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GPU: Fast path for adding one texture view to a group (#4528)
* GPU: Fast path for adding one texture view to a group

Texture group handles must store a list of their overlapping views, so they can be properly notified when a write is detected, and a few other things relating to texture readback. This is generally created when the group is established, with each handle looping over all views to find its overlaps. This whole process was also done when only a single view was added (and no handles were changed), however...

Sonic Frontiers had a huge cubemap array with 7350 faces (175 cubemaps * 6 faces * 7 levels), so iterating over both handles and existing views added up very fast. Since we are only adding a single view, we only need to _add_ that view to the existing overlaps, rather than recalculate them all.

This greatly improves performance during loading screens and a few seconds into gameplay on the "open zone" sections of Sonic Frontiers. May improve loading times or stutters on some other games.

Note that the current texture cache rules will cause these views to fall out of the cache, as there are more than the hard cap, so the cost will be repaid when reloading the open zone.

I also added some code to properly remove overlaps when texture views are removed, since it seems that was missing.

This can be improved further by only iterating handles that overlap the view (filter by range), but so can a few places in TextureGroup, so better to do all at once. The full generation of overlaps could probably be improved in a similar way.

I recommend testing a few games to make sure nothing breaks.

* Address feedback
2023-03-14 17:33:44 -03:00
.github [Flatpak] Beautify multiline strings again & Add full git commit hash (#4535) 2023-03-12 10:42:33 +01:00
ARMeilleure Misc performance tweaks (#4509) 2023-03-11 17:05:48 -03:00
distribution Misc: Support space in path on macOS distribution (#4462) 2023-03-12 17:21:21 +01:00
Ryujinx Minor code formatting (#4498) 2023-03-04 14:43:08 +01:00
Ryujinx.Audio Misc performance tweaks (#4509) 2023-03-11 17:05:48 -03:00
Ryujinx.Audio.Backends.OpenAL Use NuGet Central Package Management to manage package versions solution-wise (#4095) 2022-12-12 16:03:10 +01:00
Ryujinx.Audio.Backends.SDL2 Better SDL2 Audio Init Error Logging (#3967) 2022-12-01 17:53:13 +01:00
Ryujinx.Audio.Backends.SoundIo Minor code formatting (#4498) 2023-03-04 14:43:08 +01:00
Ryujinx.Ava Ava UI: DownloadableContentManager Refactor (#4300) 2023-03-14 17:04:38 +01:00
Ryujinx.Common Minor code formatting (#4498) 2023-03-04 14:43:08 +01:00
Ryujinx.Cpu Update range for remapped sparse textures instead of recreating them (#4442) 2023-03-14 17:08:44 -03:00
Ryujinx.Graphics.Device Use method overloads that support trimming. Mark some types to be trimming friendly (#4083) 2022-12-12 15:10:05 +01:00
Ryujinx.Graphics.GAL Update range for remapped sparse textures instead of recreating them (#4442) 2023-03-14 17:08:44 -03:00
Ryujinx.Graphics.Gpu GPU: Fast path for adding one texture view to a group (#4528) 2023-03-14 17:33:44 -03:00
Ryujinx.Graphics.Host1x misc: Use official names for NVDEC registers (#4192) 2023-01-02 14:48:46 +00:00
Ryujinx.Graphics.Nvdec misc: Use official names for NVDEC registers (#4192) 2023-01-02 14:48:46 +00:00
Ryujinx.Graphics.Nvdec.FFmpeg Replace DllImport usage with LibraryImport (#4084) 2022-12-15 18:07:31 +01:00
Ryujinx.Graphics.Nvdec.Vp9 Minor code formatting (#4498) 2023-03-04 14:43:08 +01:00
Ryujinx.Graphics.OpenGL GPU: Scale counter results before addition (#4471) 2023-03-12 18:01:15 +01:00
Ryujinx.Graphics.Shader Minor code formatting (#4498) 2023-03-04 14:43:08 +01:00
Ryujinx.Graphics.Texture Update range for remapped sparse textures instead of recreating them (#4442) 2023-03-14 17:08:44 -03:00
Ryujinx.Graphics.Vic Accelerate NVDEC VIC surface read/write and colorspace conversion with Arm64 HW intrinsics (#4351) 2023-02-07 02:38:54 +00:00
Ryujinx.Graphics.Video Make structs readonly when applicable (#4002) 2022-12-05 14:47:39 +01:00
Ryujinx.Graphics.Vulkan GPU: Scale counter results before addition (#4471) 2023-03-12 18:01:15 +01:00
Ryujinx.Headless.SDL2 Initial Apple Hypervisor based CPU emulation (#4332) 2023-01-29 08:37:52 -03:00
Ryujinx.HLE Misc performance tweaks (#4509) 2023-03-11 17:05:48 -03:00
Ryujinx.Horizon Minor code formatting (#4498) 2023-03-04 14:43:08 +01:00
Ryujinx.Horizon.Common HIPC: Fix reply possibly also receiving one request (#4232) 2023-01-08 15:34:49 -03:00
Ryujinx.Horizon.Generators nuget: bump Microsoft.CodeAnalysis.Analyzers from 3.3.3 to 3.3.4 (#4310) 2023-01-21 20:04:39 +00:00
Ryujinx.Horizon.Kernel.Generators nuget: bump Microsoft.CodeAnalysis.Analyzers from 3.3.3 to 3.3.4 (#4310) 2023-01-21 20:04:39 +00:00
Ryujinx.Input misc: Some dependencies cleanup (#4507) 2023-03-12 03:24:11 +01:00
Ryujinx.Input.SDL2 Misc performance tweaks (#4509) 2023-03-11 17:05:48 -03:00
Ryujinx.Memory Update range for remapped sparse textures instead of recreating them (#4442) 2023-03-14 17:08:44 -03:00
Ryujinx.Memory.Tests Misc performance tweaks (#4509) 2023-03-11 17:05:48 -03:00
Ryujinx.SDL2.Common Include a start.sh file with correct launch options (#4013) 2023-01-07 09:06:13 +01:00
Ryujinx.ShaderTools Use NuGet Central Package Management to manage package versions solution-wise (#4095) 2022-12-12 16:03:10 +01:00
Ryujinx.Tests Use SIMD acceleration for audio upsampler (#4410) 2023-02-21 11:44:57 +01:00
Ryujinx.Tests.Unicorn Replace unicorn bindings with Nuget package (#4378) 2023-02-09 02:24:32 +01:00
Ryujinx.Ui.Common Update LibHac to 0.18.0 (#4414) 2023-03-01 23:42:27 -03:00
Ryujinx.Ui.LocaleGenerator nuget: bump Microsoft.CodeAnalysis.Analyzers from 3.3.3 to 3.3.4 (#4310) 2023-01-21 20:04:39 +00:00
Spv.Generator infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
.editorconfig Make structs readonly when applicable (#4002) 2022-12-05 14:47:39 +01:00
.gitattributes misc: Enforce LF (#4253) 2023-01-10 19:00:14 +01:00
.gitignore GUI: Add option to register file types (#4250) 2023-01-22 17:39:00 +00:00
crowdin.yml Update Crowdin configuration file 2022-12-02 15:22:21 +01:00
Directory.Packages.props misc: Some dependencies cleanup (#4507) 2023-03-12 03:24:11 +01:00
global.json [Flatpak] Add release github workflow (#4529) 2023-03-11 19:04:13 +01:00
LICENSE.txt Update license (#788) 2019-10-12 23:48:31 -03:00
nuget.config [Headless] Fix for not receiving any SDL events on Linux (#4182) 2022-12-29 15:09:18 +01:00
README.md Add post processing feature to the readme (#4499) 2023-03-04 02:15:29 +00:00
Ryujinx.sln Readd Ryujinx.Ui.LocaleGenerator removed in #4188 (again) 2023-01-05 00:23:17 +01:00
Ryujinx.sln.DotSettings Fix SpirV parse failure (#3597) 2022-08-18 01:49:43 +02:00


Ryujinx
Ryujinx
(REE-YOU-JINX)

Ryujinx is an open-source Nintendo Switch emulator, created by gdkchan, written in C#. This emulator aims at providing excellent accuracy and performance, a user-friendly interface and consistent builds. It was written from scratch and development on the project began in September 2017. Ryujinx is available on Github under the MIT license.

Discord

Compatibility

As of November 2022, Ryujinx has been tested on approximately 3,800 titles; over 3,600 boot past menus and into gameplay, with roughly 3,200 of those being considered playable. You can check out the compatibility list here. Anyone is free to submit a new game test or update an existing game test entry; simply follow the new issue template and testing guidelines, or post as a reply to the applicable game issue. Use the search function to see if a game has been tested already!

Usage

To run this emulator, your PC must be equipped with at least 8GiB of RAM; failing to meet this requirement may result in a poor gameplay experience or unexpected crashes.

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

For our Local Wireless and LAN builds, see our Multiplayer: Local Play/Local Wireless Guide .

Avalonia UI comes with translations for various languages. See Crowdin for more information.

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.

If you want to see details on updates to the emulator, you can visit our Changelog.

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, follow these steps:

Step 1

Install the X64 version of .NET 7.0 (or higher) SDK.

Step 2

Either use git clone https://github.com/Ryujinx/Ryujinx on the command line to clone the repository or use Code --> Download zip button to get the files.

Step 3

To build Ryujinx, open a command prompt inside the project directory. You can quickly access it on Windows by holding shift in File Explorer, then right clicking and selecting Open command window here. Then type the following command: dotnet build -c Release -o build the built files will be found in the newly created build directory.

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, and SDL2 & libsoundio as fallbacks.

  • 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. There are three memory manager options available depending on the user's preference, leveraging both software-based (slower) and host-mapped modes (much faster). The fastest option (host, unchecked) is set by default. 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 enabled by default 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 either the OpenGL (version 4.5 minimum), Vulkan, or Metal (via MoltenVK) APIs through a custom build of OpenTK or Silk.NET respectively. There are currently six graphics enhancements available to the end user in Ryujinx: Disk Shader Caching, Resolution Scaling, Anti-Aliasing, Scaling Filters (including FSR), Anisotropic Filtering and Aspect Ratio Adjustment. These enhancements can be adjusted or toggled as desired in the GUI.

  • Input

    We currently have support for keyboard, mouse, touch input, JoyCon input support, and nearly all controllers. Motion controls are natively supported in most cases; for dual-JoyCon motion support, DS4Windows or BetterJoy are currently required. In all scenarios, 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, exefs, and runtime mods such as cheats) are also supported; 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.

Contact

If you have contributions, suggestions, need emulator support or just want to get in touch with the team, join our Discord server. You may also review our FAQ.

Donations

If you'd like to support the project financially, Ryujinx has an active Patreon campaign.

All developers working on the project do so in their free time, but the project has several expenses:

  • Hackable Nintendo Switch consoles to reverse-engineer the hardware
  • Additional computer hardware for testing purposes (e.g. GPUs to diagnose graphical bugs, etc.)
  • Licenses for various software development tools (e.g. Jetbrains, IDA)
  • Web hosting and infrastructure maintenance (e.g. LDN servers)

All funds received through Patreon are considered a donation to support the project. Patrons receive early access to progress reports and exclusive access to developer interviews.

License

This software is licensed under the terms of the MIT 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.

Credits

  • LibHac is used for our file-system.
  • AmiiboAPI is used in our Amiibo emulation.