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Vulkan: Migrate buffers between memory types to improve GPU performance (#4540)
* Initial implementation of migration between memory heaps

- Missing OOM handling
- Missing `_map` data safety when remapping
  - Copy may not have completed yet (needs some kind of fence)
  - Map may be unmapped before it is done being used. (needs scoped access)
- SSBO accesses are all "writes" - maybe pass info in another way.
- Missing keeping map type when resizing buffers (should this be done?)

* Ensure migrated data is in place before flushing.

* Fix issue where old waitable would be signalled.

- There is a real issue where existing Auto<> references need to be replaced.

* Swap bound Auto<> instances when swapping buffer backing

* Fix conversion buffers

* Don't try move buffers if the host has shared memory.

* Make GPU methods return PinnedSpan with scope

* Storage Hint

* Fix stupidity

* Fix rebase

* Tweak rules

Attempt to sidestep BOTW slowdown

* Remove line

* Migrate only when command buffers flush

* Change backing swap log to debug

* Address some feedback

* Disallow backing swap when the flush lock is held by the current thread

* Make PinnedSpan from ReadOnlySpan explicitly unsafe

* Fix some small issues

- Index buffer swap fixed
- Allocate DeviceLocal buffers using a separate block list to images.

* Remove alternative flags

* Address feedback
2023-03-19 17:56:48 -03:00
.github [Flatpak] Beautify multiline strings again & Add full git commit hash (#4535) 2023-03-12 10:42:33 +01:00
ARMeilleure Reducing memory allocations (#4537) 2023-03-17 13:14:50 +01:00
distribution Misc: Support space in path on macOS distribution (#4462) 2023-03-12 17:21:21 +01:00
Ryujinx Reducing memory allocations (#4537) 2023-03-17 13:14:50 +01:00
Ryujinx.Audio Misc performance tweaks (#4509) 2023-03-11 17:05:48 -03:00
Ryujinx.Audio.Backends.OpenAL Use NuGet Central Package Management to manage package versions solution-wise (#4095) 2022-12-12 16:03:10 +01:00
Ryujinx.Audio.Backends.SDL2 Better SDL2 Audio Init Error Logging (#3967) 2022-12-01 17:53:13 +01:00
Ryujinx.Audio.Backends.SoundIo Minor code formatting (#4498) 2023-03-04 14:43:08 +01:00
Ryujinx.Ava Ava UI: DownloadableContentManager Refactor (#4300) 2023-03-14 17:04:38 +01:00
Ryujinx.Common Reducing memory allocations (#4537) 2023-03-17 13:14:50 +01:00
Ryujinx.Cpu Reducing memory allocations (#4537) 2023-03-17 13:14:50 +01:00
Ryujinx.Graphics.Device Use method overloads that support trimming. Mark some types to be trimming friendly (#4083) 2022-12-12 15:10:05 +01:00
Ryujinx.Graphics.GAL Vulkan: Migrate buffers between memory types to improve GPU performance (#4540) 2023-03-19 17:56:48 -03:00
Ryujinx.Graphics.Gpu Vulkan: Migrate buffers between memory types to improve GPU performance (#4540) 2023-03-19 17:56:48 -03:00
Ryujinx.Graphics.Host1x misc: Use official names for NVDEC registers (#4192) 2023-01-02 14:48:46 +00:00
Ryujinx.Graphics.Nvdec misc: Use official names for NVDEC registers (#4192) 2023-01-02 14:48:46 +00:00
Ryujinx.Graphics.Nvdec.FFmpeg Replace DllImport usage with LibraryImport (#4084) 2022-12-15 18:07:31 +01:00
Ryujinx.Graphics.Nvdec.Vp9 Minor code formatting (#4498) 2023-03-04 14:43:08 +01:00
Ryujinx.Graphics.OpenGL Vulkan: Migrate buffers between memory types to improve GPU performance (#4540) 2023-03-19 17:56:48 -03:00
Ryujinx.Graphics.Shader Minor code formatting (#4498) 2023-03-04 14:43:08 +01:00
Ryujinx.Graphics.Texture Update range for remapped sparse textures instead of recreating them (#4442) 2023-03-14 17:08:44 -03:00
Ryujinx.Graphics.Vic Accelerate NVDEC VIC surface read/write and colorspace conversion with Arm64 HW intrinsics (#4351) 2023-02-07 02:38:54 +00:00
Ryujinx.Graphics.Video Make structs readonly when applicable (#4002) 2022-12-05 14:47:39 +01:00
Ryujinx.Graphics.Vulkan Vulkan: Migrate buffers between memory types to improve GPU performance (#4540) 2023-03-19 17:56:48 -03:00
Ryujinx.Headless.SDL2 Initial Apple Hypervisor based CPU emulation (#4332) 2023-01-29 08:37:52 -03:00
Ryujinx.HLE Avoid copying more handles than we have space for (#4564) 2023-03-19 11:30:04 +01:00
Ryujinx.Horizon Minor code formatting (#4498) 2023-03-04 14:43:08 +01:00
Ryujinx.Horizon.Common HIPC: Fix reply possibly also receiving one request (#4232) 2023-01-08 15:34:49 -03:00
Ryujinx.Horizon.Generators nuget: bump Microsoft.CodeAnalysis.Analyzers from 3.3.3 to 3.3.4 (#4310) 2023-01-21 20:04:39 +00:00
Ryujinx.Horizon.Kernel.Generators nuget: bump Microsoft.CodeAnalysis.Analyzers from 3.3.3 to 3.3.4 (#4310) 2023-01-21 20:04:39 +00:00
Ryujinx.Input Reducing memory allocations (#4537) 2023-03-17 13:14:50 +01:00
Ryujinx.Input.SDL2 Misc performance tweaks (#4509) 2023-03-11 17:05:48 -03:00
Ryujinx.Memory Remove MultiRange Min/MaxAddress and rename GetSlice to Slice (#4566) 2023-03-19 17:31:35 +01:00
Ryujinx.Memory.Tests Misc performance tweaks (#4509) 2023-03-11 17:05:48 -03:00
Ryujinx.SDL2.Common Include a start.sh file with correct launch options (#4013) 2023-01-07 09:06:13 +01:00
Ryujinx.ShaderTools Use NuGet Central Package Management to manage package versions solution-wise (#4095) 2022-12-12 16:03:10 +01:00
Ryujinx.Tests Use SIMD acceleration for audio upsampler (#4410) 2023-02-21 11:44:57 +01:00
Ryujinx.Tests.Unicorn Replace unicorn bindings with Nuget package (#4378) 2023-02-09 02:24:32 +01:00
Ryujinx.Ui.Common Update LibHac to 0.18.0 (#4414) 2023-03-01 23:42:27 -03:00
Ryujinx.Ui.LocaleGenerator nuget: bump Microsoft.CodeAnalysis.Analyzers from 3.3.3 to 3.3.4 (#4310) 2023-01-21 20:04:39 +00:00
Spv.Generator infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
.editorconfig Make structs readonly when applicable (#4002) 2022-12-05 14:47:39 +01:00
.gitattributes misc: Enforce LF (#4253) 2023-01-10 19:00:14 +01:00
.gitignore GUI: Add option to register file types (#4250) 2023-01-22 17:39:00 +00:00
crowdin.yml Update Crowdin configuration file 2022-12-02 15:22:21 +01:00
Directory.Packages.props Reducing memory allocations (#4537) 2023-03-17 13:14:50 +01:00
global.json [Flatpak] Add release github workflow (#4529) 2023-03-11 19:04:13 +01:00
LICENSE.txt Update license (#788) 2019-10-12 23:48:31 -03:00
nuget.config [Headless] Fix for not receiving any SDL events on Linux (#4182) 2022-12-29 15:09:18 +01:00
README.md Add post processing feature to the readme (#4499) 2023-03-04 02:15:29 +00:00
Ryujinx.sln Readd Ryujinx.Ui.LocaleGenerator removed in #4188 (again) 2023-01-05 00:23:17 +01:00
Ryujinx.sln.DotSettings Fix SpirV parse failure (#3597) 2022-08-18 01:49:43 +02:00


Ryujinx
Ryujinx
(REE-YOU-JINX)

Ryujinx is an open-source Nintendo Switch emulator, created by gdkchan, written in C#. This emulator aims at providing excellent accuracy and performance, a user-friendly interface and consistent builds. It was written from scratch and development on the project began in September 2017. Ryujinx is available on Github under the MIT license.

Discord

Compatibility

As of November 2022, Ryujinx has been tested on approximately 3,800 titles; over 3,600 boot past menus and into gameplay, with roughly 3,200 of those being considered playable. You can check out the compatibility list here. Anyone is free to submit a new game test or update an existing game test entry; simply follow the new issue template and testing guidelines, or post as a reply to the applicable game issue. Use the search function to see if a game has been tested already!

Usage

To run this emulator, your PC must be equipped with at least 8GiB of RAM; failing to meet this requirement may result in a poor gameplay experience or unexpected crashes.

See our Setup & Configuration Guide on how to set up the emulator.

For our Local Wireless and LAN builds, see our Multiplayer: Local Play/Local Wireless Guide .

Avalonia UI comes with translations for various languages. See Crowdin for more information.

Latest build

These builds are compiled automatically for each commit on the master branch. While we strive to ensure optimal stability and performance prior to pushing an update, our automated builds may be unstable or completely broken.

If you want to see details on updates to the emulator, you can visit our Changelog.

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

Building

If you wish to build the emulator yourself, follow these steps:

Step 1

Install the X64 version of .NET 7.0 (or higher) SDK.

Step 2

Either use git clone https://github.com/Ryujinx/Ryujinx on the command line to clone the repository or use Code --> Download zip button to get the files.

Step 3

To build Ryujinx, open a command prompt inside the project directory. You can quickly access it on Windows by holding shift in File Explorer, then right clicking and selecting Open command window here. Then type the following command: dotnet build -c Release -o build the built files will be found in the newly created build directory.

Ryujinx system files are stored in the Ryujinx folder. This folder is located in the user folder, which can be accessed by clicking Open Ryujinx Folder under the File menu in the GUI.

Features

  • Audio

    Audio output is entirely supported, audio input (microphone) isn't supported. We use C# wrappers for OpenAL, and SDL2 & libsoundio as fallbacks.

  • CPU

    The CPU emulator, ARMeilleure, emulates an ARMv8 CPU and currently has support for most 64-bit ARMv8 and some of the ARMv7 (and older) instructions, including partial 32-bit support. It translates the ARM code to a custom IR, performs a few optimizations, and turns that into x86 code. There are three memory manager options available depending on the user's preference, leveraging both software-based (slower) and host-mapped modes (much faster). The fastest option (host, unchecked) is set by default. Ryujinx also features an optional Profiled Persistent Translation Cache, which essentially caches translated functions so that they do not need to be translated every time the game loads. The net result is a significant reduction in load times (the amount of time between launching a game and arriving at the title screen) for nearly every game. NOTE: this feature is enabled by default in the Options menu > System tab. You must launch the game at least twice to the title screen or beyond before performance improvements are unlocked on the third launch! These improvements are permanent and do not require any extra launches going forward.

  • GPU

    The GPU emulator emulates the Switch's Maxwell GPU using either the OpenGL (version 4.5 minimum), Vulkan, or Metal (via MoltenVK) APIs through a custom build of OpenTK or Silk.NET respectively. There are currently six graphics enhancements available to the end user in Ryujinx: Disk Shader Caching, Resolution Scaling, Anti-Aliasing, Scaling Filters (including FSR), Anisotropic Filtering and Aspect Ratio Adjustment. These enhancements can be adjusted or toggled as desired in the GUI.

  • Input

    We currently have support for keyboard, mouse, touch input, JoyCon input support, and nearly all controllers. Motion controls are natively supported in most cases; for dual-JoyCon motion support, DS4Windows or BetterJoy are currently required. In all scenarios, you can set up everything inside the input configuration menu.

  • DLC & Modifications

    Ryujinx is able to manage add-on content/downloadable content through the GUI. Mods (romfs, exefs, and runtime mods such as cheats) are also supported; the GUI contains a shortcut to open the respective mods folder for a particular game.

  • Configuration

    The emulator has settings for 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, found in the user folder which can be accessed by clicking Open Ryujinx Folder under the File menu in the GUI.

Contact

If you have contributions, suggestions, need emulator support or just want to get in touch with the team, join our Discord server. You may also review our FAQ.

Donations

If you'd like to support the project financially, Ryujinx has an active Patreon campaign.

All developers working on the project do so in their free time, but the project has several expenses:

  • Hackable Nintendo Switch consoles to reverse-engineer the hardware
  • Additional computer hardware for testing purposes (e.g. GPUs to diagnose graphical bugs, etc.)
  • Licenses for various software development tools (e.g. Jetbrains, IDA)
  • Web hosting and infrastructure maintenance (e.g. LDN servers)

All funds received through Patreon are considered a donation to support the project. Patrons receive early access to progress reports and exclusive access to developer interviews.

License

This software is licensed under the terms of the MIT license.
This project makes use of code authored by the libvpx project, licensed under BSD and the ffmpeg project, licensed under LGPLv3. See LICENSE.txt and THIRDPARTY.md for more details.

Credits

  • LibHac is used for our file-system.
  • AmiiboAPI is used in our Amiibo emulation.