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CodeGen Optimisations (LSRA and Translator) (#978)
* Start of JIT garbage collection improvements

- thread static pool for Operand, MemoryOperand, Operation
- Operands and Operations are always to be constructed via their static
helper classes, so they can be pooled.
- removing LinkedList from Node for sources/destinations (replaced with
List<>s for now, but probably could do arrays since size is bounded)
- removing params constructors from Node
- LinkedList<> to List<> with Clear() for Operand assignments/uses
- ThreadStaticPool is very simple and basically just exists for the
purpose of our specific translation allocation problem. Right now it
will stay at the worst case allocation count for that thread (so far) -
the pool can never shrink.

- Still some cases of Operand[] that haven't been removed yet. Will need
to evaluate them (eg. is there a reasonable max number of params for
Calls?)

* ConcurrentStack instead of ConcurrentQueue for Rejit

* Optimize some parts of LSRA

- BitMap now operates on 64-bit int rather than 32-bit
- BitMap is now pooled in a ThreadStatic pool (within lrsa)
- BitMap now is now its own iterator. Marginally speeds up iterating
through the bits.
- A few cases where enumerators were generated have been converted to
forms that generate less garbage.
- New data structure for sorting _usePositions in LiveIntervals. Much
faster split, NextUseAfter, initial insertion. Random insertion is
slightly slower.
- That last one is WIP since you need to insert the values backwards. It
would be ideal if it just flipped it for you, uncomplicating things on
the caller side.

* Use a static pool of thread static pools. (yes.)

Prevents each execution thread creating its own lowCq pool and making me cry.

* Move constant value to top, change naming convention.

* Fix iteration of memory operands.

* Increase max thread count.

* Address Feedback
2020-03-18 22:44:32 +11:00
.github Also use Github Actions as a CI" (#847) 2019-12-23 06:36:24 +11:00
ARMeilleure CodeGen Optimisations (LSRA and Translator) (#978) 2020-03-18 22:44:32 +11:00
Ryujinx Fix GTK window crash by using 24 bit surface on unix, 32 bit on windows. (#976) 2020-03-14 22:36:56 +01:00
Ryujinx.Audio Add inbuilt Opengl renderer to window (#922) 2020-02-12 01:56:19 +01:00
Ryujinx.Common Reducing log sizes (#724) 2020-02-12 12:18:33 +11:00
Ryujinx.Debugger Render Profiler in GUI (#854) 2020-02-06 11:25:47 +00:00
Ryujinx.Graphics.GAL Support configurable point size (#916) 2020-02-02 10:19:46 +11:00
Ryujinx.Graphics.Gpu Implement MME shadow RAM (#987) 2020-03-13 12:30:26 +11:00
Ryujinx.Graphics.Nvdec Add runtime identifiers to new projects 2020-01-09 02:13:00 +01:00
Ryujinx.Graphics.OpenGL Reduce copy destination size by target mipmap level, rather than source size. (#959) 2020-03-01 07:50:44 +11:00
Ryujinx.Graphics.Shader Improve shader sampler type selection (#989) 2020-03-15 11:24:45 +11:00
Ryujinx.Graphics.Texture Add runtime identifiers to new projects 2020-01-09 02:13:00 +01:00
Ryujinx.HLE audren: Accept REV8 (#993) 2020-03-18 09:43:47 +11:00
Ryujinx.LLE Render Profiler in GUI (#854) 2020-02-06 11:25:47 +00:00
Ryujinx.ShaderTools Render Profiler in GUI (#854) 2020-02-06 11:25:47 +00:00
Ryujinx.Tests Implement AESMC, AESIMC, AESE, AESD and VEOR AArch32 instructions (#982) 2020-03-14 10:29:58 +11:00
Ryujinx.Tests.Unicorn Add SSAT, SSAT16, USAT and USAT16 ARM32 instructions (#954) 2020-03-01 07:51:55 +11:00
.gitattributes aloha 2018-02-04 20:08:20 -03:00
.gitignore Implement ContentManager and related services (#438) 2018-11-18 17:37:41 -02:00
.travis.yml Add some tests (#18) 2018-02-15 21:04:38 -03:00
appveyor.yml Improve build identification (#927) 2020-02-12 14:35:39 +01:00
CONFIG.md Use the Joystick interface for game controller input. (#737) 2019-08-05 20:58:27 +02:00
KEYS.md Rename "RyuFs" directory to "Ryujinx" and use the same savedata system the Switch uses (#801) 2020-01-05 12:49:44 +01:00
LICENSE.txt Update license (#788) 2019-10-12 23:48:31 -03:00
README.md Update path for system archives in README (#870) 2020-01-10 23:04:52 +01:00
Ryujinx.sln Add inbuilt Opengl renderer to window (#922) 2020-02-12 01:56:19 +01:00
Ryujinx.sln.DotSettings Add features to GUI (#757) 2019-11-29 15:32:51 +11:00

Ryujinx

An Experimental Switch emulator written in C#

A lot of games boot, but only some are playable. See the compatiblity list here.

Usage

To run this emulator, you need the .NET Core 3.0 (or higher) SDK.

If you use a pre-built version, you can use the graphical interface to run your games and homebrew.

If you build it yourself you will need to: Run dotnet run -c Release -- path\to\homebrew.nro inside the Ryujinx project folder to run homebrew apps. Run dotnet run -c Release -- path\to\game.nsp/xci to run official games.

Every file related to Ryujinx is stored in the Ryujinx folder. Located in C:\Users\USERNAME\AppData\Roaming\ for Windows, /home/USERNAME/.config for Linux or /Users/USERNAME/Library/Application Support/ for macOS. It can also be accessed by clicking Open Ryujinx Folder under the File menu in the GUI.

Latest build

These builds are compiled automatically for each commit on the master branch, and may be unstable or completely broken.

The latest automatic build for Windows, macOS, and Linux can be found on the Official Website.

Requirements

  • Switch Keys

    Everything on the Switch is encrypted, so if you want to run anything other than homebrew, you have to dump encryption keys from your console. To get more information please take a look at our Keys Documentation.

  • System Titles

    Some of our System Module implementations, like time, require System Data Archives. You can install them by mounting your nand partition using HacDiskMount and copying the content to Ryujinx/bis/system.

  • Executables

    Ryujinx is able to run both official games and homebrew.

    Homebrew is available on many websites, such as the Switch Appstore.

    A hacked Nintendo Switch is needed to dump games, which you can learn how to do here. Once you have hacked your Nintendo Switch, you will need to dump your own games with NxDumpTool to get an XCI or NSP dump.

Features

  • Audio

    Everything for audio is partially supported. We currently use a C# wrapper for libsoundio, and we support OpenAL (installation needed) too as a fallback. Our current Opus implementation is pretty incomplete.

  • CPU

    The CPU emulator, ARMeilleure, emulates an ARMv8 CPU, and currently only has support for the new 64-bit ARMv8 instructions (with a few instructions still missing). It translates the ARM code to a custom IR, performs a few optimizations, and turns that into x86 code. To handle that, we use our own JIT called ARMeilleure, which uses the custom IR and compiles the code to x86.

  • GPU

    The GPU emulator emulates the Switch's Maxwell GPU using the OpenGL API (version 4.2 minimum) through a custom build of OpenTK.

  • Input

    We currently have support for keyboard, mouse, touch input, JoyCon input support emulated through the keyboard, and some controllers too. You can set up everything inside the configuration menu.

  • Configuration

    The emulator has settings for dumping shaders, 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.

    For more information you can go here (Outdated).

Compatibility

You can check out the compatibility list here.

Don't hesitate to open a new issue if a game isn't already on there.

Help

If you have homebrew that currently doesn't work within the emulator, you can contact us through our Discord with the .NRO/.NSO and source code, if possible. We'll take note of whatever is causing the app/game to not work, on the watch list and fix it at a later date.

If you need help with setting up Ryujinx, you can ask questions in the support channel of our Discord server.

Contact

If you have contributions, need support, have suggestions, or just want to get in touch with the team, join our Discord server!

If you'd like to donate, please take a look at our Patreon.