* no name: Mii Editor applet support
* addresses gdkchan feedback
* Fix comment
* Bypass MountCounter of MiiDatabaseManager
* Fix GetSettingsPlatformRegion
* Disable Applet Menu for unsupported firmwares
This PR stubs caps service call `GetAlbumFileList0AafeAruidDeprecated` and `GetAlbumFileList3AaeAruid` (Closes#2035, Closes#2401), both are checked by RE.
This avoid using "ignore missing services" when you want to play World of Light in Super Smash Bros Ultimate.
* Ground work for separate GPU channels
* Rename TextureManager to TextureCache
* Decouple texture bindings management from the texture cache
* Rename BufferManager to BufferCache
* Decouple buffer bindings management from the buffer cache
* More comments and proper disposal
* PR feedback
* Force host state update on channel switch
* Typo
* PR feedback
* Missing using
* settings: Implement GetDeviceNickName and SetDeviceNickName
This PR implement `set` and `sys:set` calls : `GetDeviceNickName` and `SetDeviceNickName` accordingly to RE.
I've cleaned up both services a bit and `SystemStateMgr` class too.
Closes#2110
* Addresses gdkchan_s feedback
* nfc/nfp: Implement ISystemManager and ISystem
This PR add permission levels for `nfc` and `nfp` services:
- `nfc`: `CreateUserInterface` and `CreateSystemInterface` are implemented.
- `INfc`: `Initialize` and `IsNfcEnabled` calls are stubbed.
- `nfp`: `CreateDebugInterface` and `CreateSystemInterface` are implemented.
- `INfp`: `GetRegisterInfo2` for `IDebug` and `ISystem` are implemented.
* Addresses gdkchan feedback
* ipc: Remove size checks for buffer type 0x21/0x22
Since original IPC implementation doesn't check the buffers size, there is no reason to check them so I've removed it. Checking the buffers addresses could prevent to unexpected behaviors.
That's fix a bsd service issue with some homebrew and some games like Knockout City (https://github.com/Ryujinx/Ryujinx-Games-List/issues/3622) which is now bootable:
* addresses gdkchan's review
* account: Fix wrong condition in TrySelectUserWithoutInteraction
Since the implementation of User Profiles, we can get more than one profile stored. This PR fixes a wrong condition in `TrySelectUserWithoutInteraction`.
Closes#2320
* Some cleanup
* Stub two services
Stubs IHidServer::IsFirmwareUpdateAvailableForSixAxisSensor and IIrSensorServer::CheckFirmwareVersion
* Apply suggestions from code review
Also changed PackedMcuVersion to be two shorts instead of two bytes, because that's its actual type
* Apply new code review suggestions
Degroup field from previous assignation + Add padding after SixAxisSensorHandle
* Add AddressTable<T>
* Use AddressTable<T> for dispatch
* Remove JumpTable & co.
* Add fallback for out of range addresses
* Add PPTC support
* Add documentation to `AddressTable<T>`
* Make AddressTable<T> configurable
* Fix table walk
* Fix IsMapped check
* Remove CountTableCapacity
* Add PPTC support for fast path
* Rename IsMapped to IsValid
* Remove stale comment
* Change format of address in exception message
* Add TranslatorStubs
* Split DispatchStub
Avoids recompilation of stubs during tests.
* Add hint for 64bit or 32bit
* Add documentation to `Symbol`
* Add documentation to `TranslatorStubs`
Make `TranslatorStubs` disposable as well.
* Add documentation to `SymbolType`
* Add `AddressTableEventSource` to monitor function table size
Add an EventSource which measures the amount of unmanaged bytes
allocated by AddressTable<T> instances.
dotnet-counters monitor -n Ryujinx --counters ARMeilleure
* Add `AllowLcqInFunctionTable` optimization toggle
This is to reduce the impact this change has on the test duration.
Before everytime a test was ran, the FunctionTable would be initialized
and populated so that the newly compiled test would get registered to
it.
* Implement unmanaged dispatcher
Uses the DispatchStub to dispatch into the next translation, which
allows execution to stay in unmanaged for longer and skips a
ConcurrentDictionary look up when the target translation has been
registered to the FunctionTable.
* Remove redundant null check
* Tune levels of FunctionTable
Uses 5 levels instead of 4 and change unit of AddressTableEventSource
from KB to MB.
* Use 64-bit function table
Improves codegen for direct branches:
mov qword [rax+0x408],0x10603560
- mov rcx,sub_10603560_OFFSET
- mov ecx,[rcx]
- mov ecx,ecx
- mov rdx,JIT_CACHE_BASE
- add rdx,rcx
+ mov rcx,sub_10603560
+ mov rdx,[rcx]
mov rcx,rax
Improves codegen for dispatch stub:
and rax,byte +0x1f
- mov eax,[rcx+rax*4]
- mov eax,eax
- mov rcx,JIT_CACHE_BASE
- lea rax,[rcx+rax]
+ mov rax,[rcx+rax*8]
mov rcx,rbx
* Remove `JitCacheSymbol` & `JitCache.Offset`
* Turn `Translator.Translate` into an instance method
We do not have to add more parameter to this method and related ones as
new structures are added & needed for translation.
* Add symbol only when PTC is enabled
Address LDj3SNuD's feedback
* Change `NativeContext.Running` to a 32-bit integer
* Fix PageTable symbol for host mapped
* Refactoring of KMemoryManager class
* Replace some trivial uses of DRAM address with VA
* Get rid of GetDramAddressFromVa
* Abstracting more operations on derived page table class
* Run auto-format on KPageTableBase
* Managed to make TryConvertVaToPa private, few uses remains now
* Implement guest physical pages ref counting, remove manual freeing
* Make DoMmuOperation private and call new abstract methods only from the base class
* Pass pages count rather than size on Map/UnmapMemory
* Change memory managers to take host pointers
* Fix a guest memory leak and simplify KPageTable
* Expose new methods for host range query and mapping
* Some refactoring of MapPagesFromClientProcess to allow proper page ref counting and mapping without KPageLists
* Remove more uses of AddVaRangeToPageList, now only one remains (shared memory page checking)
* Add a SharedMemoryStorage class, will be useful for host mapping
* Sayonara AddVaRangeToPageList, you served us well
* Start to implement host memory mapping (WIP)
* Support memory tracking through host exception handling
* Fix some access violations from HLE service guest memory access and CPU
* Fix memory tracking
* Fix mapping list bugs, including a race and a error adding mapping ranges
* Simple page table for memory tracking
* Simple "volatile" region handle mode
* Update UBOs directly (experimental, rough)
* Fix the overlap check
* Only set non-modified buffers as volatile
* Fix some memory tracking issues
* Fix possible race in MapBufferFromClientProcess (block list updates were not locked)
* Write uniform update to memory immediately, only defer the buffer set.
* Fix some memory tracking issues
* Pass correct pages count on shared memory unmap
* Armeilleure Signal Handler v1 + Unix changes
Unix currently behaves like windows, rather than remapping physical
* Actually check if the host platform is unix
* Fix decommit on linux.
* Implement windows 10 placeholder shared memory, fix a buffer issue.
* Make PTC version something that will never match with master
* Remove testing variable for block count
* Add reference count for memory manager, fix dispose
Can still deadlock with OpenAL
* Add address validation, use page table for mapped check, add docs
Might clean up the page table traversing routines.
* Implement batched mapping/tracking.
* Move documentation, fix tests.
* Cleanup uniform buffer update stuff.
* Remove unnecessary assignment.
* Add unsafe host mapped memory switch
On by default. Would be good to turn this off for untrusted code (homebrew, exefs mods) and give the user the option to turn it on manually, though that requires some UI work.
* Remove C# exception handlers
They have issues due to current .NET limitations, so the meilleure one fully replaces them for now.
* Fix MapPhysicalMemory on the software MemoryManager.
* Null check for GetHostAddress, docs
* Add configuration for setting memory manager mode (not in UI yet)
* Add config to UI
* Fix type mismatch on Unix signal handler code emit
* Fix 6GB DRAM mode.
The size can be greater than `uint.MaxValue` when the DRAM is >4GB.
* Address some feedback.
* More detailed error if backing memory cannot be mapped.
* SetLastError on all OS functions for consistency
* Force pages dirty with UBO update instead of setting them directly.
Seems to be much faster across a few games. Need retesting.
* Rebase, configuration rework, fix mem tracking regression
* Fix race in FreePages
* Set memory managers null after decrementing ref count
* Remove readonly keyword, as this is now modified.
* Use a local variable for the signal handler rather than a register.
* Fix bug with buffer resize, and index/uniform buffer binding.
Should fix flickering in games.
* Add InvalidAccessHandler to MemoryTracking
Doesn't do anything yet
* Call invalid access handler on unmapped read/write.
Same rules as the regular memory manager.
* Make unsafe mapped memory its own MemoryManagerType
* Move FlushUboDirty into UpdateState.
* Buffer dirty cache, rather than ubo cache
Much cleaner, may be reusable for Inline2Memory updates.
* This doesn't return anything anymore.
* Add sigaction remove methods, correct a few function signatures.
* Return empty list of physical regions for size 0.
* Also on AddressSpaceManager
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Add CPU register printout when guest crashes/breaks execution
* Print out registers when undefined instruction is hit
* Apply suggestions from code review
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Fixes after rebase
* Address gdkchan's comments
Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: Mary <me@thog.eu>
This PR addresses the following issues:
- SM was previously instancied once and reused on all sessions. This
could cause inconsistency on the service initialization.
- TIPC replies were not matching what is generated on hardware.
* hid: Rewrite shared memory management
This entirely rewrite our ancient (and original) HID shared memory
interface to be more usable and accurate.
HID update logics were updated to reflect those changes but should work
still the same way it previously did.
This need heavy testing just in case to avoid possible regressions.
* Silence warnings
* Address gdkchan's comments
* Address Ac_K's comments
* Address one missing nit
* Make all title id instances unsigned
* Replace address and size with ulong instead of signed types
Long overdue change.
Also change some logics here and there to optimize with the new memory
manager.
* Address Ac_K's comments
* Remove uneeded cast all around
* Fixes some others misalignment
* Return focus from controller applet after completion
This fixes controller applet related in Mario Kart 8 Deluxe, in 2 player mode or when opening the applet in character select.
* Return focus for player select
* Rename CommandAttribute as CommandHIpcAttribute to prepare for 12.x changes
* Implement inital support for TIPC and adds SM command ids
* *Ipc to *ipc
* Missed a ref in last commit...
* CommandAttributeTIpc to CommandAttributeTipc
* Addresses comment and fixes some bugs around
TIPC doesn't have any padding requirements as buffer C isn't a thing
Fix for RegisterService inverting two argument only on TIPC
* Restore removed text
* Adds more items to logs:
- Remove #1942
* Further removal of changes from #1942
* Removes hardcoded config state variables for logging
- Adds Configuration logging
* Decoupled logging from ReactiveObject
- Event handler added to Configuration state to handle logging of value changes
* Decoupled logging from ReactiveObject
- Event handler added to Configuration state to handle logging of value changes
* account: Adds Account Manager
In a way to have Custom User Profiles merged in master faster, this PR adds a `AccountManager` class (based on `AccountUtils` class) and the following changes have been made:
- Adds a "default profile values" which were the old hardcoded ones.
- The image profile is moved to the Account service folder.
- The hardcoded UserId for the savedata is now using the `AccountManager` last opened one.
- The DeviceId in Mii service is changed to the right value (checked by REd sys:set call).
* Fix csproj
* Addresses gdkchan's comments
* Fix UserProfile fields
* Fix mii GetDeviceId()
* Update Ryujinx.HLE.csproj
* Surface Flinger: Fix an oversight when closing a layer
As the title say.
I also took the liberty of changing the logic on how we select the
current layer being rendered to make it more explicit when opening and
creating layers.
NOTE: Found by Ac_k.
* check for RenderLayerId and not the dictionary size
This fix a possible race condition between the time you create a layer and set the one currently used for rendering
This PR stub ILibraryAppletAccessor (20) RequestExit call which is needed by Monster Hunter Rise when you press "Private Policy" at the beginning.
The game try to run the `WebApplet` which is already partially stubbed, then call `RequestExit` to know when the applet exits. If the call does nothing, the game just hang forever. If you signals the event, you can interracts with the menu again.
* misc: Add credit to AmiiboAPI properly and fix a warning disable
This PR adds a properly credit to AmiiboAPI which is used in our Amiibo emulation in the Readme and in the about window.
I've changed a wrong warning code added in a recent PR too.
* Update README.md
* Fix aligment
* Add initial implementation of the Tamper Machine
* Implement Atmosphere opcodes 0, 4 and 9
* Add missing TamperCompilationException class
* Implement Atmosphere conditional and loop opcodes 1, 2 and 3
* Inplement input conditional opcode 8
* Add register store opcode A
* Implement extended pause/resume opcodes FF0 and FF1
* Implement extended log opcode FFF
* Implement extended register conditional opcode C0
* Refactor TamperProgram to an interface
* Moved Atmosphere classes to a separate subdirectory
* Fix OpProcCtrl class not setting process
* Implement extended register save/restore opcodes C1, C2 and C3
* Refactor code emitters to separate classes
* Supress memory access errors from the Tamper Machine
* Add debug information to tamper register and memory writes
* Add block stack check to Atmosphere Cheat compiler
* Add handheld input support to Tamper Machine
* Fix code styling
* Fix build id and cheat case mismatch
* Fix invalid immediate size selection
* Print build ids of the title
* Prevent Tamper Machine from change code regions
* Remove Atmosphere namespace
* Remove empty cheats from the list
* Prevent code modification without disabling the tampering
* Fix missing addressing mode in LoadRegisterWithMemory
* Fix wrong addressing in RegisterConditional
* Add name to the tamper machine thread
* Fix code styling
* caps: Implement SaveScreenShot calls and cleanup
This PR implement:
- caps:u IAlbumApplicationService (32) SetShimLibraryVersion
- caps:c IAlbumControlService (33) SetShimLibraryVersion
- caps:su IScreenShotApplicationService (32) SetShimLibraryVersion
- caps:su IScreenShotApplicationService (203/205/210) SaveScreenShotEx0/SaveScreenShotEx1/SaveScreenShotEx2
ImageSharp is used to save the raw screenshot data as a JPG file following what the service does.
All screenshots are save in: `%AppData%\Ryujinx\sdcard\Nintendo\Album` folder. (as example a screenshot file path will be `%AppData%\Ryujinx\sdcard\Nintendo\Album\2021\03\26\2021032601020300-0123456789ABCDEF0123456789ABCDEF.jpg`
This is needed by Animal Crossing: New Horizon where screenshots looks like this:
And this is needed in Monster Hunter Rise but screenshots are currently empty due to another issue.
* remove useless comment
* Addresses gdkchan feedback
* Addresses gdkchan feedback 2
* remove useless comment 2
* Fix nits
* am/ectx: Implement SetRequestExitToLibraryAppletAtExecuteNextProgramEnabled and add service placeholder
This PR implements `am` service call `SetRequestExitToLibraryAppletAtExecuteNextProgramEnabled` (closes#2028) accordingly to RE and adds placeholder for the `ectx` service. Both were added in 11.0.0+ firmware and are needed to boots games which needs this version.
Some games are now playable/bootable:
* Remove unused warning
* sfdnsres: Cleanup service and implements some calls
This PR is a big cleanup to our current implementation of `sfdnsres` service.
Additionnaly to that, some calls and fix have been done by @Thog (PRd with approval, thanks to her).
- Implementation of `GetAddrInfoRequest` (Fixes#637).
- Partial implementation of `GetHostByNameRequestWithOptions`, `GetHostByAddrRequestWithOptions` and `GetAddrInfoRequestWithOptions` (Fixes#642, Fixes#1233).
A DNS Blacklist have been done by @riperiperi (which is currently used in LDN build, then that reduces code differences between the LDN build and master.
Now a lot of games are playable or are blocked to the menu because it needs online service:
Co-Authored-By: Mary <1760003+Thog@users.noreply.github.com>
Co-Authored-By: riperiperi <6294155+riperiperi@users.noreply.github.com>
* Addressed gdkchan's comments
* IPAddress[] to IEnumerable
* Nits
Co-authored-by: Mary <1760003+Thog@users.noreply.github.com>
Co-authored-by: riperiperi <6294155+riperiperi@users.noreply.github.com>
This PR remove the IIpcService.cs interface usage which isn't needed anymore since the interface is only used by IpcService class. We can use it directly.
This PR implement `ApplicationErrorArg` to the Error Applet. It's used by the guest to throw some specific error messages.
The code was done for (and merged) LDN2 build since long time ago and have been tested a bunch of times because of that! In a way to reduce the differences between LDN and master build it's fine to add it to master.
* Implement friendlier portable mode
* Remove first run dialog
* Disable updates in portable mode for now
* Convert relative custom paths to absolute ones
Also, fix a regression when custom path doesn't exist
I happened to notice this when checking Ryu's IPC structures. After double checking with RE it seems the current check is incorrect so use the correct member to fix that.
* Haydn: Part 1
Based on my reverse of audio 11.0.0.
As always, core implementation under LGPLv3 for the same reasons as for Amadeus.
This place the bases of a more flexible audio system while making audout & audin accurate.
This have the following improvements:
- Complete reimplementation of audout and audin.
- Audin currently only have a dummy backend.
- Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL).
- Audio Renderer now can output to 5.1 devices when supported.
- Audio Renderer init its backend on demand instead of keeping two up all the time.
- All backends implementation are now in their own project.
- Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this.
As a note, games having issues with OpenAL haven't improved and will not
because of OpenAL design (stopping when buffers finish playing causing
possible audio "pops" when buffers are very small).
* Update for latest hexkyz's edits on Switchbrew
* audren: Rollback channel configuration changes
* Address gdkchan's comments
* Fix typo in OpenAL backend driver
* Address last comments
* Fix a nit
* Address gdkchan's comments
This PR fix an issue introduced on last IPC rewrite PRs where some returned buffer size have to be explicit now.
`GetClientId` without an explicit buffer size return some garbage to the guest and then `nifm` service crashes because of a wrong ClientId. It's fixed now.
Horizon Chase Turbo and Doom regression are fixed now. (Probably some other games too)
* Improve compatibility of the inline keyboard with some games
* Send an empty first text to avoid crashing some games
* Implement SetCustomizedDictionaries and fix SetCustomizeDic
* Expand Bg and Fg abbreviations in the swkbd applet
* Fix variable names and add comments to software keyboard
* Added IsUserSystemClockAutomaticCorrectionEnabled
This is used when a game want to check if you game is synced with a server
* Update ISystemSettingsServer.cs
* Implemented OpenDataStorageWithProgramIndex
* Update IFileSystemProxy.cs
* Commited that file on accidant
* Update IFileSystemProxy.cs
* Revert "Merge branch 'master' of https://github.com/Joshi234/Ryujinx"
This reverts commit 375f430455, reversing
changes made to 672e2c8f7d.
* Revert "Update IFileSystemProxy.cs"
This reverts commit 672e2c8f7d.
* Update IFileSystemProxy.cs
* Update ISystemSettingsServer.cs
* removed accidantel addition of IFileSystemProxy.OpenDataStorageWithProgramIndex
* Update Ryujinx.HLE/HOS/Services/Settings/ISystemSettingsServer.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Update Ryujinx.HLE/HOS/Services/Settings/ISystemSettingsServer.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Fix formating and add missing stub
* Update ISystemSettingsServer.cs
* Update ISystemSettingsServer.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Initial Setup: Reload keys before verifying firmware
Also, display the NoKeys dialog if keyset is empty when verifying
firmware.
* LoadApplications: Remove the lone debug log and print the error directly
* Add background mode configuration to SoftwareKeyboardApplet
* Add placeholder text generator for Software Keyboard in background mode
* Add stub for GetIndirectLayerImageMap
* Fix default state of DecidedCancel response
* Add GUI text input to Software Keyboard in background mode
* Fix graphical glitch when Inline Software Keyboard appears
* Improve readability of InlineResponses class
* Improve code styling and fix compiler warnings
* Replace ServiceDisplay log class by ServiceVi
* Replace static readonly by const
* Add proper finalization to the keyboard applet in inline mode
* Rename constants to start with uppercase
* Fix inline keyboard not working with some games
* Improve code readability
* Fix code styling
* pctl: Stub IsFreeCommunicationAvailable
This PR stub call IsFreeCommunicationAvailable since it's the same as call CheckFreeCommunicationPermission without a sets of an internal field.
I've fixed a wrong logic found while I'm checked the call by RE.
This fix#1883.
* Fix comments
* Add the ability to layeredfs individual exefs with mod loader
* Address code style issues
* Further adjustments to the mod loading
* Update Ryujinx.HLE/HOS/ModLoader.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Apply suggestions from code review
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Address issue with checking for NSO existence (and code style fixes)
Co-authored-by: Ac_K <Acoustik666@gmail.com>
This PR fixes a regression introduced in #1741. The actual implementation do the assumption of fences always exist and then registering the callback.
Homebrews may not use fences, so the code crashes when it try to register the callback.
* Added support for offline invalidation, via PPTC, of low cq translations replaced by high cq translations; both on a single run and between runs.
Added invalidation of .cache files in the event of reuse on a different user operating system.
Added .info and .cache files invalidation in case of a failed stream decompression.
Nits.
* InternalVersion = 1712;
* Nits.
* Address comment.
* Get rid of BinaryFormatter.
Nits.
* Move Ptc.LoadTranslations().
Nits.
* Nits.
* Fixed corner cases (in case backup copies have to be used). Added save logs.
* Not core fixes.
* Complement to the previous commit. Added load logs. Removed BinaryFormatter leftovers.
* Add LoadTranslations log.
* Nits.
* Removed the search and management of LowCq overlapping functions.
* Final increment of .info and .cache flags.
* Nit.
* GetIndirectFunctionAddress(): Validate that writing actually takes place in dynamic table memory range (and not elsewhere).
* Fix Ptc.UpdateInfo() due to rebase.
* Nit for retrigger Checks.
* Nit for retrigger Checks.
* Interrupt GPU command processing when a frame's fence is reached.
* Accumulate times rather than %s
* Accurate timer for vsync
Spin wait for the last .667ms of a frame. Avoids issues caused by signalling 16ms vsync. (periodic stutters in smo)
* Use event wait for better timing.
* Fix lazy wait
Windows doesn't seem to want to do 1ms consistently, so force a spin if we're less than 2ms.
* A bit more efficiency on frame waits.
Should now wait the remainder 0.6667 instead of 1.6667 sometimes (odd waits above 1ms are reliable, unlike 1ms waits)
* Better swap interval 0 solution
737 fps without breaking a sweat. Downside: Vsync can no longer be disabled on games that use the event heavily (link's awakening - which is ok since it breaks anyways)
* Fix comment.
* Address Comments.
* am/gui: Implement Wake-up message.
This implement the ability to send a Wake-up (Resume) message to the guest.
Sometime games needs to Sleep and Wake-up the switch to unlock some ingame features.
* Address gdkchan feedback