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gdkchan 43ebd7a9bb
New shader cache implementation (#3194)
* New shader cache implementation

* Remove some debug code

* Take transform feedback varying count into account

* Create shader cache directory if it does not exist + fragment output map related fixes

* Remove debug code

* Only check texture descriptors if the constant buffer is bound

* Also check CPU VA on GetSpanMapped

* Remove more unused code and move cache related code

* XML docs + remove more unused methods

* Better codegen for TransformFeedbackDescriptor.AsSpan

* Support migration from old cache format, remove more unused code

Shader cache rebuild now also rewrites the shared toc and data files

* Fix migration error with BRX shaders

* Add a limit to the async translation queue

 Avoid async translation threads not being able to keep up and the queue growing very large

* Re-create specialization state on recompile

This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access

* Make shader cache more error resilient

* Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc

* Address early PR feedback

* Fix rebase

* Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly

* Handle some missing exceptions

* Make shader cache purge delete both old and new shader caches

* Register textures on new specialization state

* Translate and compile shaders in forward order (eliminates diffs due to different binding numbers)

* Limit in-flight shader compilation to the maximum number of compilation threads

* Replace ParallelDiskCacheLoader state changed event with a callback function

* Better handling for invalid constant buffer 1 data length

* Do not create the old cache directory structure if the old cache does not exist

* Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented)

* Replace rectangle texture with just coordinate normalization

* Skip incompatible shaders that are missing texture information, instead of crashing

This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable

* Fix coordinates normalization on cubemap textures

* Check if title ID is null before combining shader cache path

* More robust constant buffer address validation on spec state

* More robust constant buffer address validation on spec state (2)

* Regenerate shader cache with one stream, rather than one per shader.

* Only create shader cache directory during initialization

* Logging improvements

* Proper shader program disposal

* PR feedback, and add a comment on serialized structs

* XML docs for RegisterTexture

Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-04-10 10:49:44 -03:00
.github infra: Put SDL2 headless release inside a GUI-less block in PR (#3218) 2022-03-26 11:38:35 +01:00
ARMeilleure Fix tail merge from block with conditional jump to multiple returns (#3267) 2022-04-09 16:56:50 +02:00
distribution/linux Preparation for initial Flatpack and FlatHub integration (#3173) 2022-03-04 18:03:16 +01:00
Ryujinx New shader cache implementation (#3194) 2022-04-10 10:49:44 -03:00
Ryujinx.Audio amadeus: Improve and fix delay effect processing (#3205) 2022-04-08 10:52:18 +02:00
Ryujinx.Audio.Backends.OpenAL UI - Add Volume Controls + Mute Toggle (F2) (#2871) 2021-12-23 13:33:56 -03:00
Ryujinx.Audio.Backends.SDL2 Use minimum stream sample count on SDL2 audio backend (#2948) 2021-12-27 18:25:21 -03:00
Ryujinx.Audio.Backends.SoundIo Ship SoundIO library only for the specified runtime (#3103) 2022-02-11 00:15:13 +01:00
Ryujinx.Common ntc: Implement IEnsureNetworkClockAvailabilityService (#3192) 2022-03-15 04:07:07 +01:00
Ryujinx.Cpu Enable CPU JIT cache invalidation (#2965) 2022-02-18 02:53:18 +01:00
Ryujinx.Graphics.Device infra: Migrate to .NET 6 (#2829) 2021-11-28 21:24:17 +01:00
Ryujinx.Graphics.GAL New shader cache implementation (#3194) 2022-04-10 10:49:44 -03:00
Ryujinx.Graphics.Gpu New shader cache implementation (#3194) 2022-04-10 10:49:44 -03:00
Ryujinx.Graphics.Host1x infra: Migrate to .NET 6 (#2829) 2021-11-28 21:24:17 +01:00
Ryujinx.Graphics.Nvdec Support NVDEC H264 interlaced video decoding and VIC deinterlacing (#3225) 2022-03-23 17:09:32 -03:00
Ryujinx.Graphics.Nvdec.FFmpeg Support NVDEC H264 interlaced video decoding and VIC deinterlacing (#3225) 2022-03-23 17:09:32 -03:00
Ryujinx.Graphics.Nvdec.Vp9 Support NVDEC H264 interlaced video decoding and VIC deinterlacing (#3225) 2022-03-23 17:09:32 -03:00
Ryujinx.Graphics.OpenGL New shader cache implementation (#3194) 2022-04-10 10:49:44 -03:00
Ryujinx.Graphics.Shader New shader cache implementation (#3194) 2022-04-10 10:49:44 -03:00
Ryujinx.Graphics.Texture Use BitOperations methods and delete now unused BitUtils methods (#3134) 2022-02-18 02:35:23 +01:00
Ryujinx.Graphics.Vic Support NVDEC H264 interlaced video decoding and VIC deinterlacing (#3225) 2022-03-23 17:09:32 -03:00
Ryujinx.Graphics.Video Support NVDEC H264 interlaced video decoding and VIC deinterlacing (#3225) 2022-03-23 17:09:32 -03:00
Ryujinx.Headless.SDL2 New shader cache implementation (#3194) 2022-04-10 10:49:44 -03:00
Ryujinx.HLE Remove save data creation prompt (#3252) 2022-04-08 11:09:35 +02:00
Ryujinx.Input Adjusting how deadzones are calculated (#3079) 2022-02-16 11:06:52 +01:00
Ryujinx.Input.SDL2 Implement rotate stick 90 degrees clockwise (#3084) 2022-03-12 18:23:48 +01:00
Ryujinx.Memory Allow textures to have their data partially mapped (#2629) 2022-02-22 13:34:16 -03:00
Ryujinx.Memory.Tests Memory.Tests: Make Multithreading test explicit (#3220) 2022-03-21 09:21:05 +01:00
Ryujinx.SDL2.Common Preparation for initial Flatpack and FlatHub integration (#3173) 2022-03-04 18:03:16 +01:00
Ryujinx.ShaderTools New shader cache implementation (#3194) 2022-04-10 10:49:44 -03:00
Ryujinx.Tests KThread: Fix GetPsr mask (#3180) 2022-03-11 03:16:32 +01:00
Ryujinx.Tests.Unicorn ARMeilleure: Thumb support (All T16 instructions) (#3105) 2022-02-17 19:39:45 -03:00
.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 6 (#2829) 2021-11-28 21:24:17 +01:00
LICENSE.txt Update license (#788) 2019-10-12 23:48:31 -03:00
README.md Fix the pronunciation of Ryujinx (#3059) 2022-01-31 18:34:21 +01:00
Ryujinx.sln Remove Appveyor from Readme and SLN (#3026) 2022-01-30 16:41:22 +01:00
Ryujinx.sln.DotSettings Add features to GUI (#757) 2019-11-29 15:32:51 +11:00


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 January 2022, Ryujinx has been tested on approximately 3,500 titles; over 3,200 boot past menus and into gameplay, with roughly 2,500 of those being considered playable. You can check out the compatibility list here. Anyone is free to submit an updated test on an existing game 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 8GB 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 6.0 (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 the OpenGL API (version 4.5 minimum) through a custom build of OpenTK. 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 the developers working on the project do so on 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, LDN servers, IDA)
  • Web hosting and infrastructure maintenance

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.
The Ryujinx.Audio 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.

Credits

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