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Memory Read/Write Tracking using Region Handles (#1272)
* WIP Range Tracking

- Texture invalidation seems to have large problems
- Buffer/Pool invalidation may have problems
- Mirror memory tracking puts an additional `add` in compiled code, we likely just want to make HLE access slower if this is the final solution.
- Native project is in the messiest possible location.
- [HACK] JIT memory access always uses native "fast" path
- [HACK] Trying some things with texture invalidation and views.

It works :)

Still a few hacks, messy things, slow things

More work in progress stuff (also move to memory project)

Quite a bit faster now.
- Unmapping GPU VA and CPU VA will now correctly update write tracking regions, and invalidate textures for the former.
- The Virtual range list is now non-overlapping like the physical one.
- Fixed some bugs where regions could leak.
- Introduced a weird bug that I still need to track down (consistent invalid buffer in MK8 ribbon road)

Move some stuff.

I think we'll eventually just put the dll and so for this in a nuget package.

Fix rebase.

[WIP] MultiRegionHandle variable size ranges

- Avoid reprotecting regions that change often (needs some tweaking)
- There's still a bug in buffers, somehow.
- Might want different api for minimum granularity

Fix rebase issue

Commit everything needed for software only tracking.

Remove native components.

Remove more native stuff.

Cleanup

Use a separate window for the background context, update opentk. (fixes linux)

Some experimental changes

Should get things working up to scratch - still need to try some things with flush/modification and res scale.

Include address with the region action.

Initial work to make range tracking work

Still a ton of bugs

Fix some issues with the new stuff.

* Fix texture flush instability

There's still some weird behaviour, but it's much improved without this. (textures with cpu modified data were flushing over it)

* Find the destination texture for Buffer->Texture full copy

Greatly improves performance for nvdec videos (with range tracking)

* Further improve texture tracking

* Disable Memory Tracking for view parents

This is a temporary approach to better match behaviour on master (where invalidations would be soaked up by views, rather than trigger twice)

The assumption is that when views are created to a texture, they will cover all of its data anyways. Of course, this can easily be improved in future.

* Introduce some tracking tests.

WIP

* Complete base tests.

* Add more tests for multiregion, fix existing test.

* Cleanup Part 1

* Remove unnecessary code from memory tracking

* Fix some inconsistencies with 3D texture rule.

* Add dispose tests.

* Use a background thread for the background context.

Rather than setting and unsetting a context as current, doing the work on a dedicated thread with signals seems to be a bit faster.

Also nerf the multithreading test a bit.

* Copy to texture with matching alignment

This extends the copy to work for some videos with unusual size, such as tutorial videos in SMO. It will only occur if the destination texture already exists at XCount size.

* Track reads for buffer copies. Synchronize new buffers before copying overlaps.

* Remove old texture flushing mechanisms.

Range tracking all the way, baby.

* Wake the background thread when disposing.

Avoids a deadlock when games are closed.

* Address Feedback 1

* Separate TextureCopy instance for background thread

Also `BackgroundContextWorker.InBackground` for a more sensible idenfifier for if we're in a background thread.

* Add missing XML docs.

* Address Feedback

* Maybe I should start drinking coffee.

* Some more feedback.

* Remove flush warning, Refocus window after making background context
2020-10-16 17:18:35 -03:00
.github Remove the Ryujinx.Debugger project (#1506) 2020-08-30 19:06:05 +02:00
ARMeilleure Memory Read/Write Tracking using Region Handles (#1272) 2020-10-16 17:18:35 -03:00
Ryujinx Memory Read/Write Tracking using Region Handles (#1272) 2020-10-16 17:18:35 -03:00
Ryujinx.Audio Memory Read/Write Tracking using Region Handles (#1272) 2020-10-16 17:18:35 -03:00
Ryujinx.Audio.Renderer Amadeus: Fix multi-channel PCM sources on REV8 (#1536) 2020-09-06 16:54:33 -03:00
Ryujinx.Common Fix GetStream implementation (#1588) 2020-10-01 05:22:09 +02:00
Ryujinx.Cpu Memory Read/Write Tracking using Region Handles (#1272) 2020-10-16 17:18:35 -03:00
Ryujinx.Graphics.Device New GPFifo and fast guest constant buffer updates (#1400) 2020-07-23 23:53:25 -03:00
Ryujinx.Graphics.GAL Memory Read/Write Tracking using Region Handles (#1272) 2020-10-16 17:18:35 -03:00
Ryujinx.Graphics.Gpu Memory Read/Write Tracking using Region Handles (#1272) 2020-10-16 17:18:35 -03:00
Ryujinx.Graphics.Host1x Silence several build warnings (#1428) 2020-08-06 23:40:41 +02:00
Ryujinx.Graphics.Nvdec Silence several build warnings (#1428) 2020-08-06 23:40:41 +02:00
Ryujinx.Graphics.Nvdec.H264 Fix H264 output frame size when decoding videos of different sizes (#1606) 2020-10-11 11:09:38 +02:00
Ryujinx.Graphics.Nvdec.Vp9 Fix asserts on VP9 decoder in debug mode and build warnings (#1480) 2020-08-20 00:07:04 -03:00
Ryujinx.Graphics.OpenGL Memory Read/Write Tracking using Region Handles (#1272) 2020-10-16 17:18:35 -03:00
Ryujinx.Graphics.Shader Fix LOP3 (cbuf) shader instruction encoding (#1616) 2020-10-13 19:33:04 -03:00
Ryujinx.Graphics.Texture Supper 2D array ASTC compressed texture formats decoding (#1593) 2020-10-02 11:22:23 +10:00
Ryujinx.Graphics.Vic Silence several build warnings (#1428) 2020-08-06 23:40:41 +02:00
Ryujinx.Graphics.Video New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
Ryujinx.HLE Replace Host FPS with GPU command queue load ("Fifo %") (#1585) 2020-10-14 07:54:42 +11:00
Ryujinx.Memory Memory Read/Write Tracking using Region Handles (#1272) 2020-10-16 17:18:35 -03:00
Ryujinx.Memory.Tests Memory Read/Write Tracking using Region Handles (#1272) 2020-10-16 17:18:35 -03:00
Ryujinx.ShaderTools Remove the Ryujinx.Debugger project (#1506) 2020-08-30 19:06:05 +02:00
Ryujinx.Tests CPU (A64): Add Scvtf_S_Fixed & Ucvtf_S_Fixed with Tests. (#1492) 2020-08-31 20:48:21 -03:00
Ryujinx.Tests.Unicorn Remove the Ryujinx.Debugger project (#1506) 2020-08-30 19:06:05 +02:00
.editorconfig Adding .editorconfig so code style can be consistent and localized (#1131) 2020-05-03 00:58:58 +02:00
.gitattributes aloha 2018-02-04 20:08:20 -03:00
.gitignore Implement ContentManager and related services (#438) 2018-11-18 17:37:41 -02:00
appveyor.yml Remove profiled build task from AppVeyor (#1319) 2020-06-23 16:46:23 +02:00
LICENSE.txt Update license (#788) 2019-10-12 23:48:31 -03:00
README.md Touch README (#1592) 2020-10-01 09:39:27 +02:00
Ryujinx.sln Memory Read/Write Tracking using Region Handles (#1272) 2020-10-16 17:18:35 -03:00
Ryujinx.sln.DotSettings Add features to GUI (#757) 2019-11-29 15:32:51 +11:00

Ryujinx

An experimental Switch emulator written in C#

As of August 2020, Ryujinx goes past menus and in-game on over 1,500 commercial titles. Of those, more than half are considered playable. See the compatibility list here.

Usage

To run this emulator, we recommend that your PC have at least 8GB of RAM; less than this amount can result in unpredictable behavior and may cause crashes or unacceptable performance.

See our Setup & Configuration Guide on how to set up the emulator.

Latest build

These builds are compiled automatically for each commit on the master branch. While we strive to ensure optimal stability and performance prior to pushing an update, our automated builds may be unstable or completely broken.

The latest automatic build for Windows, macOS, and Linux can be found on the Official Website.

Building

If you wish to build the emulator yourself you will need to:

Step one: Install the .NET Core 3.1 (or higher) SDK.

Step two (choose one):
(Variant one)

After the installation of the Net Core SDK is done; go ahead and copy the Clone link from GitHub from here (via Clone or Download --> Copy HTTPS Link. You can Git Clone the repo by using Git Bash or Git CMD.

(Variant two):

Download the ZIP Tarball. Then extract it to a directory of your choice.

Step three:

Build the App using a Command prompt in the project directory. You can quickly access it by holding shift in explorer (in the Ryujinx directory) then right clicking, and typing the following command:
Run dotnet build -c Release -r win-x64 inside the Ryujinx project folder to build Ryujinx binaries.

Ryujinx system files are stored in the Ryujinx folder. This folder is located in the user folder, which can be accessed by clicking Open Ryujinx Folder under the File menu in the GUI.

Features

  • Audio

    Audio output is entirely supported, audio input (microphone) isn't supported. We use C# wrappers for OpenAL (installation needed), and libsoundio as the fallback.

  • CPU

    The CPU emulator, ARMeilleure, emulates an ARMv8 CPU and currently has support for most 64-bit ARMv8 and some of the ARMv7 (and older) instructions, including partial 32-bit support. It translates the ARM code to a custom IR, performs a few optimizations, and turns that into x86 code.
    Ryujinx also features an optional Profiled Persistent Translation Cache, which essentially caches translated functions so that they do not need to be translated every time the game loads. The net result is a significant reduction in load times (the amount of time between launching a game and arriving at the title screen) for nearly every game. NOTE: this feature is disabled by default and must be enabled in the Options menu > System tab. You must launch the game at least twice to the title screen or beyond before performance improvements are unlocked on the third launch! These improvements are permanent and do not require any extra launches going forward.

  • GPU

    The GPU emulator emulates the Switch's Maxwell GPU using the OpenGL API (version 4.4 minimum) through a custom build of OpenTK. There are currently two graphics enhancements available to the end user in Ryujinx: resolution scaling and anisotropic filtering. These can both be adjusted in the GUI.

  • Input

    We currently have support for keyboard, mouse, touch input, JoyCon input support emulated through the keyboard, and most controllers. Controller support varies by operating system, as outlined below.
    Windows: Xinput-compatible controllers are supported natively; other controllers can be supported with the help of Xinput wrappers such as x360ce.
    Linux: most modern controllers are supported.
    In either case, you can set up everything inside the input configuration menu.

  • DLC & Modifications

    Ryujinx is able to manage add-on content/downloadable content through the GUI. Mods (romfs and exefs) are also supported and the GUI contains a shortcut to open the respective mods folder for a particular game.

  • Configuration

    The emulator has settings for enabling or disabling some logging, remapping controllers, and more. You can configure all of them through the graphical interface or manually through the config file, Config.json, found in the user folder which can be accessed by clicking Open Ryujinx Folder under the File menu in the GUI.

Compatibility

You can check out the compatibility list here.

Don't hesitate to open a new issue if a game isn't already on there.

Help

If you are having problems launching homebrew or a particular game marked status-playable or status-ingame in our compatibility list, you can contact us through our Discord server. We'll take note of whatever is causing the app/game to not work, put it on the watch list and fix it at a later date.

If you need help with setting up Ryujinx, you can ask questions in the #support channel of our Discord server.

Contact

If you have contributions, need support, have suggestions, or just want to get in touch with the team, join our Discord server!

If you'd like to donate, please take a look at our Patreon.

License

This software is licensed under the terms of the MIT license. The Ryujinx.Audio.Renderer project is licensed under the terms of the LGPLv3 license. This project makes use of code authored by the libvpx project, licensed under BSD and the ffmpeg project, licensed under LGPLv3. See LICENSE.txt and THIRDPARTY.md for more details.