17:56:09 +01:00
Alex Barney
f4bbc019b9
Update to LibHac 0.15.0 (#2986) 2022-01-12 12:22:19 +01:00
riperiperi
cda659955c
Texture Sync, incompatible overlap handling, data flush improvements. (#2971)
* 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
2022-01-09 13:28:48 -03:00
Emmanuel Hansen
e24be5edfc
fix build id case issue for enabled cheats (#2970) 2022-01-03 21:28:57 +01:00
MutantAura
686757105c
Implement analog stick range modifier (#2783)
* adjust position vector + GUI

* remove brackets

* Update configuration

* Update ConfigurationFileFormat.cs

* rebase + review changes

* spacing

* revert deletion

* fix profile loading

* spacing

* comment spacing
2022-01-03 12:49:29 +01:00
Emmanuel Hansen
e98abf1820
Add Cheat Manager (#2964)
* add cheatmanager

* use modloader to load cheats for manager

* addressed nits
2022-01-03 09:39:43 +01:00
gdkchan
ac57dd5d75
Fix wrong title language (#2933)
* Fix wrong title language

* Sort
2021-12-27 18:10:49 -03:00
sharmander
7c7bf30ad3
Fix missing default value of audio volume. (#2939) 2021-12-26 12:54:26 -03:00
gdkchan
0b1185284c
Fix GetAddrInfoWithOptions and some sockets issues (#2936)
* Fix GetAddrInfoWithOptions and some sockets issues

* Was not supposed to remove this log
2021-12-26 15:17:13 +01:00
Mary
3aa22a1408
misc: Update SPB to 0.0.4-build17 (#2903)
Update to a new SPB version targeting .NET 6.
2021-12-23 14:31:06 -03:00
Alex Barney
aa932a6df1
Update to LibHac v0.14.3 (#2925)
* Update to LibHac v0.14.3

* Fix loading NCAs that don't have a data partition
2021-12-23 13:55:50 -03:00
sharmander
cb43cc7e32
UI - Add Volume Controls + Mute Toggle (F2) (#2871)
* 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
2021-12-23 13:33:56 -03:00
VocalFan
267b248c13
Using more intense lossless compression. (#2811) 2021-12-19 09:50:34 -03:00
Mary
2a8e02ecfb
Remove debug configuration and schema (#2920)
The debug configuration can be created by the emulator and is an
artefact of the past.

I also took the liberty of removing the _schema.json file as most of the
time it is left unused/outdated.
2021-12-15 17:40:08 +01:00
Mary
265b3145a3
misc: Sync Config.json default debug config (#2904) 2021-12-12 23:12:57 +01:00
Mary
00c69f2098
Remove usage of Mono.Posix.NETStandard accross all projects (#2906)
* 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
2021-12-08 18:24:26 -03:00
Mary
a0aa87366c
misc: Fix alsoft.ini being present on Linux releases (#2902) 2021-12-08 17:43:02 -03:00
Mary
f39fce8f54
misc: Migrate usage of RuntimeInformation to OperatingSystem (#2901)
Very basic migration across the codebase.
2021-12-04 20:02:30 -03:00
Logan Stromberg
560ed5eebd
Don't blow up everything if a DLC file is moved or renamed. (#2867)
* 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>
2021-11-29 15:21:27 -03:00
Mary
57d3296ba4
infra: Migrate to .NET 6 (#2829)
* 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>
2021-11-28 21:24:17 +01:00
Adryzz (OLED Edition)
bc00a251dd
Fix direct mouse access checkbox label (#2827)
* Fix direct mouse access checkbox label

* Change UI label so that the mouse is a pointing device
2021-11-10 15:21:51 -03:00
gdkchan
a7a40a77f2
Add support for the brazilian portuguese language code (#2792)
* Add support for the brazilian portuguese language code

* Fix error applet message
2021-10-28 23:06:45 +02:00
Ac_K
d1604aa762
nvdec: Adding Vp8 codec support (#2707)
* first try

* second try

* working update

* Final impl

* Fixes nits

* Fix everything

* remove leftover

* Update FFmpegContext.cs

* Update Surface.cs

* Addresses gdkchan feedback

* bool not byte

* Addresses gdkchan feedback
2021-10-12 22:55:57 +02:00
Caian Benedicto
380b95bc59
Inline software keyboard without input pop up dialog (#2180)
* Initial implementation

* Refactor dynamic text input keys out to facilitate configuration via UI

* Fix code styling

* Add per applet indirect layer handles

* Remove static functions from SoftwareKeyboardRenderer

* Remove inline keyboard reset delay

* Remove inline keyboard V2 responses

* Add inline keyboard soft-lock recovering

* Add comments

* Forward accept and cancel key names to the keyboard and add soft-lock prevention line

* Add dummy window to handle paste events

* Rework inline keyboard state machine and graphics

* Implement IHostUiHandler interfaces on headless WindowBase class

* Add inline keyboard assets

* Fix coding style

* Fix coding style

* Change mode cycling shortcut to F6

* Fix invalid calc size error in games using extended calc

* Remove unnecessary namespaces
2021-10-12 21:54:21 +02:00
mpnico
fe9d5a1981
Fix problems added by Pause (#2645)
* 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
2021-09-18 14:31:44 +02:00
Ac_K
d327e809c9
gui: Hotfix for FileChooserNative during section extraction (#2644)
Fix a regression introduced in #2633, FileChooserNative parent can't be set to null because it's running in modal.
2021-09-16 00:09:48 +02:00
MutantAura
843401635a
Adjustments to framerate metric and addition of frametime (#2638)
* Adjust framerate data and add frametime

* Update PerformanceStatistics.cs

* Revert deletions of average framerate

* Update Ryujinx.csproj

* Remove separate GTK column

* Increase FPS precision

* general cleanup

* even generaler cleanup

* fix dumb

* Remove legacy code

* Update PerformanceStatistics.cs

* Update PerformanceStatistics.cs
2021-09-15 02:26:10 +02:00
Ac_K
3f2486342b
gui: Replace FileChooserDialog by FileChooserNative (#2633)
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
2021-09-14 23:52:08 +02:00
mpnico
117e32a6ff
Implement a "Pause Emulation" option & hotkey (#2428)
* 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
2021-09-11 22:08:25 +02:00
Agustin Insua
197f587802
Fix GTK3 mapping for single quote key (#2612) 2021-09-11 21:32:36 +02:00
Agustin Insua
bcbe6ef6cd
Update game metadata when stopping emulation (#2610)
* Update game metadata when stopping emulation

* Fix formatting
2021-09-11 21:16:48 +02:00
bobhope
830d1f097d
Remove file error popup (#2547)
* Added check to detect if application file is more than zero bytes long

* Removed file error popup

* Removed unnecessary usings

* Added empty lines
2021-09-11 20:59:11 +02:00
riperiperi
ec3e848d79
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* 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>
2021-08-27 00:31:29 +02:00
VocalFan
686b63e479
Added fallbacks for all Audio Backends (#2582)
* Added fallbacks for all Audio Backends

* Commit Suggestion

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

* Resolve elses.

* Revert "Resolve elses."

This reverts commit 9aec3e9e7750803e5626da3d01d7e57fabe19f65.

* Suggestions completed

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-08-26 23:03:19 +02:00
VocalFan
d753de6d5d
Seeing if there are any other spelling errors to correct. (#2572)
* "Informations" -> "Information"

* Your -> You

* will use -> using (Plus more detailed Appveyor error msg.)

* Did a dumb thing, fixed it.
2021-08-20 18:48:00 -03:00
Alex Barney
dadc0e59da
Update to LibHac 0.13.1 (#2475)
* Update to LibHac 0.13.1

* Recreate directories for indexed saves if they're missing on emulator start
2021-08-12 23:56:24 +02:00
ooa113y
3977d1f72b
Improve firmware install error due to outdated keys (#2541) 2021-08-12 17:48:15 -03:00
gdkchan
8196086f7a
Revert "Calculate vertex buffer sizes from index buffer (#1663)" (#2544)
This reverts commit 10d649e6d3.
2021-08-11 22:13:48 -03:00
gdkchan
10d649e6d3
Calculate vertex buffer sizes from index buffer (#1663)
* Calculate vertex buffer size from maximum index buffer index

* Increase maximum index buffer count for it to be considered profitable for counting
2021-08-11 22:06:09 +02:00
mpnico
70f79e689b
Implement vibrations (#2468)
* 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
2021-08-05 00:39:40 +02:00
ooa113y
46ffc81d90
Hide UI rework/arrow key fix (#2504)
* Unbreak arrow keys

* Use bitshift for Flags instead of literal
2021-08-04 23:28:19 +02:00
gdkchan
a27986c311
Make audio disposal thread safe on all 3 backends (#2527)
* 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
2021-08-04 15:28:33 -03:00
ooa113y
06cd3abe6c
Implement "hide UI" option (#2411)
* Implement jduncanator method

* Rename function/button ID

* Move option to Actions menu (makes no sense while emulation is inactive...)
2021-07-24 20:48:00 +02:00
Mary
208ba1dde2 Revert LibHac update
Users are facing save destruction on failing extra data update apparently
2021-07-13 16:48:54 +02:00
Alex Barney
19afb3209c
Update to LibHac 0.13.1 (#2328)
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.
2021-07-13 01:19:28 -07:00
emmauss
b0ac1ade7f
Add portable screenshot folder (#2447)
* add portable screenshot folder

* fix style

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

Co-authored-by: Ac_K <Acoustik666@gmail.com>
2021-07-06 21:07:23 +02:00
Ac_K
a6c2b5d6ec
ui: Fixes GetShrinkedGamepadName (#2444)
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 .
2021-07-06 20:55:03 +02:00
mpnico
091edcebb4
Command line argument -f doesn't toggle 'Start games in fullscreen mode' (#2424)
Closes Ryujinx#2308
2021-07-06 20:04:21 +02:00
emmauss
28618c58d7
Add Screenshot Feature (#2354)
* Add internal screenshot  capabilities

* update version notice
2021-06-28 22:09:43 +02:00
Ac_K
a79b39b913
no name: Mii Editor applet support (#2419)
* no name: Mii Editor applet support

* addresses gdkchan feedback

* Fix comment

* Bypass MountCounter of MiiDatabaseManager

* Fix GetSettingsPlatformRegion

* Disable Applet Menu for unsupported firmwares
2021-06-28 20:54:45 +02:00