When using GiantBlock the memory block used for filling SparseMemoryBlocks is now 4096 times bigger.
Cuts function table mapping times by a factor of about 5000
The Sparse Jit Function Table sizes now depend on the LowPowerPTC setting. This means lower power devices won't be impacted as hard by the higher ram speed requirement of GiantBlock.
Also added functionality to the PPTC Initializer so it now supports different PPTC Profiles simultaneously, which makes switching between TinyBlock/LowPower and GiantBlock/HighPower seamless.
This also opens the door for the potential of PPTC cache with exefs mods enabled in the future.
Default (aka HighPower) currently has an Avalonia bug that causes a crash when starting a game, it can be bypassed be clicking the window multiple times durring loading until the window unfreezes.
Updated the Branch to use TinyBlock by default.
In the next commit GiantBlock will be default with TinyBlock being used instead of LowPowerPTC is enabled.
This makes it so that instead of the files you download being
`sdl2-ryujinx-headless` they are now `nogui-ryujinx`in the release (and
canary) artifacts
This is an implementation of the TPIDR2_EL0 register. There may be more
potential use-cases for this register not included in this PR, but this
implements the use-case seen in SuperTuxKart.
Made it clearer that building is for contributors only in `COMPILING.md`
Fixed 2 dead links in `CONTRIBUTING.md`, that were caused by separating
`COMPILING.md` and file structure changed to `pr-guide.md`
Fixes a bug that causes the main window to not size properly when the
TitleBar is enabled (i.e.: when the TitleBar and MenuStrip are separate
entities). Corrects the size for main window startup and when a user
clicks a "View > Window Size > *Resolution Here*" MenuStripItem
Prior to this fix if a user selects 720p/1080p and "Show Title Bar" is
enabled, the window would be sized smaller than intended and display
black bars on the sides of the render area
I participated in the Ryujinx Korean localisation through crowdin, but
there were some parts that I couldn't express in my own colours because
of the existing translation, but I started from scratch and coloured it
with my own colours.
There were some duplicates while editing, so I fixed them all.
Implements IAllSystemAppletProxiesService: 350
(OpenSystemApplicationProxy)
This fixes a crash that occurs when launching an NSP forwarder generated
by Nro2Nsp.
Adds the fix for the crash in the opening cutscene of Baldo: The Sacred
Owls when using Vulkan, from ryujinx-mirror. The original discussion
about the fix can be found
[here.](https://github.com/ryujinx-mirror/ryujinx/pull/52)
It's up to you if you want to merge this, it's one of the very few
improvements that ryujinx-mirror got that hasn't made it into your fork
yet. My opinion is that without a graphics expert on board, we can't
know the real cause of this divide-by-zero issue and will have to make
do with this patch to fix it. And I think we will have to do this many
times in the future for other games that suffer crashes at the moment as
well, at least going by current discussions in the #development section
of the discord.
I did not come up with this fix, all credit goes to
[EmulationEnjoyer](https://github.com/EmulationEnjoyer) for putting
Ryujinx through a debugger and discovering the cause of the crash.
These changes allow players to matchmake for local wireless using a LDN
server. The network implementation originates from Berry's public TCP
RyuLDN fork. Logo and unrelated changes have been removed.
Additionally displays LDN game status in the game selection window when
RyuLDN is enabled.
Functionality is only enabled while network mode is set to "RyuLDN" in
the settings.