It seems MsgPack.Cli incorrectly converts some unicode control characters directly to JSON literal Unicode strings (eg. '\1'). As these are invalid, pretty printing the JSON report fails.
This removes pretty printing, pending a proper implementation, and tidies up MsgPack deserialization.
* Begin work on A32 SIMD Intrinsics
* More instructions, some cleanup.
* Intrinsics for Move instructions (zip etc)
These pass the existing tests.
* Intrinsics for some of Cvt
While doing this I noticed that the conversion for int/fp was incorrect
in the slow path. I'll fix this in the original repo.
* Intrinsics for more Arithmetic instructions.
* Intrinsics for Vext
* Fix VEXT Intrinsic for double words.
* Use InsertPs to move scalar values.
* Cleanup, fix VPADD.f32 and VMIN signed integer.
* Cleanup, add SSE2 support for scalar insert.
Works similarly to the IR scalar insert, but obviously this one works
directly on V128.
* Minor cleanup.
* Enable intrinsic for FP64 to integer conversion.
* Address feedback apart from splitting out intrinsic float abs
Also: bad VREV encodings as undefined rather than throwing in translation.
* Move float abs to helper, fix bug with cvt
* Rename opc2 & 3 to match A32 docs, use ArgumentOutOfRangeException appropriately.
* Get name of variable at compilation rather than string literal.
* Use correct double sign mask.
* am: Initial swkbd implementation
Currently only implements the full screen keyboard, inline keyboard will come later.
* Remove unnecessary logging
* Miscellaneous tidy up
* am: Always pop incoming interactive session data
* am: Add a reminder to implement the full config struct
* am: Check for a max length of zero
We should only limit/truncate text when the max length is set to a non-zero value.
* Add documentation
* am: Return IStorage not available when queue is empty
We should be returning the appropriate error code when the FIFO is empty, rather than just throwing an exception and killing the emulator.
* Fix typo
* Code style changes
This is a hack, but it works for now. We should really determine a way to automatically calculate the required buffer size to avoid situations where specific IPC calls "overflow" the maximum size.
Allows passing data into and out of the same registers when calling via the Kernel ABI. This allows implementing specific supervisor calls like "CallSecureMonitor", that expect their args and results in the same registers.
* Implement IIrSensorServer GetNpadIrCameraHandle
Resolves#618
* Throw ArgumentOutOfRange instead of IOE
* Revise for changes in later firmware
Based on RE work from 6.1.0
* Nits
* Print Guest Stack Trace in ServiceNotImplemented Exception
* Remove PrintGuestStackTrace
* Print Process Name and PID at the start of guest stack trace
* Audio: Select a shared audio device by default
This ensures that a non-raw audio device is selected wherever possible.
* Audio: Resolve libsoundio version mismatch between bindings and binaries
It turns out we were using bindings generated with libsoundio 1.1.0 git source, but the binaries we were using were built from master git source. I've rebuilt both binaries and bindings to ensure they are version matched.
This should resolve all outstanding issues with libsoundio (including the Linux segfault issue, and the "cannot open device" Windows issue).
* Audio: Reformat MarshalExtensions
* Resolve code indentation issues
* Logging: Refactor log targets into Ryujinx.Common
* Logger: Implement JSON Log Target
* Logger: Optimize Console/File logging targets
Implement a simple ObjectPool to pool up StringBuilders to avoid causing excessive GCing of gen1/2 items when large amounts of log entries are being generated.
We can also pre-determine the async overflow action at initialization time, allowing for an easy optimization in the message enqueue function, avoiding a number of comparisons.
* Logger: Implement LogFormatters
* Config: Refactor configuration file and loading
* Config: Rename to .jsonc to avoid highlighting issues in VSC and GitHub
* Resolve style nits
* Config: Resolve incorrect default key binding
* Config: Also update key binding default in schema
* Tidy up namespace imports
* Config: Update CONFIG.md to reflect new Config file
* Refactor Ryujinx.Common and HLE Stub Logging
* Resolve review comments
* Rename missed loop variable
* Optimize PrintStub logging function
* Pass the call-sites Thread ID through to the logger
* Remove superfluous lock from ConsoleLog
* Process logged data objects in the logger target
Pass the data object all the way to the output logger targets, to allow them to "serialize" this in whatever appropriate format they're logging in.
* Use existing StringBuilder to build the properties string
* Add a ServiceNotImplemented Exception
Useful for printing debug information about unimplemented service calls
* Resolve Style Nits
* Resolve Merge Issues
* Fix typo and align declarations
* Audio: Properly implements audio fallback for SoundIO
Given some drivers have issues with SoundIO (for the time being), this attempts to detect if SoundIO can open the default audio device, and then return false in IsSupported if it can't.
* Audio: Handle the backend disconnected event
libsoundio panics by default when a backend disconnects, this catches that event and gracefully handles it.
* Audio: Fix styling nits
* Audio: Fix nits
Because Ac_K. 😫
* Audio: Implement libsoundio as an alternative audio backend
libsoundio will be preferred over OpenAL if it is available on the machine. If neither are available, it will fallback to a dummy audio renderer that outputs no sound.
* Audio: Fix SoundIoRingBuffer documentation
* Audio: Unroll and optimize the audio write callback
Copying one sample at a time is slow, this unrolls the most common audio channel layouts and manually copies the bytes between source and destination. This is over 2x faster than calling CopyBlockUnaligned every sample.
* Audio: Optimize the write callback further
This dramatically reduces the audio buffer copy time. When the sample size is one of handled sample sizes the buffer copy operation is almost 10x faster than CopyBlockAligned.
This works by copying full samples at a time, rather than the individual bytes that make up the sample. This allows for 2x or 4x faster copy operations depending on sample size.
* Audio: Fix typo in Stereo write callback
* Audio: Fix Surround (5.1) audio write callback
* Audio: Update Documentation
* Audio: Use built-in Unsafe.SizeOf<T>()
Built-in `SizeOf<T>()` is 10x faster than our `TypeSize<T>` helper. This also helps reduce code surface area.
* Audio: Keep fixed buffer style consistent
* Audio: Address styling nits
* Audio: More style nits
* Audio: Add additional documentation
* Audio: Move libsoundio bindings internal
As per discussion, moving the libsoundio native bindings into Ryujinx.Audio
* Audio: Bump Target Framework back up to .NET Core 2.1
* Audio: Remove voice mixing optimizations.
Leaves Saturation optimizations in place.
* Timing: Optimize Timestamp Aquisition
Currently, we make use of Environment.TickCount in a number of places. This has some downsides, mainly being that the TickCount is a signed 32-bit integer, and has an effective limit of ~25 days before overflowing and wrapping around. Due to the signed-ness of the value, this also caused issues with negative numbers. This resolves these issues by using a 64-bit tick count obtained from Performance Counters (via the Stopwatch class). This has a beneficial side effect of being significantly more accurate than the TickCount.
* Timing: Rename ElapsedTicks to ElapsedMilliseconds and expose TicksPerX
* Timing: Some style changes
* Timing: Align static variable initialization
* Logging: Asynchronously log messages to the Console window
Writing to the Console blocks until the write completes. This has the potential to block any code path that logs to the application logger.
By queuing up log messages in an asynchronous queue and returning without blocking, we can speed up code paths that heavily log to the console (for example stubbed services like ServiceHid).
From testing this results in a roughly 8% time decrease between Ryujinx startup and the splash screen in Super Mario Odyssey on my system - 00:03:19.591 down to
00:03:04.354. Depending on your system, YMMV.
* Logging: Resolve code styling issues