Run Nintendo Switch homebrew & games on your Android device!
Go to file
PixelyIon 5b7572a8b3
Introduce chunked MegaBuffer allocation
After the introduction of workahead a system to hold a single large megabuffer per submission was implemented, this worked fine for most cases however when many submissions were flight at the same time memory usage would increase dramatically due to the amount of megabuffers needed. Since only one megabuffer was allowed per execution, it forced the buffer to be fairly large in order to accomodate the upper-bound, even further increasing memory usage.

This commit implements a system to fix the memory usage issue described above by allowing multiple megabuffers to be allocated per execution, as well as reuse across executions. Allocations now go through a global allocator object which chooses which chunk to allocate into on a per-allocation scale, if all are in use by the GPU another chunk will be allocated, that can then be reused for future allocations too. This reduces Hollow Knight megabuffer memory usage by a factor 4 and SMO by even more.
2022-08-07 03:12:27 +05:30
.github/workflows Don't delete build folder in CI runs 2022-08-06 22:20:54 +05:30
.idea Update Project Inspection Profile 2022-08-06 22:18:42 +05:30
app Introduce chunked MegaBuffer allocation 2022-08-07 03:12:27 +05:30
gradle/wrapper Update Kotlin, AGP, Gradle and Build Tools 2022-04-27 14:00:36 +05:30
.gitignore Add .trace files to .gitignore 2022-04-25 20:59:53 +05:30
.gitmodules Remove PugiXML submodule 2022-07-26 20:16:24 +05:30
build.gradle Add kotlinx.serialization-json dependencies 2022-08-06 22:00:19 +05:30
BUILDING.md Create a BUILDING.md file with building instructions 2022-04-14 13:54:51 +05:30
CONTRIBUTING.md Add rules on semantic wrapping and bracketed initalisation to contrib 2021-11-10 21:35:36 +05:30
gradle.properties Upgrade Gradle (7.4), AGP (7.1.2) and Kotlin Dependencies 2022-04-14 14:14:52 +05:30
gradlew Redesign UI 2021-06-17 20:30:22 +05:30
gradlew.bat add files, cannot figure out why native lib is broken 2019-06-28 20:35:14 -04:00
LICENSE.md Move to MPL-2.0 2020-04-23 22:26:27 +05:30
README.md Update README.md 2022-04-14 13:54:51 +05:30
settings.gradle add files, cannot figure out why native lib is broken 2019-06-28 20:35:14 -04:00



Contributing GuideBuilding Guide

Skyline is an experimental emulator that runs on ARMv8 Android™ devices and emulates the functionality of a Nintendo Switch™ system, licensed under Mozilla Public License 2.0


Contact

You can contact the core developers of Skyline at our Discord. If you have any questions, feel free to ask. It's also a good place to just keep up with the emulator, as most talk regarding development goes on over there.


Special Thanks

A few noteworthy teams/projects who've helped us along the way are:

  • Ryujinx: We've used Ryujinx for reference throughout the project, the accuracy of their HLE implementations of Switch subsystems make it an amazing reference. The team behind the project has been extremely helpful with any queries we've had and have constantly helped us with any issues we've come across. It should be noted that Skyline is not based on Ryujinx.

  • yuzu: Skyline's shader compiler is a fork of yuzu's shader compiler with Skyline-specific changes, using it allowed us to focus on the parts of GPU emulation that we could specifically optimize for mobile while having a high-quality shader compiler implementation as a base. The team behind yuzu has also often helped us and have graciously provided us with a license exemption.

  • Switchbrew: We've extensively used Switchbrew whether that be their wiki with its colossal amount of information on the Switch that has saved us countless hours of time or libnx which was crucial to initial development of the emulator to ensure that our HLE kernel and sysmodule implementations were accurate.


Disclaimer

  • Nintendo Switch is a trademark of Nintendo Co., Ltd
  • Android is a trademark of Google LLC