* nvservices: mitigate abort with heavy load on the GPU processing thread.
This should fix Mario Tennis and LM3 regressions with syncpoints.
NOTE: Mario Tennis seems to have another issue related to the texture
cache that happens randomly when starting a match.
PS: Also add a debug logger for all known ioctl call to facilitate
debugging and add a missing UpdateMin in EventSignal.
* Address LDj3SNuD's comment
* Address gdkchan's comment
This remove Utf8son and JsonPrettyPrinter dependencies.
NOTE: the standard JSON parser doesn't support configurable
indentation, as a result, all the pretty printed JSON are indented with 2
spaces.
This implement the rendering information output informations of
RequestUpdate.
This is needed by some games to keep track of the count of update on the
DSP.
* Add support for dynamic docking/undocking
As SurfaceFlinger is now working more accurately, we can now support
dynamic configuration of docking mode :)
* Simplify a bt the code
* Fix import ordering
* Remove unused argument
This invalidate the GraphicBuffer on the consumer side when
SetPreallocatedBuffer is called on a buffer slot.
This fix rendering issues on games with a dynamic resolution like Yoshi
Crafted World.
* Rewrite SurfaceFlinger
Reimplement accurately SurfaceFlinger (based on my 8.1.0 reversing of it)
TODO: support swap interval properly and reintroduce disabled "game vsync" support.
* Some fixes for SetBufferCount
* uncomment a test from last commit
* SurfaceFlinger: don't free the graphic buffer in SetBufferCount
* SurfaceFlinger: Implement swap interval correctly
* SurfaceFlinger: Reintegrate Game VSync toggle
* SurfaceFlinger: do not push a fence on buffer release on the consumer side
* Revert "SurfaceFlinger: do not push a fence on buffer release on the consumer side"
This reverts commit 586b52b0bfab2d11f361f4b59ab7b7141020bbad.
* Make the game vsync toggle work dynamically again
* Unregister producer's Binder object when closing layer
* Address ripinperi's comments
* Add a timeout on syncpoint wait operation
Syncpoint aren't supposed to be waited on for more than a second.
This effectively workaround issues caused by not having a channel
scheduling in place yet.
PS: Also introduce Android WaitForever warning about fence being not
signaled for 3s
* Fix a print of previous commit
* Address Ac_K's comments
* Address gdkchan's comments
* Address final comments
* Implement GPU syncpoints
This adds support for GPU syncpoints on the GPU backend & nvservices.
Everything that was implemented here is based on my researches,
hardware testing of the GM20B and reversing of nvservices (8.1.0).
Thanks to @fincs for the informations about some behaviours of the pusher
and for the initial informations about syncpoints.
* syncpoint: address gdkchan's comments
* Add some missing logic to handle SubmitGpfifo correctly
* Handle the NV event API correctly
* evnt => hostEvent
* Finish addressing gdkchan's comments
* nvservices: write the output buffer even when an error is returned
* dma pusher: Implemnet prefetch barrier
lso fix when the commands should be prefetch.
* Partially fix prefetch barrier
* Add a missing syncpoint check in QueryEvent of NvHostSyncPt
* Address Ac_K's comments and fix GetSyncpoint for ChannelResourcePolicy == Channel
* fix SyncptWait & SyncptWaitEx cmds logic
* Address ripinperi's comments
* Address gdkchan's comments
* Move user event management to the control channel
* Fix mm implementation, nvdec works again
* Address ripinperi's comments
* Address gdkchan's comments
* Implement nvhost-ctrl close accurately + make nvservices dispose channels when stopping the emulator
* Fix typo in MultiMediaOperationType
* Use libhac for loading NSOs and KIPs
* Fix formatting
* Refactor KIP and NSO executables for libhac
* Fix up formatting
* Remove Ryujinx.HLE.Loaders.Compression
* Remove reference to Ryujinx.HLE.Loaders.Compression in NxStaticObject.cs
* Remove reference to Ryujinx.HLE.Loaders.Compression in KernelInitialProcess.cs
* Rename classes in Ryujinx.HLE.Loaders.Executables
* Fix space alignment
* Fix up formatting
* Delete old HLE.Input
* Add new HLE Input.
git shows Hid.cs as modified because of the same name. It is new.
* Change HID Service
* Change Ryujinx UI to reflect new Input
* Add basic ControllerApplet
* Add DebugPad
Should fix Kirby Star Allies
* Address Ac_K's comments
* Moved all of HLE.Input to Services.Hid
* Separated all structs and enums each to a file
* Removed vars
* Made some naming changes to align with switchbrew
* Added official joycon colors
As an aside, fixed a mistake in touchscreen headers and added checks to
important SharedMem structs at init time.
* Further address Ac_K's comments
* Addressed gdkchan's and some more Ac_K's comments
* Address AcK's review comments
* Address AcK's second review comments
* Replace missed Marshal.SizeOf and address gdkchan's comments
* Reduce requirements for running homebrews
This commit change the following behaviours:
- TimeZoneBinary system archive isn't required until guest code call LoadTimeZoneRule.
- Fonts system archives aren't requred until a "pl:u" IPC call is made.
- Custom font support was dropped.
- TimeZoneBinary missing message is now an error and not a warning.
* Address comments
* prepo: Implement RequestImmediateTransmission and GetTransmissionStatus
This implement RequestImmediateTransmission and GetTransmissionStatus of the prepo service accurately to RE.
Since we don't use reports, I've explained what the calls do in the real service.
Close#958
* fix comment
It seems MsgPack.Cli incorrectly converts some unicode control characters directly to JSON literal Unicode strings (eg. '\1'). As these are invalid, pretty printing the JSON report fails.
This removes pretty printing, pending a proper implementation, and tidies up MsgPack deserialization.
This implement `GetRegionCode` accordingly to RE. I've added a setting in the GUI and a field in the Configuration file with a way to update the Configuration file if needed.
REV8 only added changes on performance buffer and wavebuffer dsp command
generation.
As we don't support any of those, we can just increment the revision
number for now.
* Implement Jump Table for Native Calls
NOTE: this slows down rejit considerably! Not recommended to be used
without codegen optimisation or AOT.
- Does not work on Linux
- A32 needs an additional commit.
* A32 Support
(WIP)
* Actually write Direct Call pointers to the table
That would help.
* Direct Calls: Rather than returning to the translator, attempt to keep within the native stack frame.
A return to the translator can still happen, but only by exceptionally
bubbling up to it.
Also:
- Always translate lowCq as a function. Faster interop with the direct
jumps, and this will be useful in future if we want to do speculative
translation.
- Tail Call Detection: after the decoding stage, detect if we do a tail
call, and avoid translating into it. Detected if a jump is made to an
address outwith the contiguous sequence of blocks surrounding the entry
point. The goal is to reduce code touched by jit and rejit.
* A32 Support
* Use smaller max function size for lowCq, fix exceptional returns
When a return has an unexpected value and there is no code block
following this one, we now return the value rather than continuing.
* CompareAndSwap (buggy)
* Ensure CompareAndSwap does not get optimized away.
* Use CompareAndSwap to make the dynamic table thread safe.
* Tail call for linux, throw on too many arguments.
* Combine CompareAndSwap 128 and 32/64.
They emit different IR instructions since their PreAllocator behaviour
is different, but now they just have one function on EmitterContext.
* Fix issues separating from optimisations.
* Use a stub to find and execute missing functions.
This allows us to skip doing many runtime comparisons and branches, and reduces the amount of code we need to emit significantly.
For the indirect call table, this stub also does the work of moving in the highCq address to the table when one is found.
* Make Jump Tables and Jit Cache dynmically resize
Reserve virtual memory, commit as needed.
* Move TailCallRemover to its own class.
* Multithreaded Translation (based on heuristic)
A poor one, at that. Need to get core count for a better one, which
means a lot of OS specific garbage.
* Better priority management for background threads.
* Bound core limit a bit more
Past a certain point the load is not paralellizable and starts stealing from the main thread. Likely due to GC, memory, heap allocation thread contention. Reduce by one core til optimisations come to improve the situation.
* Fix memory management on linux.
* Temporary solution to some sync problems.
This will make sure threads exit correctly, most of the time. There is a potential race where setting the sync counter to 0 does nothing (counter stays at what it was before, thread could take too long to exit), but we need to find a better way to do this anyways. Synchronization frequency has been tightened as we never enter blockwise segments of code. Essentially this means, check every x functions or loop iterations, before lowcq blocks existed and were worth just as much. Ideally it should be done in a better way, since functions can be anywhere from 1 to 5000 instructions. (maybe based on host timer, or an interrupt flag from a scheduler thread)
* Address feedback minus CompareAndSwap change.
* Use default ReservedRegion granularity.
* Merge CompareAndSwap with its V128 variant.
* We already got the source, no need to do it again.
* Make sure all background translation threads exit.
* Fix CompareAndSwap128
Detection criteria was a bit scuffed.
* Address Comments.
* Implement some calls of ISelfController
This PR implement some calls of ISelfController:
- EnterFatalSection
- LeaveFatalSection
- GetAccumulatedSuspendedTickValue (close#937)
According to RE of the 8.1.0 am service.
* thread safe increment/decrement
* Fix thread safe
* remove unused using
* Implement mii:u and mii:e entirely
Co-authored-by: AcK77 <Acoustik666@gmail.com>
This commit implement the mii service accurately.
This is based on Ac_k work but was polished and updated to 7.x.
Please note that the following calls are partially implemented:
- Convert: Used to convert from old console format (Wii/Wii U/3ds)
- Import and Export: this is shouldn't be accesible in production mode.
* Remove some debug leftovers
* Make it possible to load an arbitrary mii database from a Switch
* Address gdk's comments
* Reduce visibility of all the Mii code
* Address Ac_K's comments
* Remove the StructLayout of DatabaseSessionMetadata
* Add a missing line return in DatabaseSessionMetadata
* Misc fixes and style changes
* Fix some issues from last commit
* Fix database server metadata UpdateCounter in MarkDirty (Thanks Moose for the catch)
* MountCounter should only be incremented when no error is reported
* Fix FixDatabase
Co-authored-by: Alex Barney <thealexbarney@gmail.com>
* Implement GetCurrentIpConfigInfo
This is needed by Rocket League.
Also fix GetCurrentIpConfigInfo to not return ipv6 addresses
* Address Ac_K comment
* Stub the application copyright framebuffer api
As we currently don't support multi layers on vi/nvnflinger, this PR
implement a stub of this API.
* Address Cyuubi's comments
* Add IPC checks and comments for future reversing
Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Fix a crash when closing the main Ui
Also make sure to dispose the OpenAL context to not leak memory when
unloading the emulation context.
* Improve keys and 'game already running' dialogs
* Make sure to dispose the page table and ThreadContext
Less memory leaks!
* Fix tests
* Address gdk's comments
* Implement IDeliveryCacheProgressService in bcat
This stub IDeliveryCacheProgressService IPC interface as we don't plan
to support cache delivery.
* Address jd's comments
* Address jd's comment correctly
* Address gdk's comments
* Fix inconsistencies with UserId
The account user id isn't an UUID. This PR adds a new UserId type with
the correct value ordering to avoid mismatch with LibHac's Uid. This also fix
an hardcoded value of the UserId.
As the userid has been invalid for quite some time (and to avoid forcing
users to their recreate saves), the userid has been changed to "00000000000000010000000000000000".
Also implement a stub for IApplicationFunctions::GetSaveDataSize. (see
the sources for the reason)
Fix#626
* Address jd's & Ac_k's comments
* Fix application list
* Convert file extensions to lowercase before comparing
* AcK's requested changes
* fixed bug found by gdkchan's requested changes
* Account for mismatch between LibHac.TitleLanguage and ...System.Language
* prepo IPrepoService accurate parsing for report
I've found they use msgpack for the report, so I've added a nuget package and deserialize the report in the right way.
Close#838
* jD requested changes
* Change nuget to MsgPack.Cli
* Use var instead of explicit cast
* Keep the GUI alive when closing a game
Make HLE.Switch init when starting a game and dispose it when closing
the GlScreen.
This also make HLE in charge of disposing the audio and gpu backend.
* Address Ac_k's comments
* Make sure to dispose the Discord module and use GTK quit method
Also update Discord Precense when closing a game.
* Make sure to dispose MainWindow
* Address gdk's comments
* Remove redundant modulo on wave buffer index
This is already performed by SetBufferIndex
* Correct typo in UpdateDataHeader
MixeSize -> MixSize
* Remove unused variable in audren
'volume' was unused and 'voice.Volume' was used instead so remove 'volume'