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GAL: Send all buffer assignments at once rather than individually (#3881)
* GAL: Send all buffer assignments at once rather than individually

The `(int first, BufferRange[] ranges)` method call has very significant performance implications when the bindings are spread out, which they generally always are in Vulkan. This change makes it so that these methods are only called a maximum of one time per draw.

Significantly improves GPU thread performance in Pokemon Scarlet/Violet.

* Address Feedback

Removed SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
2022-11-24 07:50:59 +00:00
.github ci: Clean up Actions leftovers (#3859) 2022-11-17 18:30:54 +01:00
ARMeilleure Use ReadOnlySpan<byte> compiler optimization in more places (#3853) 2022-11-18 03:10:44 +00:00
distribution Avalonia UI - Part 1 (#3270) 2022-05-15 13:30:15 +02:00
Ryujinx Reword the description of the 6GB expand DRAM hack to be less tantalizing (#3870) 2022-11-20 17:15:57 +00:00
Ryujinx.Audio Use new C# 11 u8 string literals (#3854) 2022-11-16 16:30:12 -03:00
Ryujinx.Audio.Backends.OpenAL infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
Ryujinx.Audio.Backends.SDL2 infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
Ryujinx.Audio.Backends.SoundIo infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
Ryujinx.Ava nuget: bump Avalonia from 0.10.15 to 0.10.18 (#3817) 2022-11-24 01:26:53 +00:00
Ryujinx.Common Update units of memory from decimal to binary prefixes (#3716) 2022-11-16 23:27:42 +01:00
Ryujinx.Cpu Capitalization to be consistent (#3860) 2022-11-17 18:13:37 +01:00
Ryujinx.Graphics.Device infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
Ryujinx.Graphics.GAL GAL: Send all buffer assignments at once rather than individually (#3881) 2022-11-24 07:50:59 +00:00
Ryujinx.Graphics.Gpu GAL: Send all buffer assignments at once rather than individually (#3881) 2022-11-24 07:50:59 +00:00
Ryujinx.Graphics.Host1x infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
Ryujinx.Graphics.Nvdec infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
Ryujinx.Graphics.Nvdec.FFmpeg infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
Ryujinx.Graphics.Nvdec.Vp9 Use ReadOnlySpan<byte> compiler optimization in more places (#3853) 2022-11-18 03:10:44 +00:00
Ryujinx.Graphics.OpenGL GAL: Send all buffer assignments at once rather than individually (#3881) 2022-11-24 07:50:59 +00:00
Ryujinx.Graphics.Shader Move gl_Layer from vertex to geometry if GPU does not support it on vertex (#3866) 2022-11-18 23:27:54 -03:00
Ryujinx.Graphics.Texture infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
Ryujinx.Graphics.Vic infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
Ryujinx.Graphics.Video infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
Ryujinx.Graphics.Vulkan GAL: Send all buffer assignments at once rather than individually (#3881) 2022-11-24 07:50:59 +00:00
Ryujinx.Headless.SDL2 Update units of memory from decimal to binary prefixes (#3716) 2022-11-16 23:27:42 +01:00
Ryujinx.HLE Update to LibHac 0.17.0 (#3878) 2022-11-23 18:32:35 +01:00
Ryujinx.Horizon.Generators Rewrite SVC handler using source generators rather than IL emit (#3371) 2022-05-31 17:12:46 -03:00
Ryujinx.Input infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
Ryujinx.Input.SDL2 infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
Ryujinx.Memory Allow _volatile to be set from MultiRegionHandle checks again (#3830) 2022-11-18 02:54:20 +00:00
Ryujinx.Memory.Tests infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
Ryujinx.SDL2.Common infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
Ryujinx.ShaderTools infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
Ryujinx.Tests Use upstream unicorn for Ryujinx.Tests.Unicorn (#3771) 2022-11-20 20:18:21 +01:00
Ryujinx.Tests.Unicorn Use upstream unicorn for Ryujinx.Tests.Unicorn (#3771) 2022-11-20 20:18:21 +01:00
Ryujinx.Ui.Common Update units of memory from decimal to binary prefixes (#3716) 2022-11-16 23:27:42 +01:00
Spv.Generator infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
.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 Adjusting how deadzones are calculated (#3079) 2022-02-16 11:06:52 +01:00
global.json infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
LICENSE.txt Update license (#788) 2019-10-12 23:48:31 -03:00
README.md Update units of memory from decimal to binary prefixes (#3716) 2022-11-16 23:27:42 +01:00
Ryujinx.sln Vulkan backend (#2518) 2022-07-31 18:26:06 -03:00
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 October 2022, Ryujinx has been tested on approximately 3,700 titles; over 3,500 boot past menus and into gameplay, with roughly 3,000 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 .

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) or Vulkan APIs through a custom build of OpenTK or Silk.NET respectively. There are currently four graphics enhancements available to the end user in Ryujinx: Disk Shader Caching, Resolution Scaling, Aspect Ratio Adjustment, and Anisotropic Filtering. 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.