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Vulkan: Don't flush commands when creating most sync (#4087)
* Vulkan: Don't flush commands when creating most sync

When the WaitForIdle method is called, we create sync as some internal GPU method may read back written buffer data. Some games randomly intersperse compute dispatch into their render passes, which result in this happening an unbounded number of times depending on how many times they run compute.

Creating sync in Vulkan is expensive, as we need to flush the current command buffer so that it can be waited on. We have a limited number of active command buffers due to how we track resource usage, so submitting too many command buffers will force us to wait for them to return to the pool.

This PR allows less "important" sync (things which are less likely to be waited on) to wait on a command buffer's result without submitting it, instead relying on AutoFlush or another, more important sync to flush it later on.

Because of the possibility of us waiting for a command buffer that hasn't submitted yet, any thread needs to be able to force the active command buffer to submit. The ability to do this has been added to the backend multithreading via an "Interrupt", though it is not supported without multithreading.

OpenGL drivers should already be doing something similar so they don't blow up when creating lots of sync, which is why this hasn't been a problem for these games over there.

Improves Vulkan performance on Xenoblade DE, Pokemon Scarlet/Violet, and Zelda BOTW (still another large issue here)

* Add strict argument

This is technically a separate concern from whether the sync is a host syncpoint.

* Remove _interrupted variable

* Actually wait for the invoke

This is required by AMD GPUs, and also may have caused some issues on other GPUs.

* Remove unused using.

* I don't know why it added these ones.

* Address Feedback

* Fix typo
2022-12-29 15:39:04 +01:00
.github gha: Add concurrency restriction on release workflow (#4081) 2022-12-09 16:15:28 +00:00
ARMeilleure Use new ArgumentNullException and ObjectDisposedException throw-helper API (#4163) 2022-12-27 20:27:11 +01:00
distribution infra: Add distribution files for macOS (#3934) 2022-12-01 14:08:43 +01:00
Ryujinx Replace DllImport usage with LibraryImport (#4084) 2022-12-15 18:07:31 +01:00
Ryujinx.Audio haydn: Add support for PCMFloat, PCM32 and PCM8 conversions (#4100) 2022-12-28 19:34:30 -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 audio: Rewrite SoundIo bindings (#4088) 2022-12-11 00:57:01 +01:00
Ryujinx.Ava Ava GUI: Restructure Ryujinx.Ava (#4165) 2022-12-29 15:24:05 +01:00
Ryujinx.Common Use new ArgumentNullException and ObjectDisposedException throw-helper API (#4163) 2022-12-27 20:27:11 +01:00
Ryujinx.Cpu Make structs readonly when applicable (#4002) 2022-12-05 14:47:39 +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: Don't flush commands when creating most sync (#4087) 2022-12-29 15:39:04 +01:00
Ryujinx.Graphics.Gpu Vulkan: Don't flush commands when creating most sync (#4087) 2022-12-29 15:39:04 +01:00
Ryujinx.Graphics.Host1x Make structs readonly when applicable (#4002) 2022-12-05 14:47:39 +01:00
Ryujinx.Graphics.Nvdec Make structs readonly when applicable (#4002) 2022-12-05 14:47:39 +01:00
Ryujinx.Graphics.Nvdec.FFmpeg Replace DllImport usage with LibraryImport (#4084) 2022-12-15 18:07:31 +01:00
Ryujinx.Graphics.Nvdec.Vp9 Use ReadOnlySpan<byte> compiler optimization in more places (#3853) 2022-11-18 03:10:44 +00:00
Ryujinx.Graphics.OpenGL Vulkan: Don't flush commands when creating most sync (#4087) 2022-12-29 15:39:04 +01:00
Ryujinx.Graphics.Shader Remove Half Conversion (#4106) 2022-12-14 21:13:23 -03:00
Ryujinx.Graphics.Texture GPU: Add fallback when 16-bit formats are not supported (#4108) 2022-12-26 15:50:27 -03:00
Ryujinx.Graphics.Vic Make structs readonly when applicable (#4002) 2022-12-05 14:47:39 +01:00
Ryujinx.Graphics.Video Make structs readonly when applicable (#4002) 2022-12-05 14:47:39 +01:00
Ryujinx.Graphics.Vulkan Vulkan: Don't flush commands when creating most sync (#4087) 2022-12-29 15:39:04 +01:00
Ryujinx.Headless.SDL2 [Headless] Fix for not receiving any SDL events on Linux (#4182) 2022-12-29 15:09:18 +01:00
Ryujinx.HLE Use new ArgumentNullException and ObjectDisposedException throw-helper API (#4163) 2022-12-27 20:27:11 +01:00
Ryujinx.Horizon.Generators Use NuGet Central Package Management to manage package versions solution-wise (#4095) 2022-12-12 16:03:10 +01:00
Ryujinx.Input Use NuGet Central Package Management to manage package versions solution-wise (#4095) 2022-12-12 16:03:10 +01:00
Ryujinx.Input.SDL2 infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
Ryujinx.Memory Use new ArgumentNullException and ObjectDisposedException throw-helper API (#4163) 2022-12-27 20:27:11 +01:00
Ryujinx.Memory.Tests Use NuGet Central Package Management to manage package versions solution-wise (#4095) 2022-12-12 16:03:10 +01:00
Ryujinx.SDL2.Common Use NuGet Central Package Management to manage package versions solution-wise (#4095) 2022-12-12 16:03:10 +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 Fix CPU FCVTN instruction implementation (slow path) (#4159) 2022-12-21 23:05:58 +00:00
Ryujinx.Tests.Unicorn Replace DllImport usage with LibraryImport (#4084) 2022-12-15 18:07:31 +01:00
Ryujinx.Ui.Common Replace DllImport usage with LibraryImport (#4084) 2022-12-15 18:07:31 +01:00
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 aloha 2018-02-04 20:08:20 -03:00
.gitignore [Headless] Fix for not receiving any SDL events on Linux (#4182) 2022-12-29 15:09:18 +01:00
crowdin.yml Update Crowdin configuration file 2022-12-02 15:22:21 +01:00
Directory.Packages.props nuget: bump Microsoft.NET.Test.Sdk from 17.4.0 to 17.4.1 (#4137) 2022-12-17 01:19:04 +01:00
global.json infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +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 crowdin badge and information in readme (#3990) 2022-12-02 23:57:38 +01:00
Ryujinx.sln Use NuGet Central Package Management to manage package versions solution-wise (#4095) 2022-12-12 16:03:10 +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 four graphics enhancements available to the end user in Ryujinx: Disk Shader Caching, Resolution Scaling, Aspect Ratio Adjustment, and Anisotropic Filtering. 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.