Age | Commit message (Collapse) | Author |
|
used (#3478)
* Avoid adding shader buffer descriptors for constant buffers that are not used
* Shader cache version
|
|
|
|
* experimental changes to try and reduce allocations in kernel threading and DMA handler
* Simplify the changes in this branch to just 1. Don't make unnecessary copies of data just for texture-texture transfers and 2. Add a fast path for 1bpp linear byte copies
* forgot to check src + dst linearity in 1bpp DMA fast path. Fixes the UE4 regression.
* removing dev log I left in
* Generalizing the DMA linear fast path to cases other than 1bpp copies
* revert kernel changes
* revert whitespace
* remove unneeded references
* PR feedback
Co-authored-by: Logan Stromberg <lostromb@microsoft.com>
Co-authored-by: gdk <gab.dark.100@gmail.com>
|
|
(#3466)
* Remove dependency for FFMpeg.AutoGen
Also prepare for FFMpeg 5.0 and 5.1
* Update Ryujinx.Graphics.Nvdec.Dependencies to 5.0.1-build10
* Address gdkchan's comments
* Address Ack's comment
* Address gdkchan's comment
|
|
|
|
|
|
Some games and the Mario Odyssey Multiplayer mod do this.
The SMO multiplayer mod also needs you to revert #3394 as it uses a blocking socket to receive (otherwise it hangs), and it doesn't seem to like being forced as non-blocking.
|
|
* add borders to menus
* apply to dropdowns
* darken the border for dark theme
* fix duplicate keys
|
|
* Propagate Shader phi nodes with the same source value from all incoming blocks
* Shader cache version bump
|
|
localization (#3453)
* expand English tooltips and clean up
* small oversight
* update Spanish locale
* wording
* Internet
* address feedback
* update localization accordingly
|
|
* fix updater check crash
* remove line
* reduce cheat window sizes
* enable tiered compilation and r2r
* remove warning on LaunchState
* remove warnings related to tasks
* addressed review
* undo csproj indentation
* fix tabs in axaml file
* remove double line
* remove R2R
|
|
* Optimize Chinese Translation
* Update zh_CN.json
* Update zh_CN.json
* Update zh_CN.json
* Update zh_CN.json
* Update zh_CN.json
* Update zh_CN.json
* Update zh_CN.json
* test
* Update zh_CN.json
* Update zh_CN.json
* Update zh_CN.json
* Update zh_CN.json
* Delete zh_CN.json
* Add files via upload
* Update zh_CN.json
* Update zh_CN.json
|
|
* Add all other windows
* addreesed review
* Prevent "No Update" option from being deleted
* Select no update is the current update is removed from the title update window
* fix amiibo crash
|
|
* Use loaded config when assigning controller input
* Fix crash when switch player in controller window
|
|
|
|
* Ryujinx.Audio: Remove BOM from files
* misc: Relicense Ryujinx.Audio under the terms of the MIT license
With the approvals of all the Ryujinx.Audio contributors, this commit
changes Ryujinx.Audio license from LGPLv3 to MIT.
|
|
* fix deadlock in mouse input
* apply @AcK77 changes
|
|
* Fix Vi managed and stray layers open/close/destroy
* OpenLayer should set the state to ManagedOpened
|
|
* Half <-> Double conversion support
* Add tests, fast path and deduplicate SoftFloat code
* PPTC version
|
|
* Add support for alpha to coverage dithering
* Shader cache version bump
* Fix wrong alpha register
* Ensure support buffer is cleared
* New shader specialization based approach
|
|
* add settings windows and children views
* Expose hotkeys configuration on the UI
* Remove double spacing from locale JSON
* simplify button assigner
* add cemuhook buttons and title to locale
* move common button assigner to own class
* cancel button assigner when window is closed
* remove unused setting
* address review. fix controller profile not loading default when switching devices
* fix updater file name
* Input cleanup (#37)
* addressed review
* add device type to controller device checks
* change accessibility modifier of public classes to internal
* Update Ryujinx.Ava/Ui/ViewModels/ControllerSettingsViewModel.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Update de_DE.json
* Update de_DE.json
* Update tr_TR.json
Translated newly added lines
* Update it_IT.json
* fix rebase
* update avalonia
* fix wrong key used for button text
* Align settings window elements
* Tabs to spaces
* Update brazilian portuguese translation
* Minor improvement on brazilian portuguese translation
* fix turkish translation
* remove unused text
* change view related classes to public
* unsubscribe from deferred event if dialog is closed
* Load the default language before loading any other when switching languages
* Make controller settings more compact
* increase default width of settings window, reduce profile buttons width
Co-authored-by: gdk <gab.dark.100@gmail.com>
Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com>
Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com>
Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com>
|
|
|
|
* Bindless elimination for constant sampler handle
* Shader cache version bump
* Update TextureHandle.ReadPackedId for new bindless elimination
|
|
As title say
|
|
* Add files via upload
* Update Ryujinx.Ava.csproj
* Update MainWindow.axaml
|
|
* Account for pool change on texture bindings cache
* Reduce the number of checks needed
|
|
Because of that PR, TimeZoneRule was bigger than 0x4000 thanks to a
misuse of a constant.
This commit address this issue and add a new unit test to ensure the size of
TimeZoneRule is 0x4000 bytes.
Also address suggestions that were lost on the original PR.
|
|
* time: Make TimeZoneRule blittable and avoid copies
This drastically reduce overhead of using TimeZoneRule around the
codebase.
Effect on games is unknown
* Add missing Box type
* Ensure we clean the structure still
This doesn't perform any copies
* Address gdkchan's comments
* Simplify Box
|
|
|
|
|
|
|
|
* Rewrite kernel memory allocator
* Remove unused using
* Adjust private static field naming
* Change UlongBitSize to UInt64BitSize
* Fix unused argument, change argument order to be inline with official code and disable random allocation
|
|
* Fix doubling of detected gamepads (sometimes the connected event is fired when the app starts even though the pad was connected for some time now).
The fix rejects the gamepad if one with the same ID is already present.
* Fixed review findings
|
|
Fixes a regression introduced by the texture bindings PR.
Also renames TextureStatePerStage, as it's no longer per stage.
|
|
* Changes 1
* Changes 2
* Better ModifiedSequence handling
This should handle PreciseEvents properly, and simplifies a few things.
* Minor changes, remove debug log
* Handle stage.Info being null
Hopefully fixes Catherine crash
* Fix shader specialization fast texture lookup
* Fix some things.
* Address Feedback Part 1
* Make method static.
|
|
* Fix VIC out of bounds copy
* Update the assert
|
|
* Support Array/3D depth-stencil render target, and single layer clears
* Alignment
|
|
|
|
|
|
|
|
|
|
|
|
* Remove freed memory range from tree on memory block disposal
* PR feedback
|
|
|
|
* Use copy dependency for textures that differs in multisample but are otherwise compatible
* Remove allowMs flag as it's no longer required for correctness, it's just an optimization now
* Dispose intermmediate pool
|
|
The syncpoint maximum value represents the maximum possible syncpt value at a given time, however due to PBs being submitted before max was incremented, for a brief moment of time this is not the case which could lead to invalid behaviour if a game waits on the fence at that specific time.
|
|
Counter type 0 actually releases the semaphore payload rather than a constant zero as was previously thought. This is required by Skyrim.
|
|
artifact rename (#3375)
* infra: Switch to win10-x64 RID and fix PR comment for Avalonia and SDL2 artifact rename
* Address gdkchan's comments
|
|
* Implement syscall handlers using a source generator
* Copy FlushProcessDataCache implementation to Syscall since it was only implemented on Syscall32
* Fix wrong argument order in some syscalls
* Delete old Reflection.Emit based syscall handling code
* Improvements to the code generation
* ControlCodeMemory address and size is always 64-bit
|
|
(#3362)
* Refactor CPU interface
* Use IExecutionContext interface on SVC handler, change how CPU interrupts invokes the handlers
* Make CpuEngine take a ITickSource rather than returning one
The previous implementation had the scenario where the CPU engine had to implement the tick source in mind, like for example, when we have a hypervisor and the game can read CNTPCT on the host directly. However given that we need to do conversion due to different frequencies anyway, it's not worth it. It's better to just let the user pass the tick source and redirect any reads to CNTPCT to the user tick source
* XML docs for the public interfaces
* PPTC invalidation due to NativeInterface function name changes
* Fix build of the CPU tests
* PR feedback
|