1062 Commits

Author SHA1 Message Date
gdkchan
587637f0b9 Implement FACGE and FACGT (Scalar and Vector) AArch64 SIMD instructions (#956) 2020-03-01 07:51:17 +11:00
riperiperi
5b22353673 Reduce copy destination size by target mipmap level, rather than source size. (#959)
* Change destination size by target mipmap level, rather than source.

* Check dst for Texture3D rather than src.
2020-03-01 07:50:44 +11:00
gdkchan
f5bb5e9df2 Set Undefined instruction emitter for Undefined property on InstDescriptor (#957) 2020-02-29 12:12:15 +01:00
riperiperi
a8e2ec9f58 Add most of the A32 instruction set to ARMeilleure (#897)
* Implement TEQ and MOV (Imm16)

* Initial work on A32 instructions + SVC. No tests yet, hangs in rtld.

* Implement CLZ, fix BFI and BFC

Now stops on SIMD initialization.

* Exclusive access instructions, fix to mul, system instructions.

Now gets to a break after SignalProcessWideKey64.

* Better impl of UBFX, add UDIV and SDIV

Now boots way further - now stuck on VMOV instruction.

* Many more instructions, start on SIMD and testing framework.

* Fix build issues

* svc: Rework 32 bit codepath

Fixing once and for all argument ordering issues.

* Fix 32 bits stacktrace

* hle debug: Add 32 bits dynamic section parsing

* Fix highCq mode, add many tests, fix some instruction bugs

Still suffers from critical malloc failure 😩

* Fix incorrect opcode decoders and a few more instructions.

* Add a few instructions and fix others. re-disable highCq for now.

Disabled the svc memory clear since i'm not sure about it.

* Fix build

* Fix typo in ordered/exclusive stores.

* Implement some more instructions, fix others.

Uxtab16/Sxtab16 are untested.

* Begin impl of pairwise, some other instructions.

* Add a few more instructions, a quick hack to fix svcs for now.

* Add tests and fix issues with VTRN, VZIP, VUZP

* Add a few more instructions, fix Vmul_1 encoding.

* Fix way too many instruction bugs, add tests for some of the more important ones.

* Fix HighCq, enable FastFP paths for some floating point instructions

(not entirely sure why these were disabled, so important to note this
commit exists)

Branching has been removed in A32 shifts until I figure out if it's
worth it

* Cleanup Part 1

There should be no functional change between these next few commits.
Should is the key word. (except for removing break handler)

* Implement 32 bits syscalls

Co-authored-by: riperiperi <rhy3756547@hotmail.com>

Implement all 32 bits counterparts of the 64 bits syscalls we currently
have.

* Refactor part 2: Move index/subindex logic to Operand

May have inadvertently fixed one (1) bug

* Add FlushProcessDataCache32

* Address jd's comments

* Remove 16 bit encodings from OpCodeTable

Still need to catch some edge cases (operands that use the "F" flag) and
make Q encodings with non-even indexes undefined.

* Correct Fpscr handling for FP vector slow paths

WIP

* Add StandardFPSCRValue behaviour for all Arithmetic instructions

* Add StandardFPSCRValue behaviour to compare instructions.

* Force passing of fpcr to FPProcessException and FPUnpack.

Reduces potential for code error significantly

* OpCode cleanup

* Remove urgency from DMB comment in MRRC

DMB is currently a no-op via the instruction, so it should likely still
be a no-op here.

* Test Cleanup

* Fix FPDefaultNaN on Ryzen CPUs

* Improve some tests, fix some shift instructions, add slow path for Vadd

* Fix Typo

* More test cleanup

* Flip order of Fx and index, to indicate that the operand's is the "base"

* Remove Simd32 register type, use Int32 and Int64 for scalars like A64 does.

* Reintroduce alignment to DecoderHelper (removed by accident)

* One more realign as reading diffs is hard

* Use I32 registers in A32 (part 2)

Swap default integer register type based on current execution mode.

* FPSCR flags as Registers (part 1)

Still need to change NativeContext and ExecutionContext to allow
getting/setting with the flag values.

* Use I32 registers in A32 (part 1)

* FPSCR flags as registers (part 2)

Only CMP flags are on the registers right now. It could be useful to use
more of the space in non-fast-float when implementing A32 flags
accurately in the fast path.

* Address Feedback

* Correct FP->Int behaviour (should saturate)

* Make branches made by writing to PC eligible for Rejit

Greatly improves performance in most games.

* Remove unused branching for Vtbl

* RejitRequest as a class rather than a tuple

Makes a lot more sense than storing tuples on a dictionary.

* Add VMOVN, VSHR (imm), VSHRN (imm) and related tests

* Re-order InstEmitSystem32

Alphabetical sorting.

* Address Feedback

Feedback from Ac_K, remove and sort usings.

* Address Feedback 2

* Address Feedback from LDj3SNuD

Opcode table reordered to have alphabetical sorting within groups,
Vmaxnm and Vminnm have split names to be less ambiguous, SoftFloat nits,
Test nits and Test simplification with ValueSource.

* Add Debug Asserts to A32 helpers

Mainly to prevent the shift ones from being used on I64 operands, as
they expect I32 input for most operations (eg. carry flag setting), and
expect I32 input for shift and boolean amounts. Most other helper
functions don't take Operands, throw on out of range values, and take
specific types of OpCode, so didn't need any asserts.

* Use ConstF rather than creating an operand.

(useful for pooling in future)

* Move exclusive load to helper, reference call flag rather than literal 1.

* Address LDj feedback (minus table flatten)

one final look before it's all gone. the world is so beautiful.

* Flatten OpCodeTable

oh no

* Address more table ordering

* Call Flag as int on A32

Co-authored-by: Natalie C. <cyuubiapps@gmail.com>
Co-authored-by: Thog <thog@protonmail.com>
2020-02-24 08:20:40 +11:00
Alex Barney
56f8740d55 Actually use the dummy NACP for EnsureApplicationSaveData (#939) 2020-02-18 22:35:47 +11:00
Thog
60d73298e7 Improve rendering on resolution lower than 1080p (#944)
* Improve rendering on resolution lower than 1080p

* Apply scaling factor to the renderer (This fix 4K displays)
2020-02-18 22:34:57 +11:00
Xpl0itR
bbcb99011a Add button in settings to open logs folder (#947) 2020-02-17 22:35:03 +01:00
gdkchan
cf3ec817a4 Replace LinkedList by IntrusiveList to avoid allocations on JIT (#931)
* Replace LinkedList by IntrusiveList to avoid allocations on JIT

* Fix wrong replacements
2020-02-17 22:30:54 +01:00
Thog
6e37487103 Implement GetCurrentIpConfigInfo (#943)
* Implement GetCurrentIpConfigInfo

This is needed by Rocket League.

Also fix GetCurrentIpConfigInfo to not return ipv6 addresses

* Address Ac_K comment
2020-02-17 16:28:41 +01:00
Xpl0itR
26abe0cb98 Catch System.IO.IOException (#932) 2020-02-15 21:20:19 +01:00
Thog
33eb4e861b Retrigger Appveyor 2020-02-15 13:08:05 +01:00
Thog
819e2eebec Accept gamepad inputs when not focused (#941) 2020-02-15 12:30:53 +01:00
Thog
acc6f4f827 Fix crash when first starting the emulator (#945)
* Fix crash when first starting the emulator

* Fix a nit
2020-02-14 23:07:22 +01:00
Xpl0itR
76ea465c40 Changes to configuration (#811)
* config loading changes

- load config from either ryufs or ryujinx.exe parent folder with parent folder taking priority
- config file in repo is only copied to parent directory if built in debug mode

* AcK's requested changes

* add "Profile Debug" as a condition to copy the default config to output
2020-02-14 20:19:13 +01:00
Thog
98ec5ba8fa Remove ScopedGlContext (#933)
As MakeCurrent can be slow to execute, this PR changes GLRenderer to not
have to reexecute MakeCurrent when processing frames.
2020-02-14 11:52:34 +01:00
Ac_K
c97618116a Add version in all window titles (#935)
This add the AppVeyor build version (added in #927) in the console window title and in the GUI title (when you are on the games list or when an emulated game is closed).
2020-02-14 11:33:22 +01:00
gdkchan
81b9cd95f9 Update bindless to indexed conversion code pattern match (#938)
* Update bindless to indexed conversion code pattern match

* Correct index shift
2020-02-14 11:29:58 +01:00
gdkchan
79ea6daa52 Sign-extend shader memory instruction offsets (#934) 2020-02-14 01:48:07 +01:00
Thog
1fc74f958c Some fixes for the new GLRenderer (#930)
* Some fixes for the new GLRenderer

Changelog:
- Fix transparency of the window on some games on Windows.
- Fix escape key not being able to exit emulation.
- Fix inverted logic in fullscreen event handling.
- Fix a race condition when stoping emulation causing a hang.
- Fix a memory leak of the OpenGL context when stoping emulation (saving ~200MB of RAM when stoping emulation).
- Simplify and document behaviours when exiting the emulator while the
emulation is running.

* Make sure to clear alpha channel when presenting Texture

This fix once and for all the transparency issue on Windows.

* Enforce footer bar size to avoid gl widget to get resized to 1280x724

* Fix full screen inversion in MainWindow and make sure _listStatusBox don't come back when not needed

* Remove previous transparency clear attempt that is useless now

* Remove an extra line return
2020-02-13 14:43:29 -03:00
Thog
dff03207fc Improve build identification (#927)
* Improve build identification

Add versioning on CI build

Fix #887

* Fix appveyor

* Fix appveyor for real now
2020-02-12 14:35:39 +01:00
BaronKiko
f2bab00162 Reducing log sizes (#724)
* Separated out log's into a separate file for each run. It will keep up to 3

* Rebase part 2

Co-authored-by: Andy Adshead <andy.075109@hotmail.co.uk>
2020-02-12 12:18:33 +11:00
emmauss
3443568de7 Add inbuilt Opengl renderer to window (#922)
* add gl rendering widget

* embed renderer into main window

* add input

* fix mouse input

* fix mouse coords

* refresh game list after closing game, remove profiler method

* rebase, hide game list progress bar while game is running

* Some bug fixes

Changelog:

- Reapply some changes that got lost while rebasing from #904
- Make sure to guarantee exclusivity on the GL context (fixing multiple
possible race conditions on Windows)
- Avoid making GLRenderer disposed multiple time

* add fullscreen,  enable input on focus, disable aplha

* addressed comments

* Disable transparency in the window

* fix fullscreen state, fix focus, addressed comments

* nit

* addressed nit

Co-authored-by: Thog <thog@protonmail.com>
2020-02-12 01:56:19 +01:00
Thog
53868a3c34 Stub the application copyright framebuffer api (#921)
* Stub the application copyright framebuffer api

As we currently don't support multi layers on vi/nvnflinger, this PR
implement a stub of this API.

* Address Cyuubi's comments

* Add IPC checks and comments for future reversing

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

Co-authored-by: Ac_K <Acoustik666@gmail.com>
2020-02-12 00:07:13 +01:00
Alex Barney
fe2987e607 Get program IDs for the game list from NCA headers (#928)
Previously it would try various fields from the NACP and didn't always work
2020-02-11 23:43:24 +01:00
gdkchan
303724a4b1 Support compute uniform buffers emulated with global memory (#924) 2020-02-11 01:10:05 +01:00
Xpl0itR
004aea2b81 Implement NCA section extractors in the GUI (#896)
* Implement NCA section extractors in the GUI

* AcK's requested changes

* Put extractor on a new thread and added dialogs

* bug fix

* make extraction cancelable

* nits

* changes

* gdkchan's requested change
2020-02-08 15:22:45 -03:00
riperiperi
878dfe4cda Only enumerate cached textures that are modified when flushing. (#918)
* Only enumarate cached textures that are modified when flushing, rather than all of them.

* Remove locking.

* Add missing clear.

* Remove texture from modified list when data is disposed.

In case the game does not call either flush method at any point.

* Add ReferenceEqualityComparer from jD for the HashSet
2020-02-07 08:49:26 +11:00
Thog
dda5f9019d Fix a crash when closing the main UI (#904)
* Fix a crash when closing the main Ui

Also make sure to dispose the OpenAL context to not leak memory when
unloading the emulation context.

* Improve keys and 'game already running' dialogs

* Make sure to dispose the page table and ThreadContext

Less memory leaks!

* Fix tests

* Address gdk's comments
2020-02-06 12:38:24 +01:00
emmauss
28c16c2170 Render Profiler in GUI (#854)
* move profiler output to gui

* addressed commits, rebased

* removed whitespaces
2020-02-06 11:25:47 +00:00
Thog
584739e6fd Implement IDeliveryCacheProgressService in bcat (#908)
* Implement IDeliveryCacheProgressService in bcat

This stub IDeliveryCacheProgressService IPC interface as we don't plan
to support cache delivery.

* Address jd's comments

* Address jd's comment correctly

* Address gdk's comments
2020-02-06 05:09:59 +01:00
riperiperi
aab597b78b Compare shader code using a span instead of individual reads. (#917)
* Compare shader code using a span instead of individual reads.

* Add comment for new parameter.

* Remove unnecessary Math.Min
2020-02-03 20:11:22 +01:00
gdkchan
039518404d Use correct shader local memory size instead of a hardcoded size (#914)
* Use correct shader local size instead of a hardcoded size

* Remove unused uniform block

* Update XML doc

* Local memory size has 23 bits on maxwell

* Generate compute QMD struct from nv open doc header

* Remove dummy arrays when shared or local memory is not used, other improvements
2020-02-02 14:25:52 +11:00
Thog
17460c76c4 Fix inconsistencies with UserId (#906)
* Fix inconsistencies with UserId

The account user id isn't an UUID. This PR adds a new UserId type with
the correct value ordering to avoid mismatch with LibHac's Uid. This also fix
an hardcoded value of the UserId.

As the userid has been invalid for quite some time (and to avoid forcing
users to their recreate saves), the userid has been changed to "00000000000000010000000000000000".

Also implement a stub for IApplicationFunctions::GetSaveDataSize. (see
the sources for the reason)

Fix #626

* Address jd's & Ac_k's comments
2020-02-02 14:24:17 +11:00
gdkchan
e81772ca09 Support configurable point size (#916) 2020-02-02 10:19:46 +11:00
gdkchan
28db1d27bd Support flat interpolation qualifier on shaders (#915) 2020-02-02 10:18:58 +11:00
Xpl0itR
2fb5ad89b7 Fix application list (#891)
* Fix application list

* Convert file extensions to lowercase before comparing

* AcK's requested changes

* fixed bug found by gdkchan's requested changes

* Account for mismatch between LibHac.TitleLanguage and ...System.Language
2020-01-31 19:21:46 +01:00
gdkchan
2f1f0b710f Enable stencil texturing (fixes #866) (#910) 2020-01-31 14:42:03 +11:00
gdkchan
e7fea247d8 Discard higher 32-bits of IPC message magic and command number (#911) 2020-01-30 21:43:47 +01:00
Ac_K
bbd0ade4dd prepo IPrepoService accurate parsing for report (#905)
* prepo IPrepoService accurate parsing for report

I've found they use msgpack for the report, so I've added a nuget package and deserialize the report in the right way.

Close #838

* jD requested changes

* Change nuget to MsgPack.Cli

* Use var instead of explicit cast
2020-01-30 17:39:05 +01:00
Thog
7eccf7be25 Fix OpenBisFileSystem wrong buffer type (#909)
As the title say.
2020-01-27 21:09:04 +01:00
bunnei
72b0886130 SoftwareKeyboard: Interactive data size should include size field. (#907) 2020-01-26 16:14:21 +11:00
Thog
cd74aac5ca Make VirtualFileSystem only instanciable once (#901)
This fix a regression caused by #888 on temporary saves for SNES Online.
(and probably other games)
2020-01-24 17:01:21 +01:00
MelonSpeedruns
9b280d54de Added Program Icon (#900)
* Added Program Icon

Added an icon that displays in the Windows File Explorer and on the console window itself when launched.

* Renamed ryu.ico to Ryujinx.ico
2020-01-24 16:14:51 +01:00
gdkchan
ac0c282f4b Ignore exit flag on branch delay slot (#899) 2020-01-22 02:11:43 +01:00
Thog
d7babb075c Keep the GUI alive when closing a game (#888)
* Keep the GUI alive when closing a game

Make HLE.Switch init when starting a game and dispose it when closing
the GlScreen.

This also make HLE in charge of disposing the audio and gpu backend.

* Address Ac_k's comments

* Make sure to dispose the Discord module and use GTK quit method

Also update Discord Precense when closing a game.

* Make sure to dispose MainWindow

* Address gdk's comments
2020-01-21 23:23:11 +01:00
Jonathan Goyvaerts
c0ebf32ace Update DiscordRichPresence package reference to 1.0.147 which is now built for .NET core (#898) 2020-01-20 17:55:15 +01:00
Thog
dc88cbb2af Update 32 bits syscalls to match 64 bits implementation (#892)
* Implement 32 bits syscalls

Co-authored-by: riperiperi <rhy3756547@hotmail.com>

Implement all 32 bits counterparts of the 64 bits syscalls we currently
have.

* Add FlushProcessDataCache32

* Address jd's comments
2020-01-19 19:21:53 -03:00
gdkchan
1a72d8fcfc Fix shader output color buffer index when non-sequential render targets are used (#895) 2020-01-19 00:09:46 +01:00
bylaws
c057c53518 Various small audren fixes (#894)
* Remove redundant modulo on wave buffer index

This is already performed by SetBufferIndex

* Correct typo in UpdateDataHeader

MixeSize -> MixSize

* Remove unused variable in audren

'volume' was unused and 'voice.Volume' was used instead so remove 'volume'
2020-01-18 23:29:52 +01:00
gdkchan
e1096c913d Support audio effect output status (#890)
* Support audio effect output status

* Remove extra line
2020-01-17 10:07:27 +01:00