This project wasn't really used by anyone and isn't worth mantaining.
This commit remove the profiler entirely from Ryujinx and remove the associated CI tasks.
* Clean up and update readme
THis clean up and improve the README a bit.
* Apply suggestions from code review
Co-authored-by: EmulationFanatic <62343878+EmulationFanatic@users.noreply.github.com>
Co-authored-by: EmulationFanatic <62343878+EmulationFanatic@users.noreply.github.com>
* 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.
* account: Implement IManagerForApplication calls and IAsyncContext
This implement:
- IManagerForApplication::EnsureIdTokenCacheAsync (accordingly to RE) but the Async task is stubbed.
- IAsyncContext interface (accordingly to RE).
- IManagerForApplication::LoadIdTokenCache (checked with RE, and stubbed).
I've tried some games but now they needs some `sfdnsres` calls, some other boots and crashes with other issues.
Maybe we should disable the connection somewhere to lets the game think we are offline. I have done many attempts, without success, but since the code is here now, it's better than nothing.
(I've cleaned up `using` of IGeneralService too)
Closes#629 and closes#630
* change AccountId
* Fix gdkchan's comments
* use CompletedTask
Changes:
Implement software surround downmixing (fix#796).
Fix a crash when no audio renderer were created when stopping emulation.
NOTE: This PR also disable support of 5.1 surround on the OpenAL backend as we cannot detect if the hardware directly support it. (the downmixing applied by OpenAL on Windows is terribly slow)
* 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.
* Logger class changes only
Now compile-time checking is possible with the help of Nullable Value
types.
* Misc formatting
* Manual optimizations
PrintGuestLog
PrintGuestStackTrace
Surfaceflinger DequeueBuffer
* Reduce SendVibrationXX log level to Debug
* Add Notice log level
This level is always enabled and used to print system info, etc...
Also, rewrite LogColor to switch expression as colors are static
* Unify unhandled exception event handlers
* Print enabled LogLevels during init
* Re-add App Exit disposes in proper order
nit: switch case spacing
* Revert PrintGuestStackTrace to Info logs due to #1407
PrintGuestStackTrace is now called in some critical error handlers
so revert to old behavior as KThread isn't part of Guest.
* Batch replace Logger statements
* Implement SwKbd GUI
* Relocate UI handler to Emu Context from Config
Also create a common interface for UI handlers in the context and specialize for Gtk
Add basic input length validation in InputDialog
* Add Transfer Memory support to AppletCreator
Read Initial Text for SwKbd using Transfer Memory
* Improve InputDialog widget
Improve length validation
Has extra label to show validition info
Handle potential errors and log them
* Misc improvements
* Improve string validation
* Improve error handling
* Remove tuple in struct
* Address formatting nits
* Add proper Cancel functionality
Also handle GUI errors in UI handler
* Address jD's comments
* Fix _uiHandler init
* Address AcK's comments
* friend: Implement GetPlayHistoryRegistrationKey
This implement IServiceCreator::GetPlayHistoryRegistrationKey call accordingly to RE.
Close#1110
* Fix comments
* Fix guid and comment some codes
* Improve guid casting and remove unused vars
* ns/nim: Stub eShop related calls
As we aren't able to process purchase on the eShop throught the emulator, I have:
- Stub IPurchaseEventManager::SetDefaultDeliveryTarget (with RE check).
- Implement IPurchaseEventManager::GetPurchasedEventReadableHandle (with RE check).
As we can't do any eShop async call throught the emulator, I have:
- Stub IShopServiceAccessServerInterface::CreateServerInterface
- Stub IShopServiceAccessServer::CreateAccessorInterface
- Stub IShopServiceAccessor::IShopServiceAsync
Close#1084 and #1322
* fix handle copy
* Fix align
* Fix readonly event
* Add new structures from official docs, start migrating GPFifo
* Finish migration to new GPFifo processor
* Implement fast constant buffer data upload
* Migrate to new GPFifo class
* XML docs
This implement GetIndirectLayerImageRequiredMemoryInfo call from vi service, accordingly to RE.
Thanks to Thog and gdkchan for helping me to understand some GPU things.
Close#942
* Add multiple calls to am service
This implement/stub some am calls:
- SetAutoSleepDisabled
- IsAutoSleepDisabled
- SetAlbumImageTakenNotificationEnabled
- EnableApplicationCrashReport
- GetPreviousProgramIndex
- NeedsToExitProcess
- RequestForAppletToGetForeground
- GetIndirectLayerConsumerHandle
All checked by RE.
Additionnaly to that, there is some cleanup here and there.
Fix#1387, #1324, #1165, #1163, #1065
* Fix casting
* Thread safe assign
* 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>
* 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
* prepo: Update implementation for 10.x changes
On 10.x, Nintendo changed yet another time the prepo SaveReport &
SaveReportWithUser command ids.
This PR add support for command 10104 & 10105 and update naming of the
old variants to match switchbrew.
* Fix misalign and remove a ToString
* Address jD's comment
* Fix compilation warnings and use new LibHac APIs for executable loading
* Migrate NSO loader to the new reader and fix kip loader
* Fix CS0162 restore
* Remove extra return lines
* Address Moose's comment
* Initial rebased AddOnContent support
* Fix bounds calculation
* Use existing GameCard in VFS per Xpl0itR's suggestion
+ Add dummy IPurchaseEventManager per AcK's suggestion
* Support multiple containers
* Add option to selectively disable addons
* Import tickets from AOC FS
* Load all nsps in base directory automatically
* Revert LoadNsp renaming
Removes conflicts with Mods PR. Not much is lost, old names were fine.
* Address AcK's comments
* Address Thog's comments
Dispose opened nsp files
Fix potential bug by clearing metadata on load
* Stubbed ImportServerPki
* thought it might be nice to name this variable properly
* i really need to name variables better
* Change Var
Co-authored-by: Thog <thog@protonmail.com>
* Change .ReadBytes(5) to IPC send buffer
Co-authored-by: Thog <thog@protonmail.com>
* Add description comment
Co-authored-by: Thog <thog@protonmail.com>
* fix build issue
* Resolve final suggestion
Co-authored-by: Thog <thog@protonmail.com>
* uhh
* it should work now shut up
* aligned variables just look so much nicer :)
* better variable alignment
* aligned
Co-authored-by: Thog <thog@protonmail.com>
* SurfaceFlinger: fix some bugs
This fixes some bugs in the current implementation and make it closer to
the real implementation.
* Fix align of some variables
* pctl: refactoring IParentalControlServiceFactory and IParentalControlService call
Our previous implementation was totally guessed. Now it's implemented according to RE, even if it's stubbed because we will not support Parental Control for now.
* unknownFlag > permissionFlag
* nvdrv: Partially implementation of GetStatus
This implement GetStatus call according to RE.
Since we don't handle tranfert memory on the initialize of the service, it's fine sets fields at 0 for now.
Tested on Undertale.
Fix#635
* Fix struct
The error code was taken from Switchbrew (https://switchbrew.org/wiki/Error_codes)
Even if TimeServiceNotInitialized's "description" is 0, the result "value" of "(0 << ErrorCodeShift) | ModuleId" is 0x74 so it is not the same as "Success" (0)
* am: Implement GetFriendInvitationStorageChannelEvent
This implement GetFriendInvitationStorageChannelEvent according to RE, needed by Streets of Rage 4
* Fix handle name
* add GetNotificationStorageChannelEvent
* Add two error codes to Mii
The two errors added are InvalidDatabaseSignatureValue and InvalidDatabaseEntryCount, which were taken from Switchbrew (https://switchbrew.org/wiki/Error_codes)
* Fix typo
* Remove unnecessary empty line
* Add various result codes to Loader
The error codes were taken from Switchbrew (switchbrew.org/wiki/Error_codes)
For the last 9 errors, Switchbrew says: ACID/ACI0 don't match for descriptor (descriptor)
* Fix typo
* 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
* Add various error codes to BCAT
The error codes were taken from Switchbrew (switchbrew.org/wiki/Error_codes)
As for InternetRequestDenied, it seems that this error is common for multiple services like Account for example
I already added this error code in Account in PR #1182
* Add some results codes from Libhac and keep names consistent
* nvservice: add a lock to NvHostEvent
* Disable surface flinger release fence and readd infinite timeout
* FenceAction: Add a timeout of 1 seconds as this shouldn't wait forever anyuway
* surfaceflinger: remove leftovers from the release fence
* Don't allow infinite timeout on syncpoint while printing all timeout for better debugging
InternetRequestDenied (I can't find a better name) was taken from Switchbrew (switchbrew.org/wiki/Error_codes)
Regarding this error, SwitchBrew notes: "IsAnyInternetRequestAccepted with the output from GetClientId returned false."
* nvservices: mitigate abort with heavy load on the GPU processing thread.
This should fix Mario Tennis and LM3 regressions with syncpoints.
NOTE: Mario Tennis seems to have another issue related to the texture
cache that happens randomly when starting a match.
PS: Also add a debug logger for all known ioctl call to facilitate
debugging and add a missing UpdateMin in EventSignal.
* Address LDj3SNuD's comment
* Address gdkchan's comment
This implement the rendering information output informations of
RequestUpdate.
This is needed by some games to keep track of the count of update on the
DSP.
* 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
This invalidate the GraphicBuffer on the consumer side when
SetPreallocatedBuffer is called on a buffer slot.
This fix rendering issues on games with a dynamic resolution like Yoshi
Crafted World.
* 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
* Implement GPU syncpoints
This adds support for GPU syncpoints on the GPU backend & nvservices.
Everything that was implemented here is based on my researches,
hardware testing of the GM20B and reversing of nvservices (8.1.0).
Thanks to @fincs for the informations about some behaviours of the pusher
and for the initial informations about syncpoints.
* syncpoint: address gdkchan's comments
* Add some missing logic to handle SubmitGpfifo correctly
* Handle the NV event API correctly
* evnt => hostEvent
* Finish addressing gdkchan's comments
* nvservices: write the output buffer even when an error is returned
* dma pusher: Implemnet prefetch barrier
lso fix when the commands should be prefetch.
* Partially fix prefetch barrier
* Add a missing syncpoint check in QueryEvent of NvHostSyncPt
* Address Ac_K's comments and fix GetSyncpoint for ChannelResourcePolicy == Channel
* fix SyncptWait & SyncptWaitEx cmds logic
* Address ripinperi's comments
* Address gdkchan's comments
* Move user event management to the control channel
* Fix mm implementation, nvdec works again
* Address ripinperi's comments
* Address gdkchan's comments
* Implement nvhost-ctrl close accurately + make nvservices dispose channels when stopping the emulator
* Fix typo in MultiMediaOperationType
* Use libhac for loading NSOs and KIPs
* Fix formatting
* Refactor KIP and NSO executables for libhac
* Fix up formatting
* Remove Ryujinx.HLE.Loaders.Compression
* Remove reference to Ryujinx.HLE.Loaders.Compression in NxStaticObject.cs
* Remove reference to Ryujinx.HLE.Loaders.Compression in KernelInitialProcess.cs
* Rename classes in Ryujinx.HLE.Loaders.Executables
* Fix space alignment
* Fix up formatting
* Delete old HLE.Input
* Add new HLE Input.
git shows Hid.cs as modified because of the same name. It is new.
* Change HID Service
* Change Ryujinx UI to reflect new Input
* Add basic ControllerApplet
* Add DebugPad
Should fix Kirby Star Allies
* Address Ac_K's comments
* Moved all of HLE.Input to Services.Hid
* Separated all structs and enums each to a file
* Removed vars
* Made some naming changes to align with switchbrew
* Added official joycon colors
As an aside, fixed a mistake in touchscreen headers and added checks to
important SharedMem structs at init time.
* Further address Ac_K's comments
* Addressed gdkchan's and some more Ac_K's comments
* Address AcK's review comments
* Address AcK's second review comments
* Replace missed Marshal.SizeOf and address gdkchan's comments
* Reduce requirements for running homebrews
This commit change the following behaviours:
- TimeZoneBinary system archive isn't required until guest code call LoadTimeZoneRule.
- Fonts system archives aren't requred until a "pl:u" IPC call is made.
- Custom font support was dropped.
- TimeZoneBinary missing message is now an error and not a warning.
* Address comments
* prepo: Implement RequestImmediateTransmission and GetTransmissionStatus
This implement RequestImmediateTransmission and GetTransmissionStatus of the prepo service accurately to RE.
Since we don't use reports, I've explained what the calls do in the real service.
Close#958
* fix comment
It seems MsgPack.Cli incorrectly converts some unicode control characters directly to JSON literal Unicode strings (eg. '\1'). As these are invalid, pretty printing the JSON report fails.
This removes pretty printing, pending a proper implementation, and tidies up MsgPack deserialization.
This implement `GetRegionCode` accordingly to RE. I've added a setting in the GUI and a field in the Configuration file with a way to update the Configuration file if needed.
REV8 only added changes on performance buffer and wavebuffer dsp command
generation.
As we don't support any of those, we can just increment the revision
number for now.
* Implement some calls of ISelfController
This PR implement some calls of ISelfController:
- EnterFatalSection
- LeaveFatalSection
- GetAccumulatedSuspendedTickValue (close#937)
According to RE of the 8.1.0 am service.
* thread safe increment/decrement
* Fix thread safe
* remove unused using
* Implement mii:u and mii:e entirely
Co-authored-by: AcK77 <Acoustik666@gmail.com>
This commit implement the mii service accurately.
This is based on Ac_k work but was polished and updated to 7.x.
Please note that the following calls are partially implemented:
- Convert: Used to convert from old console format (Wii/Wii U/3ds)
- Import and Export: this is shouldn't be accesible in production mode.
* Remove some debug leftovers
* Make it possible to load an arbitrary mii database from a Switch
* Address gdk's comments
* Reduce visibility of all the Mii code
* Address Ac_K's comments
* Remove the StructLayout of DatabaseSessionMetadata
* Add a missing line return in DatabaseSessionMetadata
* Misc fixes and style changes
* Fix some issues from last commit
* Fix database server metadata UpdateCounter in MarkDirty (Thanks Moose for the catch)
* MountCounter should only be incremented when no error is reported
* Fix FixDatabase
Co-authored-by: Alex Barney <thealexbarney@gmail.com>
* Implement GetCurrentIpConfigInfo
This is needed by Rocket League.
Also fix GetCurrentIpConfigInfo to not return ipv6 addresses
* Address Ac_K comment
* 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>
* 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
* 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
* 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
* 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
* 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'
* Update to LibHac 0.8.2
This brings support for temporary savedata, ignores case in key names when loading from a file, and prints the rights ID correctly when missing a title key.
* Auto-format IFileSystemProxy
* firmware installer
* Add directory installation option and fix 9.x support for directory
* Fix missing system font error while installing for the first time
* Address code style comments
* Create and use InvalidFirmwarePackageException
* Fix LDj3SNuD's comments
* addressed alex's comments
* add label to status bar to show current firmware version
Co-authored-by: Thog <thog@protonmail.com>
* Use savedata FS commands from LibHac
* Add EnsureSaveData. Use ApplicationControlProperty struct
* Add a function to migrate to the new directory layout
* LibHac update
* Change backup structure
* Don't create UI files in the save path
* Update RyuFs paths
* Add GetProgramIndexForAccessLog
Ryujinx only runs one program at a time, so always return values reflecting that
* Load control NCA when loading from an NSP
* Skip over UI stats when exiting
* Set TitleName and TitleId in more cases. Fix TitleID naming style
* Completely comment out GUI play stats code
* rebase
* Update LibHac
* Update LibHac
* Revert UI changes
* Do migration automatically at startup
* Rename RyuFs directory to Ryujinx
* Update RyuFs text
* Store savedata paths in the GUI
* Make "Open Save Directory" work
* Use a dummy NACP in EnsureSaveData if one is not loaded
* Remove manual migration button
* Respond to feedback
* Don't read the installer config to get a version string
* Delete nuget.config
* Exclude 'sdcard' and 'bis' during migration
Co-authored-by: Thog <thog@protonmail.com>
This add some code to handle usage of poll without any fds.
This is required by Dark Souls Remastered main loop logic as it's
calling it without any fds during initialization.
===
General system stability improvements to enhance the user's experience.
* Fix ILogger type and size decoding
The type and size are custom encoded integer not byte.
This fix issues on games that send messages longer than 127 characters.
* Address gdk's comments
Due to a guessed parsing implementation of the report, sometime it throw an error, since the data isn't really useful, it's better to silent possible exceptions with a message.
* controller image changes depending on the selected controller type
the new controller image assets are temporary until i get new ones
* Game list scans subdirs for games
* Key file existence check
* Only shows Program NCAs in Application list
* Change shown GUI columns without restarting
* Sort by column if you click on the column header
Columns are sorted as text so there are inaccuracies on some columns
* Fix sort on Time Played, Last Played and File Size columns
* Add ability to designate favourite games #1
TODO:
- Make fav games persistent
- Fix invisible check marks due to theme
* Add ability to designate favourite games #2
Also removed default theme
* Added a Windows specific build condition and a Linux bug fix
* bugfix
* Load metadata from JSONs
* Temp bug fix for MacOS
* lil clean up
* requested changes
* Misc fixes
* edited schema and config
* Show the TitleID of games on the title bar
* gui column config option have names
* Async loading of game list
* bugfix and cleanup
* thog's requested changes
* requested changes and cleanup
still need to fix the gtk seizure
* Fix issue where an ExeFS as a NSP didn't show up in the application list
* Minor fixes
* catch glib unhandled exceptions
* Make sure to do UI manipulation in the main thread
* Print path of invalid files
* Ac_k's requested changes
* Return of the dark theme
* move AboutInfo struct to another file
* sort usings
* changes
- gdkchan's requested changes that have been marked resolved
- made some structs internal as they aren't used outside of the GUI
- renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure
- fixed bug where controller type dropdown box is stretched
* prepo: Implement calls of IPrepoService
- Implement `SaveReportOld`, `SaveReportWithUserOld`, `SaveReport`, `SaveReportWithUser` not accurate by RE (except for result codes). It's here to do something with the data since we will never use the `Play Report` sent by the game. So it's better than just a stub.
- Fix a typo in `ldn` result code.
Close#807
* Add a processing method
* Address some comments
* remove unneeded using
* Resolve requested changes
* Typo
* Update IPrepoService.cs
This PR remove the `EndianSwap` class who isn't needed anymore since .NET Core 3.0 got a buildin method `BinaryPrimitives.ReverseEndianness` who did the same thing.
* ldn: Implement calls of UserLocalCommunicationService
- Implement `IUserServiceCreator: CreateUserLocalCommunicationService` according to RE.
- Implement `IUserLocalCommunicationService` calls:
- Every calls in this interface are layered to `NetworkInterface`.
- `GetState` according to RE.
- `InitializeOld`, `Initialize` and `Finalize` stubbed with the appropriate result code and some TODO according to RE.
- `AttachStateChangeEvent` according to RE.
* Fix var name and TODO comments
* Fix review
* am: Initial swkbd implementation
Currently only implements the full screen keyboard, inline keyboard will come later.
* Remove unnecessary logging
* Miscellaneous tidy up
* am: Always pop incoming interactive session data
* am: Add a reminder to implement the full config struct
* am: Check for a max length of zero
We should only limit/truncate text when the max length is set to a non-zero value.
* Add documentation
* am: Return IStorage not available when queue is empty
We should be returning the appropriate error code when the FIFO is empty, rather than just throwing an exception and killing the emulator.
* Fix typo
* Code style changes
* Implement IApplicationFunctions & IQueryService commands
- Fix some nits in `IApplicationFunctions`
- Implement `QueryApplicationPlayStatistics` and `QueryApplicationPlayStatisticsByUid` checked by RE.
- Implement `QueryApplicationPlayStatisticsForSystem` and `QueryApplicationPlayStatisticsByUserAccountIdForSystem` checked by RE.
- Implement `QueryPlayStatisticsManager` to get/set played games statistics. We currently don't store any statistics because it's handled by qlaunch (or maybe am service?) on Switch.
We can add support later if games use returned statistics for something.
* Fix reviews
* hle: Improve IRoInterface logic
This commit contains a little rewrite of IRoInterface to fix some issues
that we were facing on some recent games (AC3 Remastered & Final Fantasy
VIII Remastered)
Related issues:
- https://github.com/Ryujinx/Ryujinx-Games-List/issues/196
* Address comments
* Add detail of ZbcSetTableArguments
This is a missing part of the #800 PR that cause an assert to be
triggered in debug mode.
Also, remove Fence in SurfaceFlinger as it's a duplicate of NvFence.
* Fix critical issue in size checking of ioctl
oops
* Start rewriting nvservices internals
TODO:
- nvgpu device interface
- nvhost generic device interface
* Some clean up and fixes
- Make sure to remove the fd of a closed channel.
- NvFileDevice now doesn't implement Disposable as it was never used.
- Rename NvHostCtrlGetConfigurationArgument to GetConfigurationArguments
to follow calling convention.
- Make sure to check every ioctls magic.
* Finalize migration for ioctl standard variant
TODO: ioctl2 migration
* Implement SubmitGpfifoEx and fix nvdec
* Implement Ioctl3
* Implement some ioctl3 required by recent games
* Remove unused code and outdated comments
* Return valid event handles with QueryEvent
Also add an exception for unimplemented event ids.
This commit doesn't implement accurately the events, this only define
different events for different event ids.
* Rename all occurance of FileDevice to DeviceFile
* Restub SetClientPid to not cause regressions
* Address comments
* Remove GlobalStateTable
* Address comments
* Align variables in ioctl3
* Some missing alignments
* GetVaRegionsArguments realign
* Make Owner public in NvDeviceFile
* Address LDj3SNuD's comments
* Fix latest version of hbl/hb-menu
This implement GetSettingsItemValueSize (required by hbl) and
GetInternetConnectionStatus (required by hb-menu).
* Address comments
* Update to LibHac 0.6.0
* Create an IFileSystemProxy object from LibHac
* Rename rc -> result
* Alignment and spacing
* Result formatting
* Spacing
* Sort usings
* Move InvalidSystemResourceException with the other
`InvalidSystemResourceException.cs` was in `Ryujinx.HLE/Resource` who didn't make sense since it's the only file in the folder, and other exceptions class are in `Ryujinx.HLE/Exceptions`.
* Fix empty lines
* Fix TimeZoneBinary dispose issues
THis fix a regression on Pokémon Let's Go Eevee! (and
probably other games) caused by #783.
* Address Moosehunter's comment
* audout:u: Implement SetAudioOutVolume and GetAudioOutVolume
- Implementation of `audout:u` SetAudioOutVolume and GetAudioOutVolume (checked with RE).
- Add Get and Set for Volume into audio backends.
- Cleanup of all audio backends to follow the `IAalOutput` structure and .NET standard.
- Split OpenAL backend into 2 files for consistency.
* Address comments
* Fix the volume calculation
* Fix hwopus DecodeInterleaved implementation
Also implement new variants of this api.
This should fix#763
* Sample rate shouldn't be hardcoded
This fix issues while opening Pokémon Let's Go pause menu.
* Apply Ac_K's suggestion about EndianSwap
* Address gdkchan's comment
* Address Ac_k's comment
* Fix 9.0.0 related services bindings
This was wrong because of a mistake on switchbrew.
* Fix wronog cmdid for ISteadyClock::GetTestOffset/SetTestOffset
* Update ClockCore logics to 9.0.0
Also apply 9.0.0 permissions and comment time:u, and time:a (as those
are going to be moved)
* Move every clocks instances + timezone to a global manager
* Start implementing time:m
Also prepare the skeleton of the shared memory
* Implement SystemClockContextUpdateCallback and co
* Update StaticService to 9.0.0
* Update ISystemClock to 9.0.0
* Rename IStaticService and add glue's IStaticService
* Implement psc's ITimeZoneService
* Integrate psc layer into glue for TimeZoneService
* Rename TimeZoneManagerForPsc => TimeZoneManager
* Use correct TimeZoneService interface for both StaticService implementations
* Accurately implement time shared memory operations
* Fix two critical flaws in TimeZone logic
The first one was the month range being different fron Nintendo one
(0-11 instead of 1-12)
The other flaw was a bad incrementation order during days & months
computation.
* Follow Nintendo's abort logic for TimeManager
* Avoid crashing when timezone sysarchive isn't present
* Update Readme
* Address comments
* Correctly align fields in ISystemClock
* Fix code style and some typos
* Improve timezone system archive warning/error messages
* Rearrange using definitions in Horizon.cs
* Address comments
* Fix AudioRenderer implementation
According to RE:
- `GetAudioRendererWorkBufferSize` is updated and improved to support `REV7`
- `RequestUpdateAudioRenderer` is updated to `REV7` too
Should improve results on recent game and close#718 and #707
* Fix NodeStates.GetWorkBufferSize
* Use BitUtils instead of IntUtils
* Nits
* Refactoring HOS folder structure
Refactoring HOS folder structure:
- Added some subfolders when needed (Following structure decided in private).
- Added some `Types` folders when needed.
- Little cleanup here and there.
- Add services placeholders for every HOS services (close#766 and #753).
* Remove Types namespaces
* bcat:u: Implement EnumerateDeliveryCacheDirectory
Basic implementation `EnumerateDeliveryCacheDirectory` call to `IDeliveryCacheStorageService` according to RE. (close#622)
I've added some comments in the whole service for when we'll implement a real bcat implementation.
For now, all games who use it isn't playable because of GPU.
* Use Array instead of List
* Add ApplicationLaunchPropertyHelper
* Fix helper
* Fix helper 2
* Fix ApplicationLaunchProperty Default
* Fix ApplicationLaunchProperty 2
* Fix folder
* Implement basic support of SystemSaveData and Cleanup IFileSystemProxy
- Implement `OpenSystemSaveData` as a `IFileSystem` in `SaveHelper`:
On real device, system saves data are stored encrypted, and we can't create an empty system save data for now. That's why if a user put his own dump of system save in `RyuFs\nand\system\save\`, we extract content in associated folder and open it as a `IFileSystem`. If the system save data don't exist, a folder is created.
- Cleanup `IFileSystemProxy` by adding a Helper class.
- Implement `GetSavePath` in `VirtualFileSystem` and remove `GetGameSavePath` in `SaveHelper`.
* remove the forgotten I
* Fix align