Commit graph

2549 commits

Author SHA1 Message Date
mpnico
fe1ff2561e 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
2024-02-22 19:15:56 -05:00
ooa113y
74e418f864 Hide UI rework/arrow key fix (#2504)
* Unbreak arrow keys

* Use bitshift for Flags instead of literal
2024-02-22 19:15:55 -05:00
emmauss
97a25f5bc4 Clamp controller sticks to circle, instead of square (#2493)
* clamp controller sticks to circle, instead of square

* fix deadzone

* addressed comments
2024-02-22 19:15:55 -05:00
gdkchan
4d56a9f322 Support non-contiguous copies on I2M and DMA engines (#2473)
* Support non-contiguous copies on I2M and DMA engines

* Vector copy should start aligned on I2M

* Nits

* Zero extend the offset
2024-02-22 19:15:55 -05:00
Caian Benedicto
dd986e1eb5 Update TamperMachine and disable write-to-code prevention (#2506)
* Enable write to memory and improve logging

* Update tamper machine opcodes and improve reporting

* Add Else support

* Add missing private statement
2024-02-22 19:15:55 -05:00
gdkchan
9a8f8569c6 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
2024-02-22 19:15:55 -05:00
ooa113y
c00b30a70d Implement "hide UI" option (#2411)
* Implement jduncanator method

* Rename function/button ID

* Move option to Actions menu (makes no sense while emulation is inactive...)
2024-02-22 19:15:55 -05:00
emmauss
44c19ba7ca Ensure right joycon motion data is set (#2488)
* motion fix

* mirror motion data on right joycon in pair mode when using native motion source

* fix

* addressed comments
2024-02-22 19:15:55 -05:00
riperiperi
2cb8e76345 Return mapped buffer pointer directly for flush, WriteableRegion for textures (#2494)
* Return mapped buffer pointer directly for flush, WriteableRegion for textures

A few changes here to generally improve performance, even for platforms not using the persistent buffer flush.

- Texture and buffer flush now return a ReadOnlySpan<byte>. It's guaranteed that this span is pinned in memory, but it will be overwritten on the next flush from that thread, so it is expected that the data is used before calling again.
- As a result, persistent mappings no longer copy to a new array - rather the persistent map is returned directly as a Span<>. A similar host array is used for the glGet flushes instead of allocating new arrays each time.
- Texture flushes now do their layout conversion into a WriteableRegion when the texture is not MultiRange, which allows the flush to happen directly into guest memory rather than into a temporary span, then copied over. This avoids another copy when doing layout conversion.

Overall, this saves 1 data copy for buffer flush, 1 copy for linear textures with matching source/target stride, and 2 copies for block textures or linear textures with mismatching strides.

* Fix tests

* Fix array pointer for Mesa/Intel path

* Address some feedback

* Update method for getting array pointer.
2024-02-22 19:15:55 -05:00
riperiperi
965391600c Only use persistent buffers to flush on NVIDIA and Windows+AMD (#2489)
It seems like this method of flushing data is much slower on Mesa drivers, and slightly slower on Intel Windows. Have not tested Intel Mesa, but I'm assuming it is the same as AMD.

This also adds vendor detection for AMD on Unix, which counted as "Unknown" before.
2024-02-22 19:15:55 -05:00
Mary
0b0d87d748 Amadeus: DSP code generation improvements (#2460)
This improve RyuJIT codegen drastically on the DSP side.
This may reduce CPU usage of the DSP thread quite a lot.
2024-02-22 19:15:55 -05:00
Mary
49cbc31eb9 shadertools: Prepare for new target Languages and APIs (#2465)
* shadertools: Prepare for new target Langugaes and APIs

This improves shader tools command line by adding support for target
language and api.

* Address gdkchan's comments
2024-02-22 19:15:55 -05:00
riperiperi
509eb85bf6 Flush buffers and texture data through a persistent mapped buffer. (#2481)
* Use persistent buffers to flush texture data

* Flush buffers via copy to persistent buffers.

* Log error when timing out, small refactoring.
2024-02-22 19:15:55 -05:00
gdkchan
733e91cf1b Ensure that DMA copy target textures are kept alive or flushed (#2478) 2024-02-22 19:15:55 -05:00
gdkchan
56f09911b1 Do not require texture and sampler pools being initialized (#2476) 2024-02-22 19:15:54 -05:00
gdkchan
621c67fd84 Close transfer memory properly on nvservices (#2477) 2024-02-22 19:15:54 -05:00
Mary
4c1d9e9234 Revert LibHac update
Users are facing save destruction on failing extra data update apparently
2024-02-22 19:15:54 -05:00
Alex Barney
ef43dcf738 Fix the headless build since previous commit 2024-02-22 19:15:54 -05:00
Alex Barney
f85cd3627e 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.
2024-02-22 19:15:54 -05:00
gdkchan
7691e54667 Implement a fast path for I2M transfers (#2467) 2024-02-22 19:15:54 -05:00
gdkchan
e27ed8a0f2 Fix shader compilation on shaders that uses rectangle textures (#2471) 2024-02-22 19:15:54 -05:00
gdkchan
0f47a14c3e Separate GPU engines (part 2/2) (#2440)
* 3D engine now uses DeviceState too, plus new state modification tracking

* Remove old methods code

* Remove GpuState and friends

* Optimize DeviceState, force inline some functions

* This change was not supposed to go in

* Proper channel initialization

* Optimize state read/write methods even more

* Fix debug build

* Do not dirty state if the write is redundant

* The YControl register should dirty either the viewport or front face state too, to update the host origin

* Avoid redundant vertex buffer updates

* Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace

* Comments and nits

* Fix rebase

* PR feedback

* Move changed = false to improve codegen

* PR feedback

* Carry RyuJIT a bit more
2024-02-22 19:15:53 -05:00
gdkchan
0fb68dd1de Fix virtual memory allocation being out of range (#2464) 2024-02-22 19:15:53 -05:00
Ac_K
08a7474c13 am: Implement CreateApplicationAndRequestToStart (#2448)
This PR implement `CreateApplicationAndRequestToStart` call, result code is checked by RE.
Now we can restart a guest program by itself. This is needed by SSBU when you changes the game language.

NOTE: This currently don't works using OpenAL backend due to another issue.

Closes #2108
2024-02-22 19:15:53 -05:00
gdkchan
5e538694ee Fix GetWritableRegion write-back (#2456) 2024-02-22 19:15:53 -05:00
gdkchan
0cf488acc9 Unscale textureSize when resolution scaling is used (#2441)
* Unscale textureSize when resolution scaling is used

* Fix textureSize on compute

* Flag texture size as needing res scale values too
2024-02-22 19:15:53 -05:00
gdkchan
7f80d453c5 Flush UBO updates more frequently (#2407) 2024-02-22 19:15:53 -05:00
gdkchan
b41cafa0fa Separate GPU engines and make state follow official docs (part 1/2) (#2422)
* Use DeviceState for compute and i2m

* Migrate 2D class, more comments

* Migrate DMA copy engine

* Remove now unused code

* Replace GpuState by GpuAccessorState on GpuAcessor, since compute no longer has a GpuState

* More comments

* Add logging (disabled)

* Add back i2m on 3D engine
2024-02-22 19:15:53 -05:00
Mary
d8e189cc10 frontend: Add a SDL2 headless window (#2310) 2024-02-22 19:15:53 -05:00
gdkchan
970edee484 Allow shader language and target API to be specified on the shader translator (#2402) 2024-02-22 19:15:53 -05:00
emmauss
719b2652c1 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>
2024-02-22 19:15:53 -05:00
Ac_K
5f30ba0144 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 .
2024-02-22 19:15:53 -05:00
Ac_K
226c69ef15 nifm: Fixes IsDynamicDnsEnabled not supported (#2443)
For a strange reason `IPInterfaceProperties.IsDynamicDnsEnabled` returns a `PlatformNotSupported` exception in Linux.
This PR fixes this issue with a `try/catch` and set the value to false. Closes #2415.
2024-02-22 19:15:53 -05:00
Ac_K
cd62250958 aoc: Fixes some inconsistencies (#2434)
* aoc: Fixes some inconsistencies

This PR fixes an wrong returned value (introduced in #2414) which cause some DLC not recognized in some games like Super Robot War T.
Additionnally to that, I've removed the EventHandle check too, because it could cause some issues, but sadly it doesn't do the job so I reverted the changes. It should fix Diablo III: Eternal Collection.

* Fix loop

* Revert TitleLanguage change

* write only available ids
2024-02-22 19:15:53 -05:00
mpnico
254a1c1fc1 Command line argument -f doesn't toggle 'Start games in fullscreen mode' (#2424)
Closes Ryujinx#2308
2024-02-22 19:15:52 -05:00
Billy Laws
6ac51150ca Implement 12.0.0 hwopus functions (#2410)
Based off of my RE of 12.0.2 audio services, the newly added parameter can be safely ignored due to ryu not using fixed-size I/O buffers.
2024-02-22 19:15:52 -05:00
riperiperi
33e3e6b148 Honour copy dependencies when switching render target (#2433)
* Honour copy dependencies when switching render target

When switching from one render target to another, when both have a copy dependency to each other, a copy can be deferred on the second target when unbinding the first.

Before, this would not be honoured before binding the new texture, so the copy would stay deferred until the render targets change again, at which point it would copy in old data and essentially clear all the draws done during that time.

This change runs synchronize memory to make sure that copies are honoured. This can cause a redundant copy, but it's better than it breaking for now.

This should fix miiedit on AMD/Intel GPUs on windows. May fix other games, or perhaps rare copy dependency bugs on NVIDIA too.

* Address feedback
2024-02-22 19:15:52 -05:00
Ac_K
eeb120da2b aoc: Fix wrong check (#2427)
This PR fixes a wrong check added in #2414 which made Pokémon crash.
2024-02-22 19:15:52 -05:00
Mary
9987a75c84 Fix disposing of IPC sessions server at emulation stop (#2334) 2024-02-22 19:15:52 -05:00
gdkchan
5d6f3dce74 Initial support for separate GPU address spaces (#2394)
* Make GPU memory manager a member of GPU channel

* Move physical memory instance to the memory manager, and the caches to the physical memory

* PR feedback
2024-02-22 19:15:52 -05:00
Ac_K
c184e1e31f aoc/am: Cleanup aoc service and stub am calls (#2414)
* aoc/am: Cleanup aoc service and stub am calls

This PR implement aoc call `GetAddOnContentListChangedEventWithProcessId` (Closes #2408) and `CreateContentsServiceManager`. Additionnally, a big cleanup (checked by RE on latest firmware) is made on the whole service. I've added `CountAddOnContent`, `ListAddOnContent` and `GetAddonContentBaseId` for games which require version `1.0.0-6.2.0` too.

Am service call `ReportUserIsActive` is stubbed (checked by RE, closes #2413).

Since some logic in the service (aoc) which handle the DLCs has been changed, it could be nice to have some testing to be sure there is no regression.

* Remove wrong check

* Addresses gdkchan feedback

* Fix GetAddOnContentLostErrorCode

* fix null pid in services

* Add missing comment

* remove leftover comment
2024-02-22 19:15:52 -05:00
emmauss
f8a159c4b7 Add Screenshot Feature (#2354)
* Add internal screenshot  capabilities

* update version notice
2024-02-22 19:15:52 -05:00
Ac_K
13d9d48be3 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
2024-02-22 19:15:52 -05:00
gdkchan
b79869874f Add support for custom line widths (#2406) 2024-02-22 19:15:51 -05:00
gdkchan
778f877345 Fix default value for unwritten shader outputs (#2412)
* Fix shader default output values

* Shader cache version bump
2024-02-22 19:15:51 -05:00
gdkchan
48e6e9b254 Fix texture sampling with depth compare and LOD level or bias (#2404)
* Fix texture sampling with depth compare and LOD level or bias

* Shader cache version bump

* nit: Sorting
2024-02-22 19:15:51 -05:00
Ac_K
736b631829 caps: Stubs GetAlbumFileList0AafeAruidDeprecated and GetAlbumFileList3AaeAruid (#2403)
This PR stubs caps service call `GetAlbumFileList0AafeAruidDeprecated` and `GetAlbumFileList3AaeAruid` (Closes #2035, Closes #2401), both are checked by RE.
This avoid using "ignore missing services" when you want to play World of Light in Super Smash Bros Ultimate.
2024-02-22 19:15:51 -05:00
ooa113y
02e8d567e6 Improve gameTable search (#2398)
* Improve gameTable search

* Remove useless split

* Remove unneeded brackets

* Simplify searchEqualFunc

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

* Remove leftovers (oops)

Co-authored-by: Ac_K <Acoustik666@gmail.com>
2024-02-22 19:15:51 -05:00
emmauss
1d972fc058 Add Direct Mouse Support (#2374)
* and direct mouse support

* and direct mouse support

* hide cursor if mouse enabled

* add config

* update docs

* sorted usings
2024-02-22 19:15:51 -05:00
gdkchan
0b1bb003da Initial support for GPU channels (#2372)
* Ground work for separate GPU channels

* Rename TextureManager to TextureCache

* Decouple texture bindings management from the texture cache

* Rename BufferManager to BufferCache

* Decouple buffer bindings management from the buffer cache

* More comments and proper disposal

* PR feedback

* Force host state update on channel switch

* Typo

* PR feedback

* Missing using
2024-02-22 19:15:51 -05:00