* ffmpeg: Add extra checks and error messages
This PR adds some checks and logging error messages related to the ffmpeg context creation, that will prevent users to open issues because they don't have the correct packages installed.
Close#2762
* Update FFmpegContext.cs
* friend: Stub IsFriendListCacheAvailable and EnsureFriendListAvailable
This PR stubs IsFriendListCacheAvailable and EnsureFriendListAvailable call of friend service which close#2896.
Sadly, Super Bomberman R Online is still stuck on the loading screen and keep calling `TryPopFromFriendInvitationStorageChannel`, probably because another issue somewhere.
* Add FW version
* Apply suggestions from gdkchan
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Update IFriendService.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
This PR stub `SetMediaPlaybackStateForApplication` of the am service. Accordingly to gdkchan it's needed by the Youtube app. This is checked by RE aswell.
* kernel: Implement Thread pinning support
This commit adds support for 8.x thread pinning changes and implement SynchronizePreemptionState syscall.
Based on kernel 13.x reverse.
* Address gdkchan's comment
* kernel: fix missing critical section leave in SetActivity
Fix Unity games
* Implement missing bits on the interrupt handler and inline update pinning function as it cannot be generic
* Fix some bugs in SetActivity and SetCoreAndAffinityMask
* Address gdkchan's comments
While I'm looking to the code, I've found some syntax issue, and a little inconsistencie between `ActivateNpad` and `ActivateNpadWithRevision`. Nothing more.
* Flip scissor box when the YNegate bit is set
* Flip scissor based on screen scissor state, account for negative scissor Y
* No need for abs when we already know the value is negative
* 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
The debug configuration can be created by the emulator and is an
artefact of the past.
I also took the liberty of removing the _schema.json file as most of the
time it is left unused/outdated.
* Remove usage of Mono.Posix.NETStandard in Ryujinx project
* Remove usage of Mono.Posix.NETStandard in ARMeilleure project
* Remove usage of Mono.Posix.NETStandard in Ryujinx.Memory project
* Address gdkchan's comments
Rather than calculating this for every sampler, this PR calculates if a texture can force anisotropy when its info is set, and exposes the value via a public boolean.
This should help texture/sampler heavy games when anisotropic filtering is not Auto, like UE4 ones (or so i hear?). There is another cost where samplers are created twice when anisotropic filtering is enabled, but I'm not sure how relevant this one is.
* 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
The .NET 6 changes ended up causing a difference in the way we deserialise and would end up deserializing wrongly.
This commit fixes it by resoring previous behaviour while still fixing the illink warning that caused that change in the first place
* Don't blow up everything if a DLC file is missing
* change comment
* More correctly setting the "enabled" check box on dlc dialog for the add-on NSP based on the enabled state of all NCAs in the package.
* Update Ryujinx.HLE/HOS/ApplicationLoader.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: Logan Stromberg <lostromb@microsoft.com>
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* infra: Migrate to .NET 6
* Rollback version naming change
* Workaround .NET 6 ZipArchive API issues
* ci: Switch to VS 2022 for AppVeyor
CI is now ready for .NET 6
* Suppress WebClient warning in DoUpdateWithMultipleThreads
* Attempt to workaround System.Drawing.Common changes on 6.0.0
* Change keyboard rendering from System.Drawing to ImageSharp
* Make the software keyboard renderer multithreaded
* Bump ImageSharp version to 1.0.4 to fix a bug in Image.Load
* Add fallback fonts to the keyboard renderer
* Fix warnings
* Address caian's comment
* Clean up linux workaround as it's uneeded now
* Update readme
Co-authored-by: Caian Benedicto <caianbene@gmail.com>
* kernel: Fix sleep timing accuracy
This commit corrects some mistake while comparing reversing of kernel
13.x with our own.
WaitAndCheckScheduledObjects timing accuracy was also improved.
* Make KTimeManager.WaitAndCheckScheduledObjects spin wait for sub milliseconds
Fix performance regression on Pokemon Let's Go games and possibly
others.
* Address rip's comment
* kernel: Fix issues with timeout of -1 (0xFFFFFFFF)
Fixes possible hang on Pokemon DP and possibly others
Add basic support for the CFI value being passed in X18 since 11.0.0 by the official kernel.
We do not implement any random generator atm in the kernel and as such the KSystemControl.GenerateRandom function is stubbed