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Author SHA1 Message Date
Logan Stromberg
edfd4d70c0
Use SIMD acceleration for audio upsampler (#4410)
* Use SIMD acceleration for audio upsampler filter kernel for a moderate speedup

* Address formatting. Implement AVX2 fast path for high quality resampling in ResamplerHelper

* now really, are we really getting the benefit of inlining 50+ line methods?

* adding unit tests for resampler + upsampler. The upsampler ones fail for some reason

* Fixing upsampler test. Apparently this algo only works at specific ratios

---------

Co-authored-by: Logan Stromberg <lostromb@microsoft.com>
2023-02-21 11:44:57 +01:00
merry
009e6bcd1b
Audio: Implement PCM24 output (#4321) 2023-01-20 21:46:13 +01:00
merry
41bba5310a
Audren: Implement polyphase upsampler (#4256)
* Audren: Implement polyphase upsampler

* prefer shifting to modulo

* prefer MathF

* fix nits

* rm ResampleForUpsampler

* oop

* Array20

* nits
2023-01-15 05:20:49 +01:00
Ac_K
a16854e55a
ava: Cleanup AppHost (#4240)
* ava: Cleanup AppHost

This PR cleaned up the AppHost file a bit (adding the infamous extra spaces to improve readability), resorting private vars, remove useless vars, and improve the code here and there, like the AudioBackend check.

Co-Authored-By: gdkchan <5624669+gdkchan@users.noreply.github.com>

* Remove 'renderer"

* Revert currentTime

* revert if condition

Co-authored-by: gdkchan <5624669+gdkchan@users.noreply.github.com>
2023-01-10 18:45:55 +01:00
Mary-nyan
c20f3fbebd
haydn: Add support for PCMFloat, PCM32 and PCM8 conversions (#4100)
* haydn: Add support for PCMFloat, PCM32 and PCM8 conversions

This adds support in the compatibility layer for other sample format
than PCM16.

This should help extends compatibility with soundio on devices that
doesn't expose PCM16.

I ommited PCM24 conversion for now as it's not simplest of all.

* Address TSRBerry's comment

* Address comments

* Fix conversion issue and clean up saturation usage

* Revert saturation changes

* Address gdkchan's comment
2022-12-28 19:34:30 -03:00
Hunter
c963b3c804
Added Generic Math to BitUtils (#3929)
* Generic Math Update

Updated Several functions in Ryujinx.Common/Utilities/BitUtils to use generic math

* Updated BitUtil calls

* Removed Whitespace

* Switched decrement

* Fixed changed method calls.

The method calls were originally changed on accident due to me relying too much on intellisense doing stuff for me

* Update Ryujinx.Common/Utilities/BitUtils.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2022-12-26 14:11:05 +00:00
Mary-nyan
40311310d1
amadeus: Add missing compressor effect from REV11 (#4010)
* amadeus: Add missing compressor effect from REV11

This was in my reversing notes but seems I completely forgot to
implement it

Also took the opportunity to simplify the Limiter effect a bit.

* Remove some outdated comment

* Address gdkchan's comments
2022-12-06 15:04:25 +01:00
Mary-nyan
c25e8427aa
amadeus: Fix wrong SendCommands logic (#3969)
* amadeus: Fix wrong SendCommands logic

Might help with audio desync, might cause audio stutters, will see!

* Address gdkchan's comment
2022-12-02 13:01:19 +00:00
Mary-nyan
dff138229c
amadeus: Fixes and initial 15.0.0 support (#3908)
* amadeus: Allow OOB read of GC-ADPCM coefficients

Fixes "Ninja Gaiden Sigma 2" and possibly "NINJA GAIDEN 3: Razor's Edge"

* amadeus: Fix wrong variable usage in delay effect

We should transform the delay line values, not the input.

* amadeus: Update GroupedBiquadFilterCommand documentation

* amadeus: Simplify PoolMapper alignment checks

* amadeus: Update Surround delay effect matrix to REV11

* amadeus: Add drop parameter support and use 32 bits integers for estimate time

Also implement accurate ExecuteAudioRendererRendering stub.

* Address gdkchan's comments

* Address gdkchan's other comments

* Address gdkchan's comment
2022-11-28 08:28:45 +01:00
Berkan Diler
d751da84f9
Use new C# 11 u8 string literals (#3854) 2022-11-16 16:30:12 -03:00
Mary-nyan
c6d05301aa
infra: Migrate to .NET 7 (#3795)
* Update readme to mention .NET 7

* infra: Migrate to .NET 7

.NET 7 is still in preview but this prepare for the release coming up
next month.

* Use Random.Shared in CreateRandom

* Move UInt128Utils.cs to Ryujinx.Common project

* Fix inverted parameters in System.UInt128 constructor

* Fix Visual Studio complains on  Ryujinx.Graphics.Vic

* time: Fix missing alignment enforcement in SystemClockContext

Fixes at least Smash

* time: Fix missing alignment enforcement in SteadyClockContext

Fix games (like recent version of Smash) using time shared memory

* Switch to .NET 7.0.100 release

* Enable Tiered PGO

* Ensure CreateId validity requirements are meet when doing random generation

Also enforce correct packing layout for other Mii structures.

This fix a Mario Kart 8 crashes related to the default Miis.
2022-11-09 20:22:43 +01:00
gdkchan
81f1a4dc31
Allocate work buffer for audio renderer instead of using guest supplied memory (#3276)
* Allocate work buffer for audio renderer instead of using guest supplied memory

* Typo

* Use GC.AllocateArray to allocate pinned array
2022-09-10 01:16:24 +00:00
Nicholas Rodine
951700fdd8
Removed unused usings. (#3593)
* Removed unused usings.

* Added back using, now that it's used.

* Removed extra whitespace.
2022-08-18 18:04:54 +02:00
gdkchan
a5ff0024fb
Rename ToSpan to AsSpan (#3556) 2022-08-11 18:07:37 -03:00
Mary-nyan
1825bd87b4
misc: Reformat Ryujinx.Audio with dotnet-format (#3485)
This is the first commit of a series of reformat around the codebase as
discussed internally some weeks ago.

This project being one that isn't touched that much, it shouldn't cause
conflict with any opened PRs.
2022-07-25 15:46:33 -03:00
Mary
4c2ab880ef
misc: Relicense Ryujinx.Audio under the terms of the MIT license (#3449)
* Ryujinx.Audio: Remove BOM from files

* misc: Relicense Ryujinx.Audio under the terms of the MIT license

With the approvals of all the Ryujinx.Audio contributors, this commit
changes Ryujinx.Audio license from LGPLv3 to MIT.
2022-07-08 19:45:53 +02:00
gdkchan
0c87bf9ea4
Refactor CPU interface to allow the implementation of other CPU emulators (#3362)
* Refactor CPU interface

* Use IExecutionContext interface on SVC handler, change how CPU interrupts invokes the handlers

* Make CpuEngine take a ITickSource rather than returning one

The previous implementation had the scenario where the CPU engine had to implement the tick source in mind, like for example, when we have a hypervisor and the game can read CNTPCT on the host directly. However given that we need to do conversion due to different frequencies anyway, it's not worth it. It's better to just let the user pass the tick source and redirect any reads to CNTPCT to the user tick source

* XML docs for the public interfaces

* PPTC invalidation due to NativeInterface function name changes

* Fix build of the CPU tests

* PR feedback
2022-05-31 16:29:35 -03:00
Mary
d04ba51bb0
amadeus: Improve and fix delay effect processing (#3205)
* amadeus: Improve and fix delay effect processing

This rework the delay effect processing by representing calculation with the appropriate matrix and by unrolling some loop in the code.
This allows better optimization by the JIT while making it more readeable.

Also fix a bug in the Surround code path found while looking back at my notes.

* Remove useless GetHashCode

* Address gdkchan's comments
2022-04-08 10:52:18 +02:00
Mary
3f4fb8f73a
amadeus: Update to REV11 (#3230)
This should implement all ABI changes from REV11 on 14.0.0

As Nintendo changed the channel disposition for "legacy" effects (Delay, Reverb and Reverb 3D) to match the standard channel mapping, I took the liberty to just remap to the old disposition for now.
The proper changes will be handled at a later date with a complete rewriting of those 3 effects to be more readable (see https://github.com/Ryujinx/Ryujinx/pull/3205 for the first iteration of it).
2022-04-06 09:12:38 +02:00
Mary
54bfaa125d
amadeus: Fix wrong Span usage in CopyHistories (#3181)
Fix a copypasta from the original Amadeus PR causing invalid
CopyHistories output.

Also added a missing size check.

This fix a crash in Mononoke Slashdown
2022-03-07 09:49:29 +01:00
Berkan Diler
644b497df1
Collapse AsSpan().Slice(..) calls into AsSpan(..) (#3145)
* Collapse AsSpan().Slice(..) calls into AsSpan(..)

Less code and a bit faster

* Collapse an Array.Clear(array, 0, array.Length) call to Array.Clear(array)
2022-02-22 10:32:10 -03:00
riperiperi
7e9011673b
Use a basic cubic interpolation for the audren upsampler (#3129)
Before, it was selecting nearest neighbour, which sounded terrible. This is likely temporary til the upsampling algorithm used by the switch is reversed.

Fixes bad audio in Skyward Sword HD.
2022-02-17 20:19:29 +01:00
Mary
741db8e43d
amadeus: Fix PCMFloat datasource command v1 (#3127)
Really simple copy pasta error here.

Shouldn't affect anything as float support was added at the same REV as
datasource command v2.
2022-02-16 23:55:40 +01:00
Mary
ab5d77c0c4
amadeus: Fix limiter correctness (#3126)
This fixes missing audio on Nintendo Switch Sports Online Play Test.
2022-02-16 21:38:45 +01:00
Mary
b2ebbe8b22
amadeus: Fix possible device sink input out of bound (#3032)
This fix an out of bound when indexing inputs for games that uses
unsupported values (8 here)

Close #2724.
2022-01-23 23:36:31 +01:00
gdkchan
c0056546e7
Fix bug causing an audio buffer to be enqueued more than once (#2940) 2021-12-26 14:48:18 +01:00
sharmander
cb43cc7e32
UI - Add Volume Controls + Mute Toggle (F2) (#2871)
* Add the ability to toggle mute in the status bar.

* Add the ability to toggle mute in the status bar.

* Formatting fixes

* Add hotkey (F2) to mute

* Add default hotkey to config.json

* Add ability to change volume via slider.

* Fix Headless

* Fix SDL2 Problem : Credits to d3xMachina

* Remove unnecessary work

* Address gdk comments

* Toggling with Hotkey now properly restores volume to original level.

* Toggling with Hotkey now properly restores volume to original level.

* Update UI to show Volume % instead of Muted/Unmuted

* Clean up the volume ui a bit.

* Undo unintentionally committed code.

* Implement AudRen Support

* Restore intiial volume level in function definition.

* Finalize UI

* Finalize UI

* Use clamp for bounds check

* Use Math.Clamp for volume in soundio

* Address comments by gdkchan

* Address remaining comments

* Fix missing semicolon

* Address remaining gdkchan comment

* Fix comment

* Change /* to //

* Allow volume slider to change volume immediately.
Also force label text to cast to int to prevent decimals from showing in status bar

* Remove blank line

* Undo setting of volume level when "Cancel" is pressed.

* Fix allignment for settings window code
2021-12-23 13:33:56 -03:00
Mary
57d3296ba4
infra: Migrate to .NET 6 (#2829)
* infra: Migrate to .NET 6

* Rollback version naming change

* Workaround .NET 6 ZipArchive API issues

* ci: Switch to VS 2022 for AppVeyor

CI is now ready for .NET 6

* Suppress WebClient warning in DoUpdateWithMultipleThreads

* Attempt to workaround System.Drawing.Common changes on 6.0.0

* Change keyboard rendering from System.Drawing to ImageSharp

* Make the software keyboard renderer multithreaded

* Bump ImageSharp version to 1.0.4 to fix a bug in Image.Load

* Add fallback fonts to the keyboard renderer

* Fix warnings

* Address caian's comment

* Clean up linux workaround as it's uneeded now

* Update readme

Co-authored-by: Caian Benedicto <caianbene@gmail.com>
2021-11-28 21:24:17 +01:00
Mary
e17eb7bfaf
amadeus: Update to REV10 (#2654)
* amadeus: Update to REV10

This implements all the changes made with REV10 on 13.0.0.

* Address Ack's comment

* Address gdkchan's comment
2021-09-19 12:29:19 +02:00
mpnico
fe9d5a1981
Fix problems added by Pause (#2645)
* Disable Pause/Resume menu instead of trying to hide them

* Fix Resume menu being active before renderer starts

* Fix emulator not being able to close properly
2021-09-18 14:31:44 +02:00
mpnico
117e32a6ff
Implement a "Pause Emulation" option & hotkey (#2428)
* Add a "Pause Emulation" option and hotkey

Closes Ryujinx#1604

* Refactoring how pause is handled

* Applied suggested changes from review

* Applied suggested fixes

* Pass correct suspend type to threads for suspend/resume

* Fix NRE after stoping emulation

* Removing SimulateWakeUpMessage call after resuming emulation

* Skip suspending non game process

* Pause the tickCounter in the ExecutionContext

* Refactoring tickCounter pause/resume as suggested

* Fix Config migration to add pause hotkey

* Fixed pausing only application threads

* Fix exiting emulator while paused

* Avoid pause/resume while already paused/resumed

* Cleanup unused code

* Avoid restarting audio if stopping emulation while in pause.

* Added suggested changes

* Fix ConfigurationState
2021-09-11 22:08:25 +02:00
Mary
b8ad676fb8
Amadeus: DSP code generation improvements (#2460)
This improve RyuJIT codegen drastically on the DSP side.
This may reduce CPU usage of the DSP thread quite a lot.
2021-07-18 13:05:11 +02:00
Mary
00ce9eea62
Fix disposing of IPC sessions server at emulation stop (#2334) 2021-06-29 19:37:13 +02:00
Mary
f3b0b4831c
amadeus: Update to REV9 (#2309)
* amadeus: Update to REV9

This implements all the changes made with REV9 on 12.0.0.

* Address Ac_k's comments
2021-05-25 19:01:09 +02:00
riperiperi
54ea2285f0
POWER - Performance Optimizations With Extensive Ramifications (#2286)
* 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>
2021-05-24 22:52:44 +02:00
Mary
eb056218a1
audio: Implement a SDL2 backend (#2258)
* audio: Implement a SDL2 backend

This adds support to SDL2 as an audio backend.
It has the same compatibility level as OpenAL without its issues.

I also took the liberty of restructuring the SDL2 code to have one
shared project between audio and input.

The configuration version was also incremented.

* Address gdkchan's comments

* Fix update logic

* Add an heuristic to pick the correct target sample count wanted by the game

* Address gdkchan's comments

* Address Ac_k's comments

* Fix audren output

* Address gdkchan's comments
2021-05-05 23:37:09 +02:00
Mary
bb43219f1d
Amadeus: Fix low pass base gain related issues on delay effect in mono (#2224)
This adds missing parenthesis around low pass z computation.

This fixes FEZ audio gain issues inside rooms. (Ryujinx/Ryujinx-Games-List#3526)
2021-04-18 13:34:20 +02:00
Mary
d23511c25c
Amadeus: Allow out of bound read on empty delay lines (#2223)
This allows to handle an OOB with delay lines when DelayTimeMax = 0.
On real hardware, it will end up reading garbage at the given user work buffer address.
As we do not use those buffers and allocate them ourself for simplicy, this could possibly cause a crash.

Proposed solution here is to only increase the size of _workBuffer by
one like what is done in DelayLineReverb3d already.

This fixes FEZ. (Ryujinx/Ryujinx-Games-List#3526)
2021-04-18 02:20:06 +02:00
riperiperi
12b953dd57
Report active audio device as TV, rather than internal speakers. (#2103) 2021-03-14 21:31:36 +11:00
Mary
31fca432a7
Amadeus: Add ARM SIMD fast path (#2069)
Add fast paths in the audio renderer for AArch64 in all current fast paths.
2021-03-02 23:50:46 +01:00
Mary
f556c80d02
Haydn: Part 1 (#2007)
* 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
2021-02-26 01:11:56 +01:00
Ac_K
7b66cb0d90
audio: Cleanup Ryujinx.Audio and fix OpenAL issue (#1746)
* audio: Cleanup SoundIO and fix OpenAL issue

* fix tabs by spaces

* Fix extra spaces

* Fix SoundIO.cs

* Fix ContainsAudioOutBuffer
2020-11-27 20:55:00 +01:00
Ac_K
57c4e6ef21
audout: Implement and fix some calls (#1725)
* audout: Implement GetAudioOutBufferCount, GetAudioOutPlayedSampleCount and FlushAudioOutBuffers

This PR implement audout service calls:
- GetAudioOutBufferCount
- GetAudioOutPlayedSampleCount
- FlushAudioOutBuffers

The RE calls just give some hints about no extra checks.
Since we use a totally different implementation because of our backend, I can't do something better for now.

SetAudioOutVolume and GetAudioOutVolume are fixed too by set/get the volume of the current opened track, previous implementation was wrong.

This fix #1133, fix #1258 and fix #1519.

Thanks to @jduncanator for this help during the implementation and all his precious advices.

* Fix some debug leftovers

* Address jD feedback
2020-11-20 21:59:01 +01:00
Mary
aa129fdbdf
infra: Migrate to .NET 5 (#1694)
* 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
2020-11-15 19:27:15 +01:00
riperiperi
b4d8d893a4
Memory Read/Write Tracking using Region Handles (#1272)
* WIP Range Tracking

- Texture invalidation seems to have large problems
- Buffer/Pool invalidation may have problems
- Mirror memory tracking puts an additional `add` in compiled code, we likely just want to make HLE access slower if this is the final solution.
- Native project is in the messiest possible location.
- [HACK] JIT memory access always uses native "fast" path
- [HACK] Trying some things with texture invalidation and views.

It works :)

Still a few hacks, messy things, slow things

More work in progress stuff (also move to memory project)

Quite a bit faster now.
- Unmapping GPU VA and CPU VA will now correctly update write tracking regions, and invalidate textures for the former.
- The Virtual range list is now non-overlapping like the physical one.
- Fixed some bugs where regions could leak.
- Introduced a weird bug that I still need to track down (consistent invalid buffer in MK8 ribbon road)

Move some stuff.

I think we'll eventually just put the dll and so for this in a nuget package.

Fix rebase.

[WIP] MultiRegionHandle variable size ranges

- Avoid reprotecting regions that change often (needs some tweaking)
- There's still a bug in buffers, somehow.
- Might want different api for minimum granularity

Fix rebase issue

Commit everything needed for software only tracking.

Remove native components.

Remove more native stuff.

Cleanup

Use a separate window for the background context, update opentk. (fixes linux)

Some experimental changes

Should get things working up to scratch - still need to try some things with flush/modification and res scale.

Include address with the region action.

Initial work to make range tracking work

Still a ton of bugs

Fix some issues with the new stuff.

* Fix texture flush instability

There's still some weird behaviour, but it's much improved without this. (textures with cpu modified data were flushing over it)

* Find the destination texture for Buffer->Texture full copy

Greatly improves performance for nvdec videos (with range tracking)

* Further improve texture tracking

* Disable Memory Tracking for view parents

This is a temporary approach to better match behaviour on master (where invalidations would be soaked up by views, rather than trigger twice)

The assumption is that when views are created to a texture, they will cover all of its data anyways. Of course, this can easily be improved in future.

* Introduce some tracking tests.

WIP

* Complete base tests.

* Add more tests for multiregion, fix existing test.

* Cleanup Part 1

* Remove unnecessary code from memory tracking

* Fix some inconsistencies with 3D texture rule.

* Add dispose tests.

* Use a background thread for the background context.

Rather than setting and unsetting a context as current, doing the work on a dedicated thread with signals seems to be a bit faster.

Also nerf the multithreading test a bit.

* Copy to texture with matching alignment

This extends the copy to work for some videos with unusual size, such as tutorial videos in SMO. It will only occur if the destination texture already exists at XCount size.

* Track reads for buffer copies. Synchronize new buffers before copying overlaps.

* Remove old texture flushing mechanisms.

Range tracking all the way, baby.

* Wake the background thread when disposing.

Avoids a deadlock when games are closed.

* Address Feedback 1

* Separate TextureCopy instance for background thread

Also `BackgroundContextWorker.InBackground` for a more sensible idenfifier for if we're in a background thread.

* Add missing XML docs.

* Address Feedback

* Maybe I should start drinking coffee.

* Some more feedback.

* Remove flush warning, Refocus window after making background context
2020-10-16 17:18:35 -03:00
Mary
4f3ae6f62c
Remove the Ryujinx.Debugger project (#1506)
This project wasn't really used by anyone and isn't worth mantaining.

This commit remove the profiler entirely from Ryujinx and remove the associated CI tasks.
2020-08-30 19:06:05 +02:00
Mary
5b26e4ef94
Misc audio fixes (#1348)
Changes:

    Implement software surround downmixing (fix #796).
    Fix a crash when no audio renderer were created when stopping emulation.

NOTE: This PR also disable support of 5.1 surround on the OpenAL backend as we cannot detect if the hardware directly support it. (the downmixing applied by OpenAL on Windows is terribly slow)
2020-08-18 21:03:55 +02:00
Ac_K
4c54f36c38
Upgrade projects to C#8 (#1193)
Some parts of our code needs C# 8 who isn't set as default in Visual Studio. To fix this we have to set the C# version correctly in the csproj files and then we are be able to build the project using Visual Studio.
2020-05-04 12:14:48 +10:00
Michael Kuklinski
c46edfab85
Update .NET Core to 3.1, and update NuGet Packages (#1121)
* Updated all NuGet packages to latest, and updated the framework from .NET Core 3.0 to 3.1.

* Updating appveyor settings for 3.1

Updating appveyor to use the netcoreapp3.1 path instead of 3.0.

* Removing unneeded NuGet package System.Runtime.CompilerServices.Unsafe.

* Removing unused NuGet package SharpFontCore.

* Removing unused NuGet package TimeZoneConverter.Posix

* Cleaning up by adding newline to a csproj.

* Simplfying a NuGet conditional include, and adding a warning disable for an annoying NuGet package.

* I'm not sure if .travis.yml is still used, but I'm updating its 'dotnet' version to the correct SDK.

* Making the runtime version into its own environment variable so it's a bit easier to change in the future.

* Removing OpenTK.NetStandard reference from Ryujinx.Common

* Fixing indentation in Common.csproj

* Updating the README to specify .NET Core 3.1.

* Reverting the update of the GTKSharp package so it doesn't block the PR.
2020-04-22 14:13:41 +10:00
emmauss
3aa3c4261a
Add inbuilt Opengl renderer to window (#922)
* add gl rendering widget

* embed renderer into main window

* add input

* fix mouse input

* fix mouse coords

* refresh game list after closing game, remove profiler method

* rebase, hide game list progress bar while game is running

* Some bug fixes

Changelog:

- Reapply some changes that got lost while rebasing from #904
- Make sure to guarantee exclusivity on the GL context (fixing multiple
possible race conditions on Windows)
- Avoid making GLRenderer disposed multiple time

* add fullscreen,  enable input on focus, disable aplha

* addressed comments

* Disable transparency in the window

* fix fullscreen state, fix focus, addressed comments

* nit

* addressed nit

Co-authored-by: Thog <thog@protonmail.com>
2020-02-12 01:56:19 +01:00