* no name: Mii Editor applet support
* addresses gdkchan feedback
* Fix comment
* Bypass MountCounter of MiiDatabaseManager
* Fix GetSettingsPlatformRegion
* Disable Applet Menu for unsupported firmwares
* Refactoring of KMemoryManager class
* Replace some trivial uses of DRAM address with VA
* Get rid of GetDramAddressFromVa
* Abstracting more operations on derived page table class
* Run auto-format on KPageTableBase
* Managed to make TryConvertVaToPa private, few uses remains now
* Implement guest physical pages ref counting, remove manual freeing
* Make DoMmuOperation private and call new abstract methods only from the base class
* Pass pages count rather than size on Map/UnmapMemory
* Change memory managers to take host pointers
* Fix a guest memory leak and simplify KPageTable
* Expose new methods for host range query and mapping
* Some refactoring of MapPagesFromClientProcess to allow proper page ref counting and mapping without KPageLists
* Remove more uses of AddVaRangeToPageList, now only one remains (shared memory page checking)
* Add a SharedMemoryStorage class, will be useful for host mapping
* Sayonara AddVaRangeToPageList, you served us well
* Start to implement host memory mapping (WIP)
* Support memory tracking through host exception handling
* Fix some access violations from HLE service guest memory access and CPU
* Fix memory tracking
* Fix mapping list bugs, including a race and a error adding mapping ranges
* Simple page table for memory tracking
* Simple "volatile" region handle mode
* Update UBOs directly (experimental, rough)
* Fix the overlap check
* Only set non-modified buffers as volatile
* Fix some memory tracking issues
* Fix possible race in MapBufferFromClientProcess (block list updates were not locked)
* Write uniform update to memory immediately, only defer the buffer set.
* Fix some memory tracking issues
* Pass correct pages count on shared memory unmap
* Armeilleure Signal Handler v1 + Unix changes
Unix currently behaves like windows, rather than remapping physical
* Actually check if the host platform is unix
* Fix decommit on linux.
* Implement windows 10 placeholder shared memory, fix a buffer issue.
* Make PTC version something that will never match with master
* Remove testing variable for block count
* Add reference count for memory manager, fix dispose
Can still deadlock with OpenAL
* Add address validation, use page table for mapped check, add docs
Might clean up the page table traversing routines.
* Implement batched mapping/tracking.
* Move documentation, fix tests.
* Cleanup uniform buffer update stuff.
* Remove unnecessary assignment.
* Add unsafe host mapped memory switch
On by default. Would be good to turn this off for untrusted code (homebrew, exefs mods) and give the user the option to turn it on manually, though that requires some UI work.
* Remove C# exception handlers
They have issues due to current .NET limitations, so the meilleure one fully replaces them for now.
* Fix MapPhysicalMemory on the software MemoryManager.
* Null check for GetHostAddress, docs
* Add configuration for setting memory manager mode (not in UI yet)
* Add config to UI
* Fix type mismatch on Unix signal handler code emit
* Fix 6GB DRAM mode.
The size can be greater than `uint.MaxValue` when the DRAM is >4GB.
* Address some feedback.
* More detailed error if backing memory cannot be mapped.
* SetLastError on all OS functions for consistency
* Force pages dirty with UBO update instead of setting them directly.
Seems to be much faster across a few games. Need retesting.
* Rebase, configuration rework, fix mem tracking regression
* Fix race in FreePages
* Set memory managers null after decrementing ref count
* Remove readonly keyword, as this is now modified.
* Use a local variable for the signal handler rather than a register.
* Fix bug with buffer resize, and index/uniform buffer binding.
Should fix flickering in games.
* Add InvalidAccessHandler to MemoryTracking
Doesn't do anything yet
* Call invalid access handler on unmapped read/write.
Same rules as the regular memory manager.
* Make unsafe mapped memory its own MemoryManagerType
* Move FlushUboDirty into UpdateState.
* Buffer dirty cache, rather than ubo cache
Much cleaner, may be reusable for Inline2Memory updates.
* This doesn't return anything anymore.
* Add sigaction remove methods, correct a few function signatures.
* Return empty list of physical regions for size 0.
* Also on AddressSpaceManager
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
This fix an issue when after a relaunch of a game containing other
games (embedded games), the renderer window size would be 1x1.
This bug was introduced by #2260.
* audio: Implement a SDL2 backend
This adds support to SDL2 as an audio backend.
It has the same compatibility level as OpenAL without its issues.
I also took the liberty of restructuring the SDL2 code to have one
shared project between audio and input.
The configuration version was also incremented.
* Address gdkchan's comments
* Fix update logic
* Add an heuristic to pick the correct target sample count wanted by the game
* Address gdkchan's comments
* Address Ac_k's comments
* Fix audren output
* Address gdkchan's comments
* gtk3: Add base for future Vulkan integration
This PR puts in place the fondation for the future Vulkan integration on
the GTK3 UI.
This also updated SPB to 0.0.3-build14 that fixed a use after free on
XErrorHandler on Linux.
* Address rip's comments
* Merge GLWidget inside GLRenderer
* Clean up and deduplicate renderer implementations
* Address shahil's comments
* Address Ac_K's comments
* Address gdkchan's comments
* openal: Update to OpenTK 4
* Ryujinx.Graphics.OpenGL: Update to OpenTK 4
* Entirely removed OpenTK 3, still wip
* Use SPB for context creation and handling
Still need to test on GLX and readd input support
* Start implementing a new input system
So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal
Button mapping backend is implemented
TODO: front end, configuration handling and configuration migration
TODO: keyboard support
* Enforce RGB only framebuffer on the GLWidget
Fix possible transparent window
* Implement UI gamepad frontend
Also fix bad mapping of minus button and ensure gamepad config is updated in real time
* Handle controller being disconnected and reconnected again
* Revert "Enforce RGB only framebuffer on the GLWidget"
This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965.
* Fix first color clear
* Filter SDL2 events a bit
* Start working on the keyboard detail
- Rework configuration classes a bit to be more clean.
- Integrate fully the keyboard configuration to the front end (TODO: assigner)
- Start skeleton for the GTK3 keyboard driver
* Add KeyboardStateSnapshot and its integration
* Implement keyboard assigner and GTK3 key mapping
TODO: controller configuration mapping and IGamepad implementation for keyboard
* Add missing SR and SL definitions
* Fix copy pasta mistake on config for previous commit
* Implement IGamepad interface for GTK3 keyboard
* Fix some implementation still being commented in the controller ui for keyboard
* Port screen handle code
* Remove all configuration management code and move HidNew to Hid
* Rename InputConfigNew to InputConfig
* Add a version field to the input config
* Prepare serialization and deserialization of new input config and migrate profile loading and saving
* Support input configuration saving to config and bump config version to 23.
* Clean up in ConfigurationState
* Reference SPB via a nuget package
* Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2
* move GTK3 input to the right directory
* Fix triggers on SDL2
* Update to SDL2 2.0.14 via our own fork
* Update buttons definition for SDL2 2.0.14 and report gamepad features
* Implement motion support again with SDL2
TODO: cemu hooks integration
* Switch to latest of nightly SDL2
* SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index
* Ensure values are set in UI when the gamepad get hot plugged
* Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids
This fixes permanent rumble of pro controller in some hotplug scenario
* Fix more UI bugs
* Move legcay motion code around before reintegration
* gamecontroller UI tweaks here and there
* Hide Motion on non motion configurations
* Update the TODO grave
Some TODO were fixed long time ago or are quite oudated...
* Integrate cemu hooks motion configuration
* Integrate cemu hooks configuration options to the UI again
* cemuhooks => cemuhooks
* Add cemu hook support again
* Fix regression on normal motion and fix some very nasty bugs around
* Fix for XCB multithreads issue on Linux
* Enable motion by default
* Block inputs in the main view when in the controller configuration window
* Some fixes for the controller ui again
* Add joycon support and fixes other hints
* Bug fixes and clean up
- Invert default mapping if not a Nintendo controller
- Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment)
- Clean up hints in use
- Remove debug logs around
- Fixes potential double free with SDL2Gamepad
* Move the button assigner and motion logic to the Ryujinx.Input project
* Reimplement raw keyboard hle input
Also move out the logic of the hotkeys
* Move all remaining Input manager stuffs to the Ryujinx.Input project
* Increment configuration version yet again because of master changes
* Ensure input config isn't null when not present
* Fixes for VS not being nice
* Fix broken gamepad caching logic causing crashes on ui
* Ensure the background context is destroyed
* Update dependencies
* Readd retrocompat with old format of the config to avoid parsing and crashes on those versions
Also updated the debug Config.json
* Document new input APIs
* Isolate SDL2Driver to the project and remove external export of it
* Add support for external gamepad db mappings on SDL2
* Last clean up before PR
* Addresses first part of comments
* Address gdkchan's comments
* Do not use JsonException
* Last comment fixes
* Restore removed text
* Adds more items to logs:
- Remove #1942
* Further removal of changes from #1942
* Removes hardcoded config state variables for logging
- Adds Configuration logging
* Decoupled logging from ReactiveObject
- Event handler added to Configuration state to handle logging of value changes
* Decoupled logging from ReactiveObject
- Event handler added to Configuration state to handle logging of value changes
* account: Adds Account Manager
In a way to have Custom User Profiles merged in master faster, this PR adds a `AccountManager` class (based on `AccountUtils` class) and the following changes have been made:
- Adds a "default profile values" which were the old hardcoded ones.
- The image profile is moved to the Account service folder.
- The hardcoded UserId for the savedata is now using the `AccountManager` last opened one.
- The DeviceId in Mii service is changed to the right value (checked by REd sys:set call).
* Fix csproj
* Addresses gdkchan's comments
* Fix UserProfile fields
* Fix mii GetDeviceId()
* Update Ryujinx.HLE.csproj
* misc: Add credit to AmiiboAPI properly and fix a warning disable
This PR adds a properly credit to AmiiboAPI which is used in our Amiibo emulation in the Readme and in the about window.
I've changed a wrong warning code added in a recent PR too.
* Update README.md
* Fix aligment
* Add initial implementation of the Tamper Machine
* Implement Atmosphere opcodes 0, 4 and 9
* Add missing TamperCompilationException class
* Implement Atmosphere conditional and loop opcodes 1, 2 and 3
* Inplement input conditional opcode 8
* Add register store opcode A
* Implement extended pause/resume opcodes FF0 and FF1
* Implement extended log opcode FFF
* Implement extended register conditional opcode C0
* Refactor TamperProgram to an interface
* Moved Atmosphere classes to a separate subdirectory
* Fix OpProcCtrl class not setting process
* Implement extended register save/restore opcodes C1, C2 and C3
* Refactor code emitters to separate classes
* Supress memory access errors from the Tamper Machine
* Add debug information to tamper register and memory writes
* Add block stack check to Atmosphere Cheat compiler
* Add handheld input support to Tamper Machine
* Fix code styling
* Fix build id and cheat case mismatch
* Fix invalid immediate size selection
* Print build ids of the title
* Prevent Tamper Machine from change code regions
* Remove Atmosphere namespace
* Remove empty cheats from the list
* Prevent code modification without disabling the tampering
* Fix missing addressing mode in LoadRegisterWithMemory
* Fix wrong addressing in RegisterConditional
* Add name to the tamper machine thread
* Fix code styling
Signal and setup events correctly
Eliminate possible races
Use a single event
Mark volatiles and reduce scope of waithandles
Common handler
100ms -> 50ms
* Minor wording fixes
* Exit dialogue.
* Update MainWindow.cs
* Update DlcWindow.cs
* I found an actual typo for once.
* There we go.
* Fix
* Update MainWindow.cs
* MainWindow is done
* Update ControllerWindow.cs
* Haydn: Part 1
Based on my reverse of audio 11.0.0.
As always, core implementation under LGPLv3 for the same reasons as for Amadeus.
This place the bases of a more flexible audio system while making audout & audin accurate.
This have the following improvements:
- Complete reimplementation of audout and audin.
- Audin currently only have a dummy backend.
- Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL).
- Audio Renderer now can output to 5.1 devices when supported.
- Audio Renderer init its backend on demand instead of keeping two up all the time.
- All backends implementation are now in their own project.
- Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this.
As a note, games having issues with OpenAL haven't improved and will not
because of OpenAL design (stopping when buffers finish playing causing
possible audio "pops" when buffers are very small).
* Update for latest hexkyz's edits on Switchbrew
* audren: Rollback channel configuration changes
* Address gdkchan's comments
* Fix typo in OpenAL backend driver
* Address last comments
* Fix a nit
* Address gdkchan's comments
* This should fix issue #1374 in Linux
Changes:
- Bind buttons by detecting the transition from down to up.
- Bind axis by detecting movement from value higher than 50% to a value lower than 50%.
Caveats:
- I have tested only with DS3 in Linux (Fedora 32).
- ZL and ZR detection works by accident. This code doesn't take negative axis into account.
The reason it works is because axis are managed in absolute value. So when pressing ZL/ZR
axis value goes from -1 to 1 (or 1 to 0 and back to 1) and this hits the axis detector.
- Likely I have broken all the other controllers xD (testing needed).
* Assign keyboardPressed
* Make a more robust detection of pressed buttons when using a controller
* Add interface to bind buttons from Joystick and Keyboard
* Fix style issues after code review by @AcK77 (Thanks!)
* Move new classes to Ryujinx.Ui.Input namespace
* Use explicit types instead of var
* Update Ryujinx/Ui/Input/JoystickButtonAssigner.cs
Co-authored-by: Mary <thog@protonmail.com>
* Update Ryujinx/Ui/Input/JoystickButtonAssigner.cs
Co-authored-by: Mary <thog@protonmail.com>
* Update Ryujinx/Ui/Input/JoystickButtonAssigner.cs
Co-authored-by: Mary <thog@protonmail.com>
* Update Ryujinx/Ui/Input/JoystickButtonAssigner.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Add a new empty line before
* Up
Co-authored-by: Jose Padilla <jose@prensalink.com>
Co-authored-by: Mary <thog@protonmail.com>
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Make Windows DPI aware to display properly on high-resolution screens.
* remove empty line
* Don't use app manifest, set process dpi aware programatically.
Store variables in Program.cs for use instead of re-creating them per class/ method.
* Fix for linux/osx
* Add braces
* Re-use manifest. It appears to be required on linux.
* Undo previous commit -- it appears linux was simply never affected.
* Addressed AcK's comments
* Remove unused usings
* Address comments by AcK #2
* Re-order
* Move FromHwnd call to ForceDpiAware class. Wrap in Try-Catch to prevent crashes on systems that don't support it.
* Additional code cleanup
* Remove "global::" reference.
* Implement "Hide Cursor On Idle" option
Adds a general option to autohide the cursor after 8s have elapsed.
* Fix cursor not hiding on Windows and dispose it
* Don't dispose cursor, fix var names
* Abide by the GNOME documentation
* Fix nits
* Disabled by default, make it so it doesn't utilize any timer
* Remove *NIX time and extra lines
* Don't calculate if option is disabled
* Move if case
* Fix alignment
* Update Joy-Con Images 2
This Updates the Joy-Con images, Changes include, adding a top view to the {Joy-Con Pair} image and {Joy-Con Left and Right} Images and adding a side view to {Joy-Con Left and Right} images, the colours
should be less washed out as well and I also decided to clean up the raw image because even though you could not see it in the GUI, the Images themselves looked very messy when opened in a Vector tool
* Fix Sily Right Joy Con mistake
* Make ZL and ZR more visable
- Bind toggle events after setting up their current values. This fixes the issue where the config is saved 10 times when the main window is opened 😬
- Write to disk immediately to decrease the chances of corruption
* 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
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.
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.
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.
* 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
* 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.