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Author SHA1 Message Date
Ac_K
e3b36db71c
hle: Some cleanup (#3210)
* hle: Some cleanup

This PR cleaned up a bit the HLE folder and the VirtualFileSystem one, since we use LibHac, we can use some class of it directly instead of duplicate things. The "Content" of VFS folder is removed since it should be handled in the NCM service directly.
A larger cleanup should be done later since there is still be duplicated code here and there.

* Fix Headless.SDL2

* Addresses gdkchan feedback
2022-03-22 20:46:16 +01:00
Alex Barney
3705c20668
Update LibHac to v0.16.0 (#3159) 2022-02-27 00:52:25 +01:00
riperiperi
fb935fd201
Add dedicated ServerBase for FileSystem services (#3142)
This should prevent filesystem services from blocking other services that don't have their own ServerBase. May improve filesystem related stutters in certain titles.

Improves button advanced cutscenes such as Miqol's Request in Xenoblade: DE when the game is on a network share (used to stutter when voice lines played).

Should probably be tested to make sure no mysterious bugs have been unearthed, and to see if any other filesystem related perf issues are improved.
2022-02-19 15:29:11 +01:00
Alex Barney
f4bbc019b9
Update to LibHac 0.15.0 (#2986) 2022-01-12 12:22:19 +01:00
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
Mary
2ab777885b
kernel: Improve GetInfo readability and update to 13.0.0 (#2900)
* kernel: Define InfoTYpe and make it less obscure when reading GetInfo

Also map ThreadTickCount to 25 instead of 0xF0000002 like 13.x kernel.

* kernel: Implement GetInfo IsApplication

* kernel: Implement GetInfo FreeThreadCount
2021-12-04 20:23:26 -03:00
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
5d08e9b495
hos: Cleanup the project (#2634)
* hos: Cleanup the project

Since a lot of changes has been done on the HOS project, there are some leftover here and there, or class just used in one service, things at wrong places, and more.
This PR fixes that, additionnally to that, I've realigned some vars because I though it make the code more readable.

* Address gdkchan feedback

* addresses Thog feedback

* Revert ElfSymbol
2021-09-15 01:24:49 +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
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
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
Mary
00ce9eea62
Fix disposing of IPC sessions server at emulation stop (#2334) 2021-06-29 19:37:13 +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
Ac_K
55e0c71489
nfc/nfp: Implement ISystemManager and ISystem (#2381)
* nfc/nfp: Implement ISystemManager and ISystem

This PR add permission levels for `nfc` and `nfp` services:
- `nfc`: `CreateUserInterface` and `CreateSystemInterface` are implemented.
- `INfc`: `Initialize` and `IsNfcEnabled` calls are stubbed.
- `nfp`: `CreateDebugInterface` and `CreateSystemInterface` are implemented.
- `INfp`: `GetRegisterInfo2` for `IDebug` and `ISystem` are implemented.

* Addresses gdkchan feedback
2021-06-24 01:05:40 +02:00
Ac_K
aca1c37d4b
am: Add all known AppletMessage (#2378)
This PR add all known AppletMessage values for accuracy, nothing more.
`MessageInfo` is renamed to the right `AppletMessage` name.
2021-06-21 13:41:37 -03:00
riperiperi
54ea2285f0
POWER - Performance Optimizations With Extensive Ramifications (#2286)
* 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>
2021-05-24 22:52:44 +02:00
Mary
bec67dbef7
misc: Move configuration management to the Ryujinx project (#2269)
* Decouple configuration from Ryujinx.HLE and Ryujinx.Input

* Move Configuration to the Ryujinx project
2021-05-16 17:12:14 +02:00
gdkchan
a8022ca3a1
Fix race in SM initialization (#2280) 2021-05-12 00:57:21 +02:00
Mary
b94dc01d43
SM instance & TIPC fixes (#2241)
This PR addresses the following issues:
- SM was previously instancied once and reused on all sessions. This
  could cause inconsistency on the service initialization.
- TIPC replies were not matching what is generated on hardware.
2021-05-05 23:44:26 +02:00
riperiperi
dc8c781d7a
Return focus from controller applet after completion (#2218)
* Return focus from controller applet after completion

This fixes controller applet related in Mario Kart 8 Deluxe, in 2 player mode or when opening the applet in character select.

* Return focus for player select
2021-04-17 18:57:03 +02:00
Mark Araujo
faa654dbaf
Improves logging to console. (#2146)
* 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
2021-04-13 21:58:47 +02:00
Ac_K
7344dee475
account: Adds AccountManager (#2184)
* 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
2021-04-13 03:16:43 +02:00
gdkchan
874540bb5c
Allow DRAM size to be increased from 4GB to 6GB (#2174)
* Allow DRAM size to be increased from 4GB to 6GB

* Add option on the UI
2021-04-04 14:06:59 +02:00
Ac_K
32be8caa9d
caps: Implement SaveScreenShot calls and cleanup (#2140)
* caps: Implement SaveScreenShot calls and cleanup

This PR implement:
- caps:u IAlbumApplicationService (32) SetShimLibraryVersion
- caps:c IAlbumControlService (33) SetShimLibraryVersion
- caps:su IScreenShotApplicationService (32) SetShimLibraryVersion
- caps:su IScreenShotApplicationService (203/205/210) SaveScreenShotEx0/SaveScreenShotEx1/SaveScreenShotEx2

ImageSharp is used to save the raw screenshot data as a JPG file following what the service does.
All screenshots are save in: `%AppData%\Ryujinx\sdcard\Nintendo\Album` folder. (as example a screenshot file path will be `%AppData%\Ryujinx\sdcard\Nintendo\Album\2021\03\26\2021032601020300-0123456789ABCDEF0123456789ABCDEF.jpg`

This is needed by Animal Crossing: New Horizon where screenshots looks like this:

And this is needed in Monster Hunter Rise but screenshots are currently empty due to another issue.

* remove useless comment

* Addresses gdkchan feedback

* Addresses gdkchan feedback 2

* remove useless comment 2

* Fix nits
2021-03-26 01:16:08 +01:00
Joshi234
a8c945f35f
Add items to standard logs (#1942)
* Added more items to log

* Update MainWindow.cs

* Added log when changing settings

* fix formating and add log when toggling vsync and docked

* Update Ryujinx/Ui/MainWindow.cs

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

* Update Ryujinx/Ui/MainWindow.cs

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

* Update Ryujinx/Ui/Windows/SettingsWindow.cs

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

* Fix formating

* Change Location according to suggestion

* Implemented OpenDataStorageWithProgramIndex

* Update IFileSystemProxy.cs

* Update IFileSystemProxy.cs

* Commited that file on accidant

* Revert "Merge branch 'master' of https://github.com/Joshi234/Ryujinx"

This reverts commit 375f430455, reversing
changes made to 672e2c8f7d.

* Revert "Update IFileSystemProxy.cs"

This reverts commit 672e2c8f7d.

* Update IFileSystemProxy.cs

* Update ISystemSettingsServer.cs

* removed accidantel addition of IFileSystemProxy.OpenDataStorageWithProgramIndex

* Fix formating and add missing stub

* Update ISystemSettingsServer.cs

* Added more items to log

* Update MainWindow.cs

* Added log when changing settings

* fix formating and add log when toggling vsync and docked

* Fix formating

* Update Ryujinx/Ui/MainWindow.cs

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

* Update Ryujinx/Ui/MainWindow.cs

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

* Update Ryujinx/Ui/Windows/SettingsWindow.cs

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

* Change Location according to suggestion

* Fix Rebase stuff

* Change Logger.Notice to Loger.Info

* Update ISystemSettingsServer.cs

* Update ISystemSettingsServer.cs

Co-authored-by: Ac_K <Acoustik666@gmail.com>
2021-03-19 00:09:33 +01:00
Ac_K
a56423802c
nfp: Amiibo scanning support (#2006)
* Initial Impl.

* You just want me cause I'm next

* Fix some logics

* Fix close button
2021-03-18 21:40:20 +01:00
Mary
f556c80d02
Haydn: Part 1 (#2007)
* 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
2021-02-26 01:11:56 +01:00
gdkchan
f5d64b4d68
Terminate application before services (#1812)
* Terminate application before services

* Use flags instead of title ID
2020-12-17 01:44:06 +01:00
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
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
gdkchan
f7617cae12
Create a single guest process per IPC message processor (#1769) 2020-12-02 13:14:44 +01:00
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
riperiperi
7166e82c3c
Update performance mode when docked mode changes. (#1696) 2020-11-12 16:59:18 +11:00
Ac_K
eda6b78894
apm/am: Refactoring/Unstub services (#1662)
* apm: Refactoring/Unstub service

This PR implement some IPC calls of apm service:
- nn::apm::IManager is fully implemented.
- nn::apm::ISession is fully implemented (close #1633).
- nn::apm::ISystemManager is partially implemented.

nn::appletAE::ICommonStateGetter have some calls which are just a layer of apm IPC calls. What we did in some calls was wrong, it's fixed now!

Everything is checked with RE.

* abstract Apm *Server as Thog requested

* abstract ISession and fix other classes

* Address gdkchan feedback

* Fix class

* Fix Logging
2020-11-08 17:00:54 -03:00
gdkchan
6c9565693f
IPC refactor part 1: Use explicit separate threads to process requests (#1447)
* Changes to allow explicit management of service threads

* Remove now unused code

* Remove ThreadCounter, its no longer needed

* Allow and use separate server per service, also fix exit issues

* New policy change: PTC version now uses PR number
2020-09-22 14:50:40 +10:00
mageven
27179d0218
Improve multi-controller support in HID and Controller Applet (#1453)
* Initial commit

Enable proper LED patterns
Toggle Hotkeys only on focus
Ignore Handheld on Docked mode
Remove PrimaryController
Validate NpadIdType
Rewrite NpadDevices to process config in update loop
Cleanup

* Notify in log periodically when no matched controllers

* Remove duplicate StructArrayHelpers in favor of Common.Memory

Fix struct padding CS0169 warns in Touchscreen

* Remove GTK markup from Controller Applet

Use IList instead of List
Explicit list capacity in 1ms loop
Fix formatting

* Restrict ControllerWindow to show valid controller types

Add selected player name to ControllerWindow title

* ControllerWindow: Fix controller type initial value

NpadDevices: Simplify default battery charge

* Address AcK's comments

Use explicit types and fix formatting

* Remove HashSet for SupportedPlayers

Fixes potential exceptions due to race

* Fix ControllerSupportArg struct packing

Also comes with two revisions of struct for 4/8 players max.
2020-08-23 22:54:11 +02:00
Mary
a389dd59bd
Amadeus: Final Act (#1481)
* Amadeus: Final Act

This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer!

This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months.
This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware.

Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3.

- FE3H voices in videos and chapter intro are not present.
- Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time).

- Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed.

* Make timing more precise when sleeping on Windows

Improve precision to a 1ms resolution on Windows NT based OS.
This is used to avoid having totally erratic timings and unify all
Windows users to the same resolution.

NOTE: This is only active when emulation is running.
2020-08-17 22:49:37 -03:00
gdkchan
4d02a2d2c0
New NVDEC and VIC implementation (#1384)
* Initial NVDEC and VIC implementation

* Update FFmpeg.AutoGen to 4.3.0

* Add nvdec dependencies for Windows

* Unify some VP9 structures

* Rename VP9 structure fields

* Improvements to Video API

* XML docs for Common.Memory

* Remove now unused or redundant overloads from MemoryAccessor

* NVDEC UV surface read/write scalar paths

* Add FIXME comments about hacky things/stuff that will need to be fixed in the future

* Cleaned up VP9 memory allocation

* Remove some debug logs

* Rename some VP9 structs

* Remove unused struct

* No need to compile Ryujinx.Graphics.Host1x with unsafe anymore

* Name AsyncWorkQueue threads to make debugging easier

* Make Vp9PictureInfo a ref struct

* LayoutConverter no longer needs the depth argument (broken by rebase)

* Pooling of VP9 buffers, plus fix a memory leak on VP9

* Really wish VS could rename projects properly...

* Address feedback

* Remove using

* Catch OperationCanceledException

* Add licensing informations

* Add THIRDPARTY.md to release too

Co-authored-by: Thog <me@thog.eu>
2020-07-12 05:07:01 +02:00
mageven
189c0c9c72
Implement modding support (#1249)
* Implement Modding Support

* Executables: Rewrite to use contiguous mem and Spans

* Reorder ExeFs, Npdm, ControlData and SaveData calls

After discussion with gdkchan, it was decided it's best to call
LoadExeFs after all other loads are done as it starts the guest process.

* Build RomFs manually instead of Layering FS

Layered FS approach has considerable latency when building the final
romfs. So, we manually replace files in a single romfs instance.

* Add RomFs modding via storage file

* Fix and cleanup MemPatch

* Add dynamically loaded NRO patching

* Support exefs file replacement

* Rewrite ModLoader to use mods-search architecture

* Disable PPTC when exefs patches are detected

Disable PPTC on exefs replacements too

* Rewrite ModLoader, again

* Increased maintainability and matches Atmosphere closely
* Creates base mods structure if it doesn't exist
* Add Exefs partition replacement
* IPSwitch: Fix nsobid parsing

* Move mod logs to new LogClass

* Allow custom suffixes to title dirs again

* Address nits

* Add a per-App "Open Mods Directory" context menu item

Creates the path if not present.

* Normalize tooltips verbiage

* Use LocalStorage and remove unused namespaces
2020-07-09 14:31:15 +10:00
LDj3SNuD
5e724cf24e
Add Profiled Persistent Translation Cache. (#769)
* Delete DelegateTypes.cs

* Delete DelegateCache.cs

* Add files via upload

* Update Horizon.cs

* Update Program.cs

* Update MainWindow.cs

* Update Aot.cs

* Update RelocEntry.cs

* Update Translator.cs

* Update MemoryManager.cs

* Update InstEmitMemoryHelper.cs

* Update Delegates.cs

* Nit.

* Nit.

* Nit.

* 10 fewer MSIL bytes for us

* Add comment. Nits.

* Update Translator.cs

* Update Aot.cs

* Nits.

* Opt..

* Opt..

* Opt..

* Opt..

* Allow to change compression level.

* Update MemoryManager.cs

* Update Translator.cs

* Manage corner cases during the save phase. Nits.

* Update Aot.cs

* Translator response tweak for Aot disabled. Nit.

* Nit.

* Nits.

* Create DelegateHelpers.cs

* Update Delegates.cs

* Nit.

* Nit.

* Nits.

* Fix due to #784.

* Fixes due to #757 & #841.

* Fix due to #846.

* Fix due to #847.

* Use MethodInfo for managed method calls.

Use IR methods instead of managed methods about Max/Min (S/U).
Follow-ups & Nits.

* Add missing exception messages.

Reintroduce slow path for Fmov_Vi.
Implement slow path for Fmov_Si.

* Switch to the new folder structure.

Nits.

* Impl. index-based relocation information. Impl. cache file version field.

* Nit.

* Address gdkchan comments.

Mainly:
- fixed cache file corruption issue on exit; - exposed a way to disable AOT on the GUI.

* Address AcK77 comment.

* Address Thealexbarney, jduncanator & emmauss comments.

Header magic, CpuId (FI) & Aot -> Ptc.

* Adaptation to the new application reloading system.

Improvements to the call system of managed methods.
Follow-ups.
Nits.

* Get the same boot times as on master when PTC is disabled.

* Profiled Aot.

* A32 support (#897).

* #975 support (1 of 2).

* #975 support (2 of 2).

* Rebase fix & nits.

* Some fixes and nits (still one bug left).

* One fix & nits.

* Tests fix (by gdk) & nits.

* Support translations not only in high quality and rejit.

Nits.

* Added possibility to skip translations and continue execution, using `ESC` key.

* Update SettingsWindow.cs

* Update GLRenderer.cs

* Update Ptc.cs

* Disabled Profiled PTC by default as requested in the past by gdk.

* Fix rejit bug. Increased number of parallel translations. Add stack unwinding stuffs support (1 of 2).

Nits.

* Add stack unwinding stuffs support (2 of 2). Tuned number of parallel translations.

* Restored the ability to assemble jumps with 8-bit offset when Profiled PTC is disabled or during profiling.

Modifications due to rebase.
Nits.

* Limited profiling of the functions to be translated to the addresses belonging to the range of static objects only.

* Nits.

* Nits.

* Update Delegates.cs

* Nit.

* Update InstEmitSimdArithmetic.cs

* Address riperiperi comments.

* Fixed the issue of unjustifiably longer boot times at the second boot than at the first boot, measured at the same time or reference point and with the same number of translated functions.

* Implemented a simple redundant load/save mechanism.

Halved the value of Decoder.MaxInstsPerFunction more appropriate for the current performance of the Translator.
Replaced by Logger.PrintError to Logger.PrintDebug in TexturePool.cs about the supposed invalid texture format to avoid the spawn of the log.
Nits.

* Nit.

Improved Logger.PrintError in TexturePool.cs to avoid log spawn.
Added missing code for FZ handling (in output) for fp max/min instructions (slow paths).

* Add configuration migration for PTC

Co-authored-by: Thog <me@thog.eu>
2020-06-16 20:28:02 +02:00
Thog
cc8dbdd3fb
time: Make sure to initialize the network system clock with a valid system clock (#1259)
This should fix AC:NH events and probably other games.
2020-05-20 11:35:30 +02:00
mageven
ba4830293e
Refactor out Application details from Horizon (#1236)
* Initial Application refactor

* Misc typo and access modifier fixes

* Clean unused namespaces

* Address gdkchan's comments

* Move ticket reading to common method

* Change IParentalControlService to use ApplicationLoader.ControlData
2020-05-15 03:16:46 -03:00
gdkchan
15d1cc806b
Move kernel state out of the Horizon class (#1107)
* Move kernel state from Horizon to KernelContext

* Merge syscalls partial classes, split 32 and 64-bit variants

* Sort usings
2020-05-04 13:41:29 +10:00
gdkchan
f77694e4f7
Implement a new physical memory manager and replace DeviceMemory (#856)
* Implement a new physical memory manager and replace DeviceMemory

* Proper generic constraints

* Fix debug build

* Add memory tests

* New CPU memory manager and general code cleanup

* Remove host memory management from CPU project, use Ryujinx.Memory instead

* Fix tests

* Document exceptions on MemoryBlock

* Fix leak on unix memory allocation

* Proper disposal of some objects on tests

* Fix JitCache not being set as initialized

* GetRef without checks for 8-bits and 16-bits CAS

* Add MemoryBlock destructor

* Throw in separate method to improve codegen

* Address PR feedback

* QueryModified improvements

* Fix memory write tracking not marking all pages as modified in some cases

* Simplify MarkRegionAsModified

* Remove XML doc for ghost param

* Add back optimization to avoid useless buffer updates

* Add Ryujinx.Cpu project, move MemoryManager there and remove MemoryBlockWrapper

* Some nits

* Do not perform address translation when size is 0

* Address PR feedback and format NativeInterface class

* Remove ghost parameter description

* Update Ryujinx.Cpu to .NET Core 3.1

* Address PR feedback

* Fix build

* Return a well defined value for GetPhysicalAddress with invalid VA, and do not return unmapped ranges as modified

* Typo
2020-05-04 08:54:50 +10:00
Thog
886e42fb19
Use the official JSON parser (#1151)
This remove Utf8son and JsonPrettyPrinter dependencies.

NOTE: the standard JSON parser doesn't support configurable
indentation, as a result, all the pretty printed JSON are indented with 2
spaces.
2020-04-30 14:07:41 +02:00
Alex Barney
7ab3fccd4d
Add BCAT delivery cache support (#1154)
* Initial bcat delivery cache support

* Use LibHac 0.11.0

* Add option to open the BCAT savedata directory
2020-04-30 14:58:19 +10:00
Thog
cdbb689b80
Add support for dynamic docking/undocking (#1147)
* Add support for dynamic docking/undocking

As SurfaceFlinger is now working more accurately, we can now support
dynamic configuration of docking mode :)

* Simplify a bt the code

* Fix import ordering

* Remove unused argument
2020-04-23 13:59:11 +02:00
Thog
36749c358d
SurfaceFlinger v2 (#981)
* Rewrite SurfaceFlinger

Reimplement accurately SurfaceFlinger (based on my 8.1.0 reversing of it)

TODO: support swap interval properly and reintroduce disabled "game vsync" support.

* Some fixes for SetBufferCount

* uncomment a test from last commit

* SurfaceFlinger: don't free the graphic buffer in SetBufferCount

* SurfaceFlinger: Implement swap interval correctly

* SurfaceFlinger: Reintegrate Game VSync toggle

* SurfaceFlinger: do not push a fence on buffer release on the consumer side

* Revert "SurfaceFlinger: do not push a fence on buffer release on the consumer side"

This reverts commit 586b52b0bfab2d11f361f4b59ab7b7141020bbad.

* Make the game vsync toggle work dynamically again

* Unregister producer's Binder object when closing layer

* Address ripinperi's comments

* Add a timeout on syncpoint wait operation

Syncpoint aren't supposed to be waited on for more than a second.

This effectively workaround issues caused by not having a channel
scheduling in place yet.

PS: Also introduce Android WaitForever warning about fence being not
signaled for 3s

* Fix a print of previous commit

* Address Ac_K's comments

* Address gdkchan's comments

* Address final comments
2020-04-22 14:10:27 +10:00