* Use backup when PTC compression is corrupt
* Apply suggestions from code review
Co-authored-by: LDj3SNuD <35856442+LDj3SNuD@users.noreply.github.com>
Co-authored-by: LDj3SNuD <35856442+LDj3SNuD@users.noreply.github.com>
* gui: Toggle between docked/handheld mode by clicking status bar
This PR just add a way to toggle between the docked and the handheld mode by clicking the lable in the status bar.
Nothing more.
* Fix glade file formatting
* Add VSync toggle
* shader cache: Fix Linux boot issues
This rollback the init logic back to previous state, and replicate the
way PTC handle initialization.
* shader cache: set default state of ready for translation event to false
* Fix cpu unit tests
* shader cache: Fix possible race causing crashes on manifest at startup
This fix a misplace function call ending up causing possibly two write
on the cache.info at the same time.
* shader cache: Make RemoveManifestEntries async too to be sure all operations are perform before starting the game
* shader cache: Fix invalid virtual address clean up
This fix an issue causing the virtual address of texture descriptors to
not be cleaned up when caching and instead cleaning texture format and swizzle.
This should fix duplicate high duplication in the cache for certain
games and possible texture corruption issues.
**THIS WILL INVALIDATE ALL SHADER CACHE LEVELS CONSIDERING THE NATURE OF THE ISSUE**
* shader cache: Address gdk's comment
This PR fix an issue I've made in #1688 which is enabled VR as default.
It could cause rendering issues in games when VR mode isn't used, as users have reported in Smash:
* am/lbl/hid/pctl: Enabled VR Rendering
This PR enable VR rendering on games which support it through the Toy-Con VR Goggles.
Please remember Ryujinx currently don't support console SixAxis sensor and for now, in some games, the view can't be moved.
Everything is implemented accordingly to RE:
- am: ICommonStateGetter: SetVrModeEnabled, BeginVrModeEx, EndVrModeEx.
- lbl: ILblController: SetBrightnessReflectionDelayLevel, GetBrightnessReflectionDelayLevel, SetCurrentAmbientLightSensorMapping, GetCurrentAmbientLightSensorMapping, SetCurrentBrightnessSettingForVrMode, GetCurrentBrightnessSettingForVrMode, EnableVrMode, DisableVrMode, IsVrModeEnabled.
- pctl: IParentalControlService: ConfirmStereoVisionPermission, ConfirmStereoVisionRestrictionConfigurable, GetStereoVisionRestriction, SetStereoVisionRestriction, ResetConfirmedStereoVisionPermission, IsStereoVisionPermitted.
- hid: IHidServer: ResetSevenSixAxisSensorTimestamp is stubbed because we don't support console SixAxisSensor for now.
Maybe we could add a setting later to enable or disable VR. But I think it's fine to keep this always available since you have to enable it in games.
* Fix permission flag check
* Address gdkchan feedback
* Standardize to camel-case: option to check for updates on launch
Updates the "Check for updates on launch" to read instead "Check For Updates On Launch" to be consistent with camel-case options elsewhere in the UI. This time done with manual editing instead of with the Glade app.
* Updated to match general English rules on articles and conjunctions
* infra: Migrate to .NET 5
This migrate projects and CI to .NET 5
* Remove language version restrictions (now on 9.0 by default)
* infra: pin .NET 5 to avoid later issues
* infra: Cleanup csproj files
* infra: update dependencies
* infra: Add temporary workaround for a bug in Vector128.Create
see https://github.com/dotnet/runtime/issues/44704 for more informations
* SettingsWindow: Add an Apply button
Adds an apply button that doesnt close the settings window when saving
the changes.
* fix the apply button staying turned on after clicking it
"Screen scissor" is the minimum size of all render targets, and is set when any render target is bound on NVN or OpenGL. Since it works on all active texture's real sizes, it is therefore more reliable than viewport 0's width, and is actually set before clear.
This fixes a regression with Hyrule Warriors: Age Of Calamity's cubemaps, which did not set viewport dimensions before clear. This resulted in attempting to create a cubemap with rectangular sides, which is logically and physically impossible. (also it just fails)
Here come Salieri, my implementation of a disk shader cache!
"I'm sure you know why I named it that."
"It doesn't really mean anything."
This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
* Size hints for copy regions and viewport dimensions to avoid data loss
* Reword comment.
* Use info for the rule rather than calculating aligned size.
* Reorder min/max, remove spaces
* apm: Refactoring/Unstub service
This PR implement some IPC calls of apm service:
- nn::apm::IManager is fully implemented.
- nn::apm::ISession is fully implemented (close#1633).
- nn::apm::ISystemManager is partially implemented.
nn::appletAE::ICommonStateGetter have some calls which are just a layer of apm IPC calls. What we did in some calls was wrong, it's fixed now!
Everything is checked with RE.
* abstract Apm *Server as Thog requested
* abstract ISession and fix other classes
* Address gdkchan feedback
* Fix class
* Fix Logging
* Only report that commands are available when the queue is not empty.
* Address Feedback
Co-authored-by: FICTURE7 <FICTURE7@gmail.com>
Co-authored-by: FICTURE7 <FICTURE7@gmail.com>
NSO files can contains useful informations who aren't currently logged.
This PR fix that by logging Module name, Libraries and SDK Version when they are available.
Before when splitting intervals, the end of the range would be included
in the split check, this can produce empty ranges in the child split.
This in turn can affect spilling decisions since the child split will
have a different start position and this empty range will get a register
and move to the active set for a brief moment.
For example:
A = [153, 172[; [1899, 1916[; [1991, 2010[; [2397, 2414[; ...
Split(A, 1916)
A0 = [153, 172[; [1899, 1916[
A1 = [1916, 1916[; [1991, 2010[; [2397, 2414[; ...
Command line arguements are not preserved by the updater, and this causes an issue when the updater restarts Ryujinx in portable mode as it will create/use/modify its default directory instead.
This simple pull addresses the first part of #1594
As far as the second part of the issue, where the updater perhaps overzealously deletes everything but log files and folders, which causes problems in portable installs with a user subfolder or something else inside the Ryujinx folder.
Perhaps an UpdateList.txt containing a list of files that the updater deletes is included in the ryujinx.zip/tar.gz/etc and placed in the upacked directory for the updater to use upon the next upgrade.
The build system can run something like `forfiles /s /m *.txt /c "cmd /c echo @relpath"` or the correct command for the OS and include it in the distribution, or it could be generated by the updater itself.
* Add scaling for Texture2DArray when using TexelFetch.
* Should only really trigger for Texture2D. (do not emit texelfetch for
TextureBufferArray(?) and Texture1DArray)
* Address nit.