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…ndow size. (#6750) * Do not save window dimensions when maximized. * Implement option to disable window size/position memory. * Remove logging statements * Implement menubar items for common window sizes. * formatting fixes * Set 720p window as a composite value. * Remove unused using * Fix exception paramter. * Force restore window when a size change is requested * Fix some resizing bugs.
* Fix system dateTime loading in avalonia LoadCurrentConfiguration * Rename local var to not use upper camel case
* Replace "List.ForEach" for "foreach" * dotnet format * Update Ptc.cs * Update GpuContext.cs
* Change text * clarify version number * update gtk
* Add files via upload * Update IHidServer.cs mistakes... * format how do i do it * Update src/Ryujinx.HLE/HOS/Services/Hid/IHidServer.cs Co-authored-by: Agatem <[email protected]> * Update src/Ryujinx.HLE/HOS/Services/Hid/IHidServer.cs Co-authored-by: Agatem <[email protected]> * bruh * Apply suggestions from code review Co-authored-by: gdkchan <[email protected]> * use readuint32 instead * second thought * i hope it works thanks someone higher up with the same thing * pid * Apply suggestions from code review Co-authored-by: Ac_K <[email protected]> * styles i think * Apply suggestions from code review Co-authored-by: makigumo <[email protected]> --------- Co-authored-by: Agatem <[email protected]> Co-authored-by: gdkchan <[email protected]> Co-authored-by: Ac_K <[email protected]> Co-authored-by: makigumo <[email protected]>
…te limit. (#6581) * Truncate game title and details if they exceed DiscordRPC limit. * Update implementation to a byte total check. * Track if the string has actually been modified correctly. * Allow an early function return and simplify logic. * Better handling of large input strings and minimise loop opportunities. * Remove unused using. * Update to `applicationName` over `titleName`.
* Halve primitive ID when converting quads to triangles * Shader cache version bump * Add support for bindless textures from storage buffer on Vulkan
* Add "Follow OS theme" option * Update App.axaml.cs * Add "Follow OS theme" option * Update App.axaml.cs * Remove `this` * Remove annotation for nullable reference * Change into switch expression to make it concise * Change comments to XML docs * Update en_US.json * Fix icons in About dialog do not response to "auto" theme The theme icons seemingly use Dark variant event when the OS theme is light. In addition, I added ThemeManager common to make it accessible for both App and AboutWindow * Newline at the end * newline moment * Update ThemeManager.cs * bait to switch to lf * change to lf * temp. revert * Add back ThemeManager.cs common, pls pass the format check * I found the mistake: should have put `ThemeManager.OnThemeChanged();` in try block Finally solve the formatting check * test formatting * Update App.axaml.cs * Ok i seem to forget to add version lol * Fix info CA1816
…6646) * Block input updates while swkbd is open in foreground mode * Flush internal driver state before unblocking input updates * Rename Flush to Clear and remove unnecessary attribute
* Bump Avalonia.Svg * Remove using * Bump Version * Remove other reload
* New translations en_us.json (Arabic) * New translations en_us.json (Russian) * New translations en_us.json (Chinese Traditional) * New translations en_us.json (French) * New translations en_us.json (Russian) * New translations en_us.json (Spanish) * New translations en_us.json (Arabic) * New translations en_us.json (German) * New translations en_us.json (Greek) * New translations en_us.json (Hebrew) * New translations en_us.json (Italian) * New translations en_us.json (Japanese) * New translations en_us.json (Korean) * New translations en_us.json (Polish) * New translations en_us.json (Russian) * New translations en_us.json (Turkish) * New translations en_us.json (Ukrainian) * New translations en_us.json (Chinese Simplified) * New translations en_us.json (Chinese Traditional) * New translations en_us.json (Portuguese, Brazilian) * New translations en_us.json (Thai) * New translations en_us.json (French) * New translations en_us.json (Arabic) * New translations en_us.json (Italian) * New translations en_us.json (Korean) * New translations en_us.json (Russian) * New translations en_us.json (Ukrainian) * New translations en_us.json (Chinese Simplified) * New translations en_us.json (Arabic) * New translations en_us.json (Polish) * New translations en_us.json (Turkish) * New translations en_us.json (Arabic) * New translations en_us.json (Chinese Traditional) * New translations en_us.json (Russian) * New translations en_us.json (French) * New translations en_us.json (Thai) * New translations en_us.json (Spanish) * New translations en_us.json (Arabic) * New translations en_us.json (German) * New translations en_us.json (Greek) * New translations en_us.json (Hebrew) * New translations en_us.json (Italian) * New translations en_us.json (Japanese) * New translations en_us.json (Korean) * New translations en_us.json (Polish) * New translations en_us.json (Russian) * New translations en_us.json (Turkish) * New translations en_us.json (Ukrainian) * New translations en_us.json (Chinese Simplified) * New translations en_us.json (Chinese Traditional) * New translations en_us.json (Portuguese, Brazilian) * New translations en_us.json (Thai) * New translations en_us.json (French) * New translations en_us.json (Arabic) * New translations en_us.json (Chinese Traditional) * New translations en_us.json (Arabic) * New translations en_us.json (Italian) * New translations en_us.json (Arabic) * New translations en_us.json (Italian) * New translations en_us.json (Spanish) * New translations en_us.json (Russian) * New translations en_us.json (Russian) * New translations en_us.json (Thai) * New translations en_us.json (Spanish) * New translations en_us.json (Arabic) * New translations en_us.json (German) * New translations en_us.json (Greek) * New translations en_us.json (Hebrew) * New translations en_us.json (Italian) * New translations en_us.json (Japanese) * New translations en_us.json (Korean) * New translations en_us.json (Polish) * New translations en_us.json (Russian) * New translations en_us.json (Turkish) * New translations en_us.json (Ukrainian) * New translations en_us.json (Chinese Simplified) * New translations en_us.json (Chinese Traditional) * New translations en_us.json (Portuguese, Brazilian) * New translations en_us.json (Thai) * New translations en_us.json (French) * New translations en_us.json (Chinese Traditional) * New translations en_us.json (Arabic) * New translations en_us.json (Russian) * New translations en_us.json (Turkish) * New translations en_us.json (Chinese Simplified) * New translations en_us.json (Russian) * New translations en_us.json (Chinese Simplified) * New translations en_us.json (Russian) * New translations en_us.json (Portuguese, Brazilian) * New translations en_us.json (German)
…ound) (#…" (#6805) This reverts commit a3dc295.
* Improves some log messages and fixes a typo * oops * Update src/Ryujinx.UI.Common/Configuration/ConfigurationState.cs Co-authored-by: Ac_K <[email protected]> * Log config file path --------- Co-authored-by: Ac_K <[email protected]> Co-authored-by: TSR Berry <[email protected]>
…r (#6813) * Update audio renderer to REV12: Add support for splitter biquad filter * Formatting * Official names * Update BiquadFilterState size + other fixes * Update tests * Update comment for version 2 * Size test for SplitterDestinationVersion2 * Should use Volume1 if no ramp
…econd attempt) (#6808) * Block input updates while swkbd is open in foreground mode * Flush internal driver state before unblocking input updates * Rename Flush to Clear and remove unnecessary attribute * Clear the driver state only if the GamepadDriver isn't null
… mappings (#6794) * GPU: Migrate buffers on GPU project, pre-emptively flush device local mappings Essentially retreading #4540, but it's on the GPU project now instead of the backend. This allows us to have a lot more control + knowledge of where the buffer backing has been changed and allows us to pre-emptively flush pages to host memory for quicker readback. It will allow us to do other stuff in the future, but we'll get there when we get there. Performance greatly improved in Hyrule Warriors: Age of Calamity. Performance notably improved in TOTK (average). Performance for BOTW restored to how it was before #4911, perhaps a bit better. - Rewrites a bunch of buffer migration stuff. Might want to tighten up how dispose stuff works. - Fixed an issue where the copy for texture pre-flush would happen _after_ the syncpoint. TODO: remove a page from pre-flush if it isn't flushed after a certain number of copies. * Add copy deactivation * Fix dependent virtual buffers * Remove logging * Fix format issues (maybe) * Vulkan: Remove backing swap * Add explicit memory access types for most buffers * Fix typo * Add device local force expiry, change buffer inheritance behaviour * General cleanup, OGL fix * BufferPreFlush comments * BufferBackingState comments * Add an extra precaution to BufferMigration This is very unlikely, but it's important to cover loose ends like this. * Address some feedback * Docs
* Implementing new features in the latest Concentus library - span-in, span-out Opus decoding (so we don't have to make temporary buffer copies), returning a more precise error code from the decoder, and automatically linking the native opus library with P/invoke if supported on the current system * Remove stub log messages and commit package upgrade to 2.1.0 * use more correct disposal pattern * Bump to Concentus 2.1.1 * Bump to Concentus 2.1.2 * Don't bother pulling in native opus binaries from Concentus package (using ExcludeAssets). * Fix opus MS channel count. Explicitly disable native lib probe in OpusCodecFactory. * Bump to package 2.2.0 which has split out the native libs, as suggested. --------- Co-authored-by: Logan Stromberg <[email protected]>
…ad (#6837) * Kernel: Wake cores from idle directly rather than through a host thread Right now when a core enters an idle state, leaving that idle state requires us to first signal the core's idle thread, which then signals the correct thread that we want to run on the core. This means that in a lot of cases, we're paying double for a thread to be woken from an idle state. This PR moves this process to happen on the thread that is waking others out of idle, instead of an idle thread that needs to be woken first. For compatibility the process has been kept as similar as possible - the process for IdleThreadLoop has been migrated to TryLeaveIdle, and is gated by a condition variable that lets it run only once at a time for each core. A core is only considered for wake from idle if idle is both active and has been signalled - the signal is consumed and the active state is cleared when the core leaves idle. Dummy threads (just the idle thread at the moment) have been changed to have no host thread, as the work is now done by threads entering idle and signalling out of it. This could put a bit of extra work on threads that would have triggered `_idleInterruptEvent` before, but I'd expect less work than signalling all those reset events and the OS overhead that follows. Worst case is that other threads performing these signals at the same time will have to wait for each other, but it's still going to be a very short amount of time. Improvements are best seen in games with heavy (or very misguided) multithreading, such as Pokemon: Legends Arceus. Improvements are expected in Scarlet/Violet and TOTK, but are harder to measure. Testing on Linux/MacOS still to be done, definitely need to test more games as this affects all of them (obviously) and any issues might be rare to encounter. * Remove _idleThread entirely * Use spinwait so we don't completely blast the CPU with cmpxchg * Didn't I already do this * Cleanup
* Workaround AMD bug on logic op with float framebuffer * Format whitespace * Update comment
Rename ContentCollection to ContentMetaData Fix casing issues in log messages Use null as the default value for updatePath
Move SaveDataOwnerId check to the top, since it seems to be more reliable.
This commit reverts some parts of 61615b8. Since the issue wasn't actually related to the application id in CMNTs, we can remove the wrong assumptions.
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