![]() * Fast path for Inline2Memory buffer write This PR adds a method to PhysicalMemory that attempts to write all cached resources directly, so that memory tracking can be avoided. The goal of this is both to avoid flushing buffer data, and to avoid raising the sequence number when data is written, which causes buffer and texture handles to be re-checked. This currently only targets buffers, with a side check on textures that falls back to a tracked write if any exist within the target range. It's not expected to write textures from here - this is just a mechanism to protect us if someone does decide to do that. It's possible to add a fast path for this in future (and for ShaderCache, once that starts using tracking) The forced read before inline2memory begins has been skipped, as the data is fully written when the transfer is completed anyways. This allows us to flush on read in emergency situations, but still write the new data over the flushed data. Improves performance on Xenoblade 2 and DE, which was flushing buffer data on the GPU thread when trying to write compute data. May improve performance in other games that write SSBOs from compute, and update data in the same/nearby pages often. Super Smash Bros Ultimate should probably be tested to make sure the vertex explosions haven't returned, as I think that's what this AdvanceSequence was for. * ForceDirty before write, to make sure data does not flush over the new write |
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.github | ||
ARMeilleure | ||
Ryujinx | ||
Ryujinx.Audio | ||
Ryujinx.Audio.Backends | ||
Ryujinx.Audio.Backends.OpenAL | ||
Ryujinx.Audio.Backends.SDL2 | ||
Ryujinx.Audio.Backends.SoundIo | ||
Ryujinx.Common | ||
Ryujinx.Cpu | ||
Ryujinx.Graphics.Device | ||
Ryujinx.Graphics.GAL | ||
Ryujinx.Graphics.Gpu | ||
Ryujinx.Graphics.Host1x | ||
Ryujinx.Graphics.Nvdec | ||
Ryujinx.Graphics.Nvdec.H264 | ||
Ryujinx.Graphics.Nvdec.Vp9 | ||
Ryujinx.Graphics.OpenGL | ||
Ryujinx.Graphics.Shader | ||
Ryujinx.Graphics.Texture | ||
Ryujinx.Graphics.Vic | ||
Ryujinx.Graphics.Video | ||
Ryujinx.Headless.SDL2 | ||
Ryujinx.HLE | ||
Ryujinx.Input | ||
Ryujinx.Input.SDL2 | ||
Ryujinx.Memory | ||
Ryujinx.Memory.Tests | ||
Ryujinx.SDL2.Common | ||
Ryujinx.ShaderTools | ||
Ryujinx.Tests | ||
Ryujinx.Tests.Unicorn | ||
.editorconfig | ||
.gitattributes | ||
.gitignore | ||
appveyor.yml | ||
global.json | ||
LICENSE.txt | ||
README.md | ||
Ryujinx.sln | ||
Ryujinx.sln.DotSettings |
Ryujinx
An experimental Switch emulator written in C#
As of May 2021, Ryujinx has been tested on nearly 3,400 titles: ~3,000 boot past menus and into gameplay, with approximately 2,100 of those being considered playable. See the compatibility list here.
Usage
To run this emulator, we recommend that your PC have at least 8GB of RAM; less than this amount can result in unpredictable behavior and may cause crashes or unacceptable performance.
See our Setup & Configuration Guide on how to set up the emulator.
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.
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 you will need to:
Step one: Install the X64 version of .NET 5.0 (or higher) SDK.
Step two (choose one):
(Variant one)
After the installation of the .NET SDK is done; go ahead and copy the Clone link from GitHub from here (via Clone or Download --> Copy HTTPS Link. You can Git Clone the repo by using Git Bash or Git CMD.
(Variant two):
Download the ZIP Tarball. Then extract it to a directory of your choice.
Step three:
Build the App using a Command prompt in the project directory. You can quickly access it by holding shift in explorer (in the Ryujinx directory) then right clicking, and typing the following command:
Run dotnet build -c Release
inside the Ryujinx project folder to build Ryujinx binaries.
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 the OpenGL API (version 4.5 minimum) through a custom build of OpenTK. 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 clickingOpen Ryujinx Folder
under the File menu in the GUI.
Compatibility
You can check out the compatibility list here. Anyone is free to submit an updated test on an existing game entry; simply follow the new issue template and testing guidelines, and post as a reply to the applicable game issue.
Don't hesitate to open a new issue if a game isn't already on there!
Help
If you are having problems launching homebrew or a particular game marked status-playable or status-ingame in our compatibility list, you can contact us through our Discord server. We'll take note of whatever is causing the app/game to not work, put it 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.
License
This software is licensed under the terms of the MIT license. The Ryujinx.Audio project is licensed under the terms of the LGPLv3 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
- AmiiboAPI is used in our Amiibo emulation.