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87 commits

Author SHA1 Message Date
KeatonTheBot
9905ee17c2 Add missing solution configurations for Ryujinx.Audio.Backends.Apple (#10)
Adds all missing solution configurations for Ryujinx.Audio.Backends.Apple. These somehow got overlooked.

Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/10
2026-04-19 01:35:23 +00:00
Schuay
7f0e82fe48 fix/sdl3-gamepad-bugs (#19)
Four SDL3 gamepad fixes, all affecting real users with Switch controllers.

**Crash on reconnect / broken motion** — `GetFeaturesFlag()` was calling `SDL_DestroyProperties()` on properties owned by SDL internally, causing a use-after-free. This breaks gyro after the first read and crashes on reconnect. Fix: just don't destroy them.

**Thread safety in `GetGamepads()`** — was locking the wrong objects and holding locks across `yield` boundaries, which is undefined behavior with `System.Threading.Lock`. Fix: snapshot IDs under `_lock`, iterate outside it.

**Rumble NPE on disconnect** — `UpdateRumble()` called `_gamepad.Rumble()` without a null check; throws if the controller disconnects mid-update. Fix: `_gamepad?.Rumble(...)`.

**Linux: HIDAPI conflicts with `hid_nintendo`** — when the `hid_nintendo` kernel module is loaded, it provides evdev nodes for both the gamepad and IMU that SDL3's evdev backend correctly combines. HIDAPI conflicts with it, breaking gyro and wireless hotplug. Fix: detect `/sys/module/hid_nintendo` at startup and disable HIDAPI for Switch controllers automatically. Overridable via `SDL_JOYSTICK_HIDAPI_SWITCH=1`.

Tested with an 8BitDo Ultimate Bluetooth Controller on Linux.

Co-authored-by: schuay <36006+schuay@users.noreply.github.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/19
2026-04-18 13:54:25 +00:00
Max
69c22a744e [HID] Updated SDL3 package from 2025.920.0 -> 2026.320.0 (#9)
Should provide support for Nintendo Switch 2 controllers, new Steam hardware (controller, frame), and potentially [Switch as a gamepad via hekate](https://github.com/CTCaer/hekate/blob/master/bdk/usb/usb_gadget_hid.c).

Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/9
2026-04-17 23:56:15 +00:00
Xam
35b1531102 HLE: CaptureManager: SaveScreenShot: properly handle screenshot image data (#18)
no way this was working before, and if it did, just pure luck, unsafe blind copy of bytes as is and zero checks.

i only tested tomodachi, but should fix all games that were crashing on saving screenshots

the crash was happening because the screenshot buffer was bigger than the bitmap buffer, so marshall.copy() was raising an unhandhled expection crashing the emu.

on top of this, because the data was just copied as is, the result image was garbled.

[fixes #304](https://github.com/Ryubing/Issues/issues/304)

Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/18
2026-04-17 23:08:33 +00:00
ryuadmin
ea1185e96a damnit 2026-04-17 22:00:49 +00:00
ryuadmin
31e0430b06 Rework labeler.yml for different label names and differing project structure 2026-04-17 21:59:57 +00:00
WilliamWsyHK
efb8658194 Update zh-tw Translations (#17)
Co-authored-by: WilliamWsyHK <WilliamWsyHK@users.noreply.github.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/17
2026-04-17 21:44:26 +00:00
ryuadmin
e909ea3210 bump labeler action to v6 2026-04-16 06:24:51 +00:00
sh0inx
2a688abeec Merge pull request 'i18n : New Translation for French (fr_FR )and Spanish (es_ES)' (#14) from Babib3l/Ryubing:ryujinx-Fr-Es-Translations into master
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/14
2026-04-15 20:28:26 +00:00
Babib3l
9f88d68268 fix: drop stale GitLab locale rebase leftovers 2026-04-14 00:27:54 +02:00
Babib3l
fe685c3f8f Rebase locale updates for GitLab and FR/ES translations 2026-04-14 00:27:46 +02:00
GreemDev
2edc165e26 chore: post-migration cleanup 2026-04-13 00:51:10 -05:00
ryuadmin
fa7cb22240 fix: probably gonna be chasing these down for a while 2026-04-12 20:55:02 +00:00
greem
c5b4add186 Maybe fix the labeler? 2026-04-12 17:59:20 +00:00
greem
0079e0bfa5 Add distribution/macos/create_macos_pr_build_ava.sh (#3)
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/3
2026-04-12 03:11:13 +00:00
Shyanne
25b70e05d7 Update BiquadFilterEffectParameterTests.cs 2026-04-11 22:34:03 -04:00
ryuadmin
78eb95733a Update README.md 2026-04-12 00:17:13 +00:00
ryuadmin
17a768a5df Update .forgejo/workflows/canary.yml 2026-04-11 23:39:44 +00:00
ryuadmin
339cddd0e2 fix: extract-and-run AppImageTool in CI 2026-04-11 23:33:46 +00:00
ryuadmin
66d9bc5a35 how did this happen lol 2026-04-11 23:22:45 +00:00
ryuadmin
3e393449aa fix nuget sources post-migration 2026-04-11 23:16:35 +00:00
GreemDev
744c41937b feature: Forgejo Actions 2026-04-11 18:10:31 -05:00
Ryujinx Administrator
ecd1c1240c bump to GLI 2.0.31 (uses legacy.git.ryujinx.app) 2026-04-02 01:23:03 -05:00
LotP
3ad4d4a692 Accurate Service Names (ryubing/ryujinx!296)
See merge request ryubing/ryujinx!296
2026-04-01 11:08:10 -05:00
Ryujinx Administrator
6fe7fb8dcb [ci skip] Lock GLI to v2.0.30 in Stable workflow 2026-03-28 22:44:55 -05:00
Ryujinx Administrator
fc357d3ba4 [ci skip] Lock GLI to v2.0.30 in Canary workflow 2026-03-28 22:43:58 -05:00
yeager
32ee806070 Updated Swedish translation (ryubing/ryujinx!289)
See merge request ryubing/ryujinx!289
2026-03-18 00:13:47 -05:00
sh0inx
4e81a4c2f4 [HLE] Added "null" check for isAtRest (ryubing/ryujinx!287)
See merge request ryubing/ryujinx!287
2026-03-15 09:46:36 -05:00
Coxxs
9cae62096a HLE: Implement CreateContextForSystem (ryubing/ryujinx!285)
See merge request ryubing/ryujinx!285
2026-03-14 13:57:49 -05:00
BowedCascade
648b609ebb Add restart emulation command (ryubing/ryujinx!276)
See merge request ryubing/ryujinx!276
2026-03-14 13:56:20 -05:00
BowedCascade
5ae86fc493 Fix keys file overwrite on installation and method name typo (ryubing/ryujinx!268)
See merge request ryubing/ryujinx!268
2026-03-14 13:52:58 -05:00
KeatonTheBot
6f90e47a73 UI: Restore FluentAvaloniaUI package, disable animations on app initialization (ryubing/ryujinx!256)
See merge request ryubing/ryujinx!256
2026-03-14 13:48:59 -05:00
sh0inx
ac5f9857e2 HLE: Implement IHidServer IsSixAxisSensorAtRest (ryubing/ryujinx!228)
See merge request ryubing/ryujinx!228
2026-03-14 13:25:55 -05:00
KeatonTheBot
4b42087bd4 Linux: Fix file picker not launching from disabling core dumps (ryubing/ryujinx!249)
See merge request ryubing/ryujinx!249
2026-03-06 19:04:42 -06:00
EscoDev
80cbf5d1fc Fix incorrect save button locale in user editor (ryubing/ryujinx!280)
See merge request ryubing/ryujinx!280
2026-03-01 15:48:29 -06:00
LotP
cc6d2dc162 fix nacp language buffer (ryubing/ryujinx!281)
See merge request ryubing/ryujinx!281
2026-02-25 13:58:31 -06:00
Daenorth
4ebc318da5 Add new RPC images (ryubing/ryujinx!279)
See merge request ryubing/ryujinx!279
2026-02-23 20:57:19 -06:00
KeatonTheBot
00dad0a5e2 Windows ARM (win-arm64) build now launches with trimming (ryubing/ryujinx!277)
See merge request ryubing/ryujinx!277
2026-02-21 20:10:22 -06:00
Joshua de Reeper
b70e2e44cb NFC Mifare Manager (ryubing/ryujinx!270)
See merge request ryubing/ryujinx!270
2026-02-21 05:45:00 -06:00
sh0inx
012d1d6886 Fixed spelling in LocalesValidationTask.cs (ryubing/ryujinx!269)
See merge request ryubing/ryujinx!269
2026-02-21 04:37:02 -06:00
BowedCascade
d1205dc95d Fix backslash key not mappable in controller settings (ryubing/ryujinx!265)
See merge request ryubing/ryujinx!265
2026-02-18 18:13:15 -06:00
Awesomeangotti
6f95172bb6 Compatability Data Update (ryubing/ryujinx!264)
See merge request ryubing/ryujinx!264
2026-02-17 19:24:01 -06:00
Princess Piplup
8208d43d9e compatiblity/2026-02-17 (ryubing/ryujinx!263)
See merge request ryubing/ryujinx!263
2026-02-17 18:57:50 -06:00
shinyoyo
1260f93aaf Updated ‌Simplified Chinese‌ translation. (ryubing/ryujinx!260)
See merge request ryubing/ryujinx!260
2026-02-09 01:07:22 -06:00
LotP
1b3bf1473d Fix Dual Joy-Con driver and InputView (ryubing/ryujinx!259)
See merge request ryubing/ryujinx!259
2026-01-31 23:12:29 -06:00
LotP
081cdcab0c remap joy-cons (ryubing/ryujinx!258)
See merge request ryubing/ryujinx!258
2026-01-31 17:58:31 -06:00
Coxxs
922775664c audio: Fix crash due to invalid Splitter size (ryubing/ryujinx!257)
See merge request ryubing/ryujinx!257
2026-01-31 11:22:14 -06:00
sh0inx
478b66fd49 HLE: Stubbed IUserLocalCommuniationService SetProtocol (106) (ryubing/ryujinx!253)
See merge request ryubing/ryujinx!253
2026-01-30 20:48:41 -06:00
Coxxs
a16a072155 HLE: Implement 10106 and 10107 in IPrepoService (ryubing/ryujinx!254)
See merge request ryubing/ryujinx!254
2026-01-29 13:45:35 -06:00
Babib3l
a4a0fcd4da General translations updates + fixes (ryubing/ryujinx!248)
See merge request ryubing/ryujinx!248
2026-01-28 07:01:39 -06:00
GreemDev
cc5b60bbca fix AppleHardwareDeviceDriver.IsSupported (no fancy check is needed; it's on any macOS version 10.5 (Leopard) and above) 2026-01-28 00:05:02 -06:00
GreemDev
5ed94c365b add a stack trace for the catch branch of AppleHardwareDeviceDriver.IsSupported 2026-01-27 17:52:45 -06:00
GreemDev
fef93a453a [ci skip] replace all usages of IntPtr with nint 2026-01-27 17:41:46 -06:00
GreemDev
82074eb191 audio backend projects code cleanup 2026-01-27 17:34:51 -06:00
GreemDev
bd388cf4f9 Expose AudioToolkit in UI 2026-01-27 17:28:59 -06:00
Stossy11
d271abe19a [ci skip] Add macOS native Audio Backend (ryubing/ryujinx!252)
See merge request ryubing/ryujinx!252

THIS IS CURRENTLY NOT EXPOSED BY THE UI OR HANDLED BY THE EMULATOR. Expect a commit later to add it to configs, UI, etc.
2026-01-27 17:03:59 -06:00
Hack茶ん
c154f66f26 Update Korean translation (ryubing/ryujinx!251)
See merge request ryubing/ryujinx!251
2026-01-21 18:23:34 -06:00
GreemDev
f556e8b8fb add offline update server catch branch 2026-01-20 13:19:44 -06:00
Babib3l
99feaafbe6 French and Spanish Translations updates on RenderDoc (ryubing/ryujinx!246)
See merge request ryubing/ryujinx!246
2026-01-03 07:23:11 -06:00
GreemDev
fa55608587 RenderDoc API support (ryubing/ryujinx!242)
See merge request ryubing/ryujinx!242
2026-01-01 00:10:21 -06:00
LotP
4c64300576 fix new locale files data loading (ryubing/ryujinx!245)
See merge request ryubing/ryujinx!245
2025-12-31 20:21:35 -06:00
LotP
0a3db19b28 fix language switching 2 (ryubing/ryujinx!244)
See merge request ryubing/ryujinx!244
2025-12-31 10:30:35 -06:00
LotP
453b246faa fix (ryubing/ryujinx!243)
See merge request ryubing/ryujinx!243
2025-12-31 09:15:40 -06:00
LotP
45193dcc8d Fractured Locales Support (ryubing/ryujinx!238)
See merge request ryubing/ryujinx!238
2025-12-27 14:07:56 -06:00
GreemDev
9ebf444644 [ci skip] Code comment 2025-12-25 23:48:10 -06:00
GreemDev
f585b36263 Use new retry flag for uploading built artifacts in CI
(I'm tired of the GitLab randomly HTTP 500ing and causing the entire CI to fail)
2025-12-23 02:16:01 -06:00
GreemDev
a96f20dca5 Removed TypedStringEnumConverter; it exists in .NET now.
As per the remark XMLdoc on the type: Get rid of this converter if dotnet supports similar functionality out of the box.
2025-12-23 01:42:28 -06:00
GreemDev
1e1bcb4a5b storing commit string in github output causes weird CI failures
so let's just not bother, it didn't show anything more than the UI already did anyways
2025-12-23 00:02:02 -06:00
Coxxs
ca76bacd22 gdb: add monitor get mapping (ryubing/ryujinx!215)
See merge request ryubing/ryujinx!215
2025-12-21 22:34:20 -06:00
GreemDev
66f339d265 CI 2.0 (ryubing/ryujinx!237)
See merge request ryubing/ryujinx!237
2025-12-18 22:56:50 -06:00
GreemDev
6cdbdfd329 [ci skip] Pin GitLabCli to 1.4.1 in CI scripts so I can test v2.0 2025-12-18 03:27:43 -06:00
GreemDev
9f817d60d5 oops 2025-12-18 03:05:42 -06:00
GreemDev
5cffc95be6 Make all OSes build on Linux (7zip has a linux version) 2025-12-18 03:01:22 -06:00
LotP
2c0977f6b3 fix pre-action crash (ryubing/ryujinx!236)
See merge request ryubing/ryujinx!236
2025-12-12 14:28:54 -06:00
LotP
3a593b6084 Fix kaddressarbiter crash (ryubing/ryujinx!235)
See merge request ryubing/ryujinx!235
2025-12-06 20:16:43 -06:00
LotP
c3155fcadb Memory Changes 3.2 (ryubing/ryujinx!234)
See merge request ryubing/ryujinx!234
2025-12-06 17:19:19 -06:00
LotP
fd7554425a Update BiquadFilterEffectParameter2.cs (ryubing/ryujinx!233)
See merge request ryubing/ryujinx!233
2025-12-05 07:53:09 -06:00
Princess Piplup
52700f71dc Fix SaveCurrentScreenshot (ryubing/ryujinx!230)
See merge request ryubing/ryujinx!230
2025-12-04 17:35:17 -06:00
Alula
b018a44ff0 Disable coredumps by default on Linux + other minor fixes (ryubing/ryujinx!204)
See merge request ryubing/ryujinx!204
2025-12-04 17:32:26 -06:00
GreemDev
d522bfef62 fix: Force the key install helper to delete key files before copying (not sure why the overwrite boolean does nothing for File.Copy) 2025-12-02 21:23:06 -06:00
KeatonTheBot
39f55b2af3 cpu: Protect against stack overflow caused by deep recursion (ryubing/ryujinx!111)
See merge request ryubing/ryujinx!111
2025-11-19 20:50:23 -06:00
Goodfeat
6126e3dc1e fix: UI: Custom setting was reset to global when changed during gameplay. (ryubing/ryujinx!164)
See merge request ryubing/ryujinx!164
2025-11-19 20:33:35 -06:00
GreemDev
e1c829f91d We no longer offer a dedicated headless build. This script could have been deleted like a year ago lol 2025-11-17 22:47:23 -06:00
Babib3l
6c7dc7646b Translation updates (ryubing/ryujinx!221)
See merge request ryubing/ryujinx!221
2025-11-17 22:34:54 -06:00
GreemDev
862a686c5e UI: Improve "Show Changelog" button in the updater
Now it no longer causes the dialog to disappear (which then promptly re-appears so you can click yes/no to accept/deny the update)
2025-11-17 00:15:58 -06:00
GreemDev
e8751e1c40 more C# 14 partial properties 2025-11-16 19:14:26 -06:00
GreemDev
09748b140a Use the new C# 14 null propagation setter 2025-11-16 19:14:26 -06:00
238 changed files with 6003 additions and 2651 deletions

View file

@ -10,6 +10,10 @@ gpu:
- changed-files: - changed-files:
- any-glob-to-any-file: ['src/Ryujinx.Graphics.*/**', 'src/Spv.Generator/**', 'src/Ryujinx.ShaderTools/**'] - any-glob-to-any-file: ['src/Ryujinx.Graphics.*/**', 'src/Spv.Generator/**', 'src/Ryujinx.ShaderTools/**']
input:
- changed-files:
- any-glob-to-any-file: ['src/Ryujinx.Input*/**', 'src/Ryujinx/UI/Views/Input/**']
'graphics-backend:opengl': 'graphics-backend:opengl':
- changed-files: - changed-files:
- any-glob-to-any-file: 'src/Ryujinx.Graphics.OpenGL/**' - any-glob-to-any-file: 'src/Ryujinx.Graphics.OpenGL/**'
@ -18,17 +22,17 @@ gpu:
- changed-files: - changed-files:
- any-glob-to-any-file: ['src/Ryujinx.Graphics.Vulkan/**', 'src/Spv.Generator/**'] - any-glob-to-any-file: ['src/Ryujinx.Graphics.Vulkan/**', 'src/Spv.Generator/**']
'graphics-backend:metal':
- changed-files:
- any-glob-to-any-file: ['src/Ryujinx.Graphics.Metal/**', 'src/Ryujinx.Graphics.Metal.SharpMetalExtensions/**']
gui: gui:
- changed-files: - changed-files:
- any-glob-to-any-file: ['src/Ryujinx/**', 'src/Ryujinx.UI.Common/**', 'src/Ryujinx.UI.LocaleGenerator/**'] - any-glob-to-any-file: ['src/Ryujinx/**', 'src/Ryujinx.UI.LocaleGenerator/**']
horizon: 'horizon/hle':
- changed-files: - changed-files:
- any-glob-to-any-file: ['src/Ryujinx.HLE/**', 'src/Ryujinx.Horizon/**'] - any-glob-to-any-file: ['src/Ryujinx.HLE/**', 'src/Ryujinx.HLE.Generators/**', 'src/Ryujinx.Horizon/**']
i18n:
- changed-files:
- any-glob-to-any-file: ['assets/**/*.json', 'src/Ryujinx.UI.LocaleGenerator/**']
kernel: kernel:
- changed-files: - changed-files:
@ -36,7 +40,7 @@ kernel:
infra: infra:
- changed-files: - changed-files:
- any-glob-to-any-file: ['.github/**', 'distribution/**', 'Directory.Packages.props', 'src/Ryujinx.BuildValidationTasks/**'] - any-glob-to-any-file: ['.forgejo/**', 'distribution/**', 'Directory.Packages.props', 'src/Ryujinx.BuildValidationTasks/**']
documentation: documentation:
- changed-files: - changed-files:
@ -44,4 +48,4 @@ documentation:
ldn: ldn:
- changed-files: - changed-files:
- any-glob-to-any-file: 'src/Ryujinx.HLE/HOS/Services/Ldn/**' - any-glob-to-any-file: ['src/Ryujinx.HLE/HOS/Services/Ldn/**', 'src/Ryujinx/UI/Windows/LdnGamesListWindow.*', 'src/Ryujinx/UI/ViewModels/LdnGamesListViewModel.cs']

View file

@ -0,0 +1,197 @@
name: Build PR
on:
pull_request:
branches: [ master ]
paths:
- '**'
- '!.forgejo/**'
- '!*.yml'
- '!*.config'
- '!*.md'
- '.forgejo/workflows/*.yml'
env:
POWERSHELL_TELEMETRY_OPTOUT: 1
DOTNET_CLI_TELEMETRY_OPTOUT: 1
RELEASE: 0
jobs:
build:
name: ${{ matrix.platform.name }} (${{ matrix.configuration }})
runs-on: docker
container:
image: ghcr.io/catthehacker/ubuntu:act-latest
timeout-minutes: 45
strategy:
matrix:
configuration: [Release]
platform:
- { name: win-x64, zip_os_name: win_x64 }
#- { name: win-arm64, zip_os_name: win_arm64 }
- { name: linux-x64, zip_os_name: linux_x64 }
- { name: linux-arm64, zip_os_name: linux_arm64 }
#- { name: osx-x64, zip_os_name: osx_x64 }
fail-fast: false
steps:
- uses: actions/checkout@v4
- uses: actions/setup-dotnet@v4
with:
global-json-file: global.json
- name: Install GLI
uses: actions/setup-gli@v1
with:
token: ${{ secrets.SETUP_GLI_TOKEN }}
- name: Overwrite csc problem matcher
run: echo "::add-matcher::.forgejo/csc.json"
- name: Get version info
id: version_info
run: |
echo "result=$(gli get-next-version -c Stable -R)" >> $FORGEJO_OUTPUT
echo "git_short_hash=$(git rev-parse --short "${{ forgejo.sha }}")" >> $FORGEJO_OUTPUT
shell: bash
- name: Change config filename
run: sed -r --in-place 's/\%\%RYUJINX_CONFIG_FILE_NAME\%\%/PRConfig\.json/g;' src/Ryujinx.Common/ReleaseInformation.cs
shell: bash
if: forgejo.event_name == 'pull_request'
- name: 'Cache: ~/.nuget/packages'
uses: actions/cache@v5
with:
path: |
~/.nuget/packages
key: ${{ runner.os }}-${{ hashFiles('**/global.json', '**/*.csproj', '**/Directory.Packages.props') }}
- name: Build
run: dotnet build -c "${{ matrix.configuration }}" -p:Version="${{ steps.version_info.outputs.result }}" -p:SourceRevisionId="${{ steps.version_info.outputs.git_short_hash }}" -p:ExtraDefineConstants=DISABLE_UPDATER
- name: Test
uses: actions/unstable-commands@v1
with:
commands: dotnet test --no-build -c "${{ matrix.configuration }}"
timeout-minutes: 10
retry-codes: 139
if: matrix.platform.name != 'linux-arm64'
- name: Publish Ryujinx
run: dotnet publish -c "${{ matrix.configuration }}" -r "${{ matrix.platform.name }}" -o ./publish -p:Version="${{ steps.version_info.outputs.result }}" -p:DebugType=embedded -p:SourceRevisionId="${{ steps.version_info.outputs.git_short_hash }}" -p:ExtraDefineConstants=DISABLE_UPDATER src/Ryujinx --self-contained
if: forgejo.event_name == 'pull_request'
- name: Set executable bit
run: |
chmod +x ./publish/Ryujinx ./publish/Ryujinx.sh
if: forgejo.event_name == 'pull_request' && contains(matrix.platform.name, 'linux')
- name: Build AppImage
if: forgejo.event_name == 'pull_request' && contains(matrix.platform.name, 'linux')
run: |
PLATFORM_NAME="${{ matrix.platform.name }}"
sudo apt update && sudo apt install -y zsync desktop-file-utils appstream libfuse2t64
mkdir -p tools
export PATH="$PATH:$(readlink -f tools)"
# Setup appimagetool
wget -q -O tools/appimagetool "https://github.com/AppImage/appimagetool/releases/download/continuous/appimagetool-x86_64.AppImage"
chmod +x tools/appimagetool
chmod +x distribution/linux/appimage/build-appimage.sh
# Explicitly set $ARCH for appimagetool ($ARCH_NAME is for the file name)
if [ "$PLATFORM_NAME" = "linux-x64" ]; then
ARCH_NAME=x64
export ARCH=x86_64
elif [ "$PLATFORM_NAME" = "linux-arm64" ]; then
ARCH_NAME=arm64
export ARCH=aarch64
else
echo "Unexpected PLATFORM_NAME "$PLATFORM_NAME""
exit 1
fi
BUILDDIR=publish OUTDIR=publish_appimage distribution/linux/appimage/build-appimage.sh
shell: bash
- name: Upload Ryujinx artifact
uses: actions/upload-artifact@v4
with:
name: ryujinx-${{ matrix.configuration }}-${{ steps.version_info.outputs.result }}+${{ steps.version_info.outputs.git_short_hash }}-${{ matrix.platform.zip_os_name }}
path: publish
if: forgejo.event_name == 'pull_request'
- name: Upload Ryujinx (AppImage) artifact
uses: actions/upload-artifact@v4
if: forgejo.event_name == 'pull_request' && contains(matrix.platform.name, 'linux')
with:
name: ryujinx-${{ matrix.configuration }}-${{ steps.version_info.outputs.result }}+${{ steps.version_info.outputs.git_short_hash }}-${{ matrix.platform.zip_os_name }}-AppImage
path: publish_appimage
build_macos:
name: macOS Universal (${{ matrix.configuration }})
runs-on: ubuntu-latest
timeout-minutes: 45
strategy:
matrix:
configuration: [ Release ]
steps:
- uses: actions/checkout@v4
- uses: actions/setup-dotnet@v4
with:
global-json-file: global.json
- name: Setup LLVM 17
run: |
wget https://apt.llvm.org/llvm.sh
chmod +x llvm.sh
sudo ./llvm.sh 17
- name: Install GLI
uses: actions/setup-gli@v1
with:
token: ${{ secrets.SETUP_GLI_TOKEN }}
- name: Install rcodesign
run: |
gli ghr -R indygreg/apple-platform-rs -p apple-codesign-*-x86_64-unknown-linux-musl.tar.gz -O apple-codesign.tar.gz
tar -xzvf apple-codesign.tar.gz --wildcards '*/rcodesign' --strip-components=1
rm apple-codesign.tar.gz
sudo mv rcodesign /usr/bin/rcodesign
- name: Get version info
id: version_info
run: |
echo "result=$(gli get-next-version -c Stable -R)" >> $FORGEJO_OUTPUT
echo "git_short_hash=$(git rev-parse --short "${{ forgejo.sha }}")" >> $FORGEJO_OUTPUT
shell: bash
- name: Change config filename
run: sed -r --in-place 's/\%\%RYUJINX_CONFIG_FILE_NAME\%\%/PRConfig\.json/g;' src/Ryujinx.Common/ReleaseInformation.cs
shell: bash
if: forgejo.event_name == 'pull_request'
- name: 'Cache: ~/.nuget/packages'
uses: actions/cache@v5
with:
path: |
~/.nuget/packages
key: ${{ runner.os }}-${{ hashFiles('**/global.json', '**/*.csproj', '**/Directory.Packages.props') }}
- name: Publish macOS Ryujinx
run: |
bash distribution/macos/create_macos_pr_build_ava.sh . publish_tmp publish ./distribution/macos/entitlements.xml "${{ steps.version_info.outputs.result }}" "${{ steps.version_info.outputs.git_short_hash }}" "${{ matrix.configuration }}" "-p:ExtraDefineConstants=DISABLE_UPDATER"
shell: bash
- name: Upload Ryujinx artifact
uses: actions/upload-artifact@v4
with:
name: ryujinx-${{ matrix.configuration }}-${{ steps.version_info.outputs.result }}+${{ steps.version_info.outputs.git_short_hash }}-macos_universal
path: "publish/*.tar.gz"
if: forgejo.event_name == 'pull_request'

View file

@ -1,4 +1,4 @@
name: Canary release job name: Canary CI
on: on:
workflow_dispatch: workflow_dispatch:
@ -6,7 +6,7 @@ on:
push: push:
branches: [ master ] branches: [ master ]
paths-ignore: paths-ignore:
- '.github/**' - '.forgejo/**'
- 'docs/**' - 'docs/**'
- 'assets/**' - 'assets/**'
- '*.yml' - '*.yml'
@ -19,37 +19,47 @@ concurrency: release
env: env:
POWERSHELL_TELEMETRY_OPTOUT: 1 POWERSHELL_TELEMETRY_OPTOUT: 1
DOTNET_CLI_TELEMETRY_OPTOUT: 1 DOTNET_CLI_TELEMETRY_OPTOUT: 1
RYUJINX_BASE_VERSION: "1.3"
RYUJINX_TARGET_RELEASE_CHANNEL_NAME: "canary" RYUJINX_TARGET_RELEASE_CHANNEL_NAME: "canary"
RELEASE: 1 RELEASE: 1
jobs: jobs:
release: release:
name: Release for ${{ matrix.platform.name }} name: Release for ${{ matrix.platform.name }}
runs-on: ${{ matrix.platform.os }} runs-on: docker
container:
image: ${{ matrix.platform.os }}
strategy: strategy:
matrix: matrix:
platform: platform:
- { name: win-x64, os: windows-latest, zip_os_name: win_x64 } - { name: win-x64, os: ghcr.io/catthehacker/ubuntu:act-latest, zip_os_name: win_x64 }
#- { name: win-arm64, os: windows-latest, zip_os_name: win_arm64 } #- { name: win-arm64, os: ghcr.io/catthehacker/ubuntu:act-latest, zip_os_name: win_arm64 }
- { name: linux-x64, os: ubuntu-latest, zip_os_name: linux_x64 } - { name: linux-x64, os: ghcr.io/catthehacker/ubuntu:act-latest, zip_os_name: linux_x64 }
- { name: linux-arm64, os: ubuntu-latest, zip_os_name: linux_arm64 } - { name: linux-arm64, os: ghcr.io/catthehacker/ubuntu:act-latest, zip_os_name: linux_arm64 }
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v6
- uses: actions/setup-dotnet@v4 - uses: actions/setup-dotnet@v5
with: with:
global-json-file: global.json global-json-file: global.json
- name: Overwrite csc problem matcher - name: Overwrite csc problem matcher
run: echo "::add-matcher::.github/csc.json" run: echo "::add-matcher::.forgejo/csc.json"
- name: Install GLI
uses: actions/setup-gli@v1
with:
token: ${{ secrets.SETUP_GLI_TOKEN }}
- name: Install 7zip
run: |
sudo apt update && sudo apt install -y 7zip
- name: Get version info - name: Get version info
id: version_info id: version_info
run: | run: |
echo "build_version=${{ env.RYUJINX_BASE_VERSION }}.${{ github.run_number }}" >> $GITHUB_OUTPUT echo "build_version=$(gli get-next-version -c Canary -R)" >> $FORGEJO_OUTPUT
echo "prev_build_version=${{ env.RYUJINX_BASE_VERSION }}.$((${{ github.run_number }} - 1))" >> $GITHUB_OUTPUT echo "prev_build_version=$(gli get-current-version -c Canary -R)" >> $FORGEJO_OUTPUT
echo "git_short_hash=$(git rev-parse --short "${{ github.sha }}")" >> $GITHUB_OUTPUT echo "git_short_hash=$(git rev-parse --short "${{ forgejo.sha }}")" >> $FORGEJO_OUTPUT
shell: bash shell: bash
- name: Configure for release - name: Configure for release
@ -69,50 +79,31 @@ jobs:
dotnet publish -c Release -r "${{ matrix.platform.name }}" -o ./publish -p:Version="${{ steps.version_info.outputs.build_version }}" -p:SourceRevisionId="${{ steps.version_info.outputs.git_short_hash }}" -p:DebugType=embedded src/Ryujinx --self-contained dotnet publish -c Release -r "${{ matrix.platform.name }}" -o ./publish -p:Version="${{ steps.version_info.outputs.build_version }}" -p:SourceRevisionId="${{ steps.version_info.outputs.git_short_hash }}" -p:DebugType=embedded src/Ryujinx --self-contained
- name: Packing Windows builds - name: Packing Windows builds
if: matrix.platform.os == 'windows-latest' if: contains(matrix.platform.name, 'win')
run: | run: |
pushd publish pushd publish
rm libarmeilleure-jitsupport.dylib rm libarmeilleure-jitsupport.dylib
7z a ../release_output/ryujinx-canary-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.zip ../publish 7z a ../release_output/ryujinx-canary-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.zip ../publish
popd popd
gh release download -R GreemDev/GLI -O gli.exe -p 'GitLabCli-win_x64.exe'
./gli.exe --access-token=${{ secrets.GITLAB_TOKEN }} --project=ryubing/canary --command=UploadGenericPackage "Ryubing-Canary|${{ steps.version_info.outputs.build_version }}|release_output/ryujinx-canary-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.zip"
shell: bash shell: bash
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Install GitLabCli
if: matrix.platform.os == 'ubuntu-latest'
run: |
mkdir -p $HOME/.bin
gh release download -R GreemDev/GLI -O gli -p 'GitLabCli-linux_x64'
chmod +x gli
mv gli $HOME/.bin/
echo "$HOME/.bin" >> $GITHUB_PATH
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Packing Linux builds - name: Packing Linux builds
if: matrix.platform.os == 'ubuntu-latest' if: contains(matrix.platform.name, 'linux')
run: | run: |
pushd publish pushd publish
rm libarmeilleure-jitsupport.dylib rm libarmeilleure-jitsupport.dylib
chmod +x Ryujinx.sh Ryujinx chmod +x Ryujinx.sh Ryujinx
tar -czvf ../release_output/ryujinx-canary-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.tar.gz ../publish tar -czvf ../release_output/ryujinx-canary-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.tar.gz ../publish
popd popd
gli --access-token=${{ secrets.GITLAB_TOKEN }} --project=ryubing/canary --command=UploadGenericPackage "Ryubing-Canary|${{ steps.version_info.outputs.build_version }}|release_output/ryujinx-canary-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.tar.gz"
shell: bash shell: bash
- name: Build AppImage (Linux) - name: Build AppImage (Linux)
if: matrix.platform.os == 'ubuntu-latest' if: contains(matrix.platform.name, 'linux')
run: | run: |
BUILD_VERSION="${{ steps.version_info.outputs.build_version }}" BUILD_VERSION="${{ steps.version_info.outputs.build_version }}"
PLATFORM_NAME="${{ matrix.platform.name }}" PLATFORM_NAME="${{ matrix.platform.name }}"
sudo apt install -y zsync desktop-file-utils appstream sudo apt update && sudo apt install -y zsync desktop-file-utils appstream libfuse2t64
mkdir -p tools mkdir -p tools
export PATH="$PATH:$(readlink -f tools)" export PATH="$PATH:$(readlink -f tools)"
@ -139,17 +130,28 @@ jobs:
pushd publish_appimage pushd publish_appimage
mv Ryujinx.AppImage ../release_output/ryujinx-canary-$BUILD_VERSION-$ARCH_NAME.AppImage mv Ryujinx.AppImage ../release_output/ryujinx-canary-$BUILD_VERSION-$ARCH_NAME.AppImage
popd popd
gli --access-token=${{ secrets.GITLAB_TOKEN }} --project=ryubing/canary --command=UploadGenericPackage "Ryubing-Canary|${{ steps.version_info.outputs.build_version }}|release_output/ryujinx-canary-$BUILD_VERSION-$ARCH_NAME.AppImage"
shell: bash shell: bash
- name: Create release
uses: actions/create-release@v1
with:
name: "Canary ${{ steps.version_info.outputs.build_version }}"
body: "**Full Changelog:** [`${{ steps.version_info.outputs.prev_build_version }}...${{ steps.version_info.outputs.build_version }}`](https://git.ryujinx.app/projects/Ryubing/compare/Canary-${{ steps.version_info.outputs.prev_build_version }}...Canary-${{ steps.version_info.outputs.build_version }})"
repository: "Ryubing/Canary"
token: ${{ secrets.RELEASER_TOKEN }}
tag_name: ${{ steps.version_info.outputs.build_version }}
files: |-
release_output/**
macos_release: macos_release:
name: Release MacOS universal name: Release MacOS universal
runs-on: ubuntu-24.04 runs-on: docker
container:
image: ghcr.io/catthehacker/ubuntu:act-latest
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v6
- uses: actions/setup-dotnet@v4 - uses: actions/setup-dotnet@v5
with: with:
global-json-file: global.json global-json-file: global.json
@ -159,33 +161,25 @@ jobs:
chmod +x llvm.sh chmod +x llvm.sh
sudo ./llvm.sh 17 sudo ./llvm.sh 17
- name: Install GitLabCli - name: Install GLI
run: | uses: actions/setup-gli@v1
mkdir -p $HOME/.bin with:
gh release download -R GreemDev/GLI -O gli -p 'GitLabCli-linux_x64' token: ${{ secrets.SETUP_GLI_TOKEN }}
chmod +x gli
mv gli $HOME/.bin/
echo "$HOME/.bin" >> $GITHUB_PATH
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Install rcodesign - name: Install rcodesign
run: | run: |
mkdir -p $HOME/.bin gli ghr -R indygreg/apple-platform-rs -p apple-codesign-*-x86_64-unknown-linux-musl.tar.gz -O apple-codesign.tar.gz
gh release download -R indygreg/apple-platform-rs -O apple-codesign.tar.gz -p 'apple-codesign-*-x86_64-unknown-linux-musl.tar.gz'
tar -xzvf apple-codesign.tar.gz --wildcards '*/rcodesign' --strip-components=1 tar -xzvf apple-codesign.tar.gz --wildcards '*/rcodesign' --strip-components=1
rm apple-codesign.tar.gz rm apple-codesign.tar.gz
mv rcodesign $HOME/.bin/ mv rcodesign /usr/bin/rcodesign
echo "$HOME/.bin" >> $GITHUB_PATH
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Get version info - name: Get version info
id: version_info id: version_info
run: | run: |
echo "build_version=${{ env.RYUJINX_BASE_VERSION }}.${{ github.run_number }}" >> $GITHUB_OUTPUT echo "build_version=$(gli get-next-version -c Canary -R)" >> $FORGEJO_OUTPUT
echo "prev_build_version=${{ env.RYUJINX_BASE_VERSION }}.$((${{ github.run_number }} - 1))" >> $GITHUB_OUTPUT echo "prev_build_version=$(gli get-current-version -c Canary -R)" >> $FORGEJO_OUTPUT
echo "git_short_hash=$(git rev-parse --short "${{ github.sha }}")" >> $GITHUB_OUTPUT echo "git_short_hash=$(git rev-parse --short "${{ forgejo.sha }}")" >> $FORGEJO_OUTPUT
shell: bash
- name: Configure for release - name: Configure for release
run: | run: |
@ -200,47 +194,58 @@ jobs:
- name: Publish macOS Ryujinx - name: Publish macOS Ryujinx
run: | run: |
./distribution/macos/create_macos_build_ava.sh . publish_tmp_ava publish_ava ./distribution/macos/entitlements.xml "${{ steps.version_info.outputs.build_version }}" "${{ steps.version_info.outputs.git_short_hash }}" Release 1 ./distribution/macos/create_macos_build_ava.sh . publish_tmp_ava publish_ava ./distribution/macos/entitlements.xml "${{ steps.version_info.outputs.build_version }}" "${{ steps.version_info.outputs.git_short_hash }}" Release 1
gli --access-token=${{ secrets.GITLAB_TOKEN }} --project=ryubing/canary --command=UploadGenericPackage "Ryubing-Canary|${{ steps.version_info.outputs.build_version }}|publish_ava/ryujinx-canary-${{ steps.version_info.outputs.build_version }}-macos_universal.app.tar.gz"
create_gitlab_release: - name: Create release
name: Create GitLab Release uses: actions/create-release@v1
runs-on: ubuntu-24.04 with:
name: "Canary ${{ steps.version_info.outputs.build_version }}"
body: "**Full Changelog:** [`${{ steps.version_info.outputs.prev_build_version }}...${{ steps.version_info.outputs.build_version }}`](https://git.ryujinx.app/projects/Ryubing/compare/Canary-${{ steps.version_info.outputs.prev_build_version }}...Canary-${{ steps.version_info.outputs.build_version }})"
repository: "Ryubing/Canary"
token: ${{ secrets.RELEASER_TOKEN }}
tag_name: ${{ steps.version_info.outputs.build_version }}
files: |-
publish_ava/ryujinx-canary-${{ steps.version_info.outputs.build_version }}-macos_universal.app.tar.gz
post_ci:
name: Post CI Steps
runs-on: docker
container:
image: ghcr.io/catthehacker/ubuntu:act-latest
needs: needs:
- macos_release - macos_release
- release - release
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
- name: Install GLI
uses: actions/setup-gli@v1
with:
token: ${{ secrets.SETUP_GLI_TOKEN }}
- name: Get version info - name: Get version info
id: version_info id: version_info
run: | run: |
echo "build_version=${{ env.RYUJINX_BASE_VERSION }}.${{ github.run_number }}" >> $GITHUB_OUTPUT echo "build_version=$(gli get-next-version -c Canary -R)" >> $FORGEJO_OUTPUT
echo "prev_build_version=${{ env.RYUJINX_BASE_VERSION }}.$((${{ github.run_number }} - 1))" >> $GITHUB_OUTPUT echo "prev_build_version=$(gli get-current-version -c Canary -R)" >> $FORGEJO_OUTPUT
echo "git_short_hash=$(git rev-parse --short "${{ github.sha }}")" >> $GITHUB_OUTPUT echo "git_short_hash=$(git rev-parse --short "${{ forgejo.sha }}")" >> $FORGEJO_OUTPUT
shell: bash shell: bash
- name: Install GitLabCli
run: |
mkdir -p $HOME/.bin
gh release download -R GreemDev/GLI -O gli -p 'GitLabCli-linux_x64'
chmod +x gli
mv gli $HOME/.bin/
echo "$HOME/.bin" >> $GITHUB_PATH
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Create tag - name: Create tag
run: | run: |
gli --access-token=${{ secrets.GITLAB_TOKEN }} --project=ryubing/ryujinx --command=CreateTag "Canary-${{ steps.version_info.outputs.build_version }}|${{ steps.version_info.outputs.git_short_hash }}" gli create-tag -T ${{ secrets.RELEASER_TOKEN }} -P projects/Ryubing -n Canary-${{ steps.version_info.outputs.build_version }} -r ${{ steps.version_info.outputs.git_short_hash }}
- name: Create release
run: |
gli --access-token=${{ secrets.GITLAB_TOKEN }} --project=ryubing/canary --command=CreateReleaseFromGenericPackageFiles "Ryubing-Canary|${{ steps.version_info.outputs.build_version }}|main|Canary ${{ steps.version_info.outputs.build_version }}|**Full Changelog:** [${{ steps.version_info.outputs.prev_build_version }}...${{ steps.version_info.outputs.build_version }}](https://git.ryujinx.app/ryubing/ryujinx/-/compare/Canary-${{ steps.version_info.outputs.prev_build_version }}...Canary-${{ steps.version_info.outputs.build_version }})"
- name: Link to actual source archives for Canary
run: |
gli canary-release -T ${{ secrets.RELEASER_TOKEN }} -P Ryubing/Canary -r ${{ steps.version_info.outputs.build_version }}
- name: Send notification webhook - name: Send notification webhook
run: | run: |
gli --access-token=${{ secrets.GITLAB_TOKEN }} --project=ryubing/canary --command=SendUpdateMessage "${{ steps.version_info.outputs.build_version }}|FF4500|${{ secrets.CANARY_DISCORD_WEBHOOK }}|https://avatars.githubusercontent.com/u/192939710?s=200&v=4|false" gli send-update-message -T ${{ secrets.RELEASER_TOKEN }} -P Ryubing/Canary -t ${{ steps.version_info.outputs.build_version }} -c FF4500 -w ${{ secrets.CANARY_DISCORD_WEBHOOK }} -i https://avatars.githubusercontent.com/u/192939710?s=200&v=4
- name: Notify update server of new builds - name: Notify update server of new builds
run: | run: |
curl 'https://update.ryujinx.app/api/v1/admin/refresh_cache?rc=canary' -X PATCH -H 'accept: */*' -H 'Authorization: ${{ secrets.UPDATE_SERVER_ADMIN_TOKEN }}' gli refresh-version-cache -T ${{ secrets.UPDATE_SERVER_ADMIN_TOKEN }} -c Canary
- name: Advance to the next version
run: |
gli increment-version -T ${{ secrets.UPDATE_SERVER_ADMIN_TOKEN }} -c Canary

View file

@ -5,10 +5,6 @@ on:
jobs: jobs:
triage: triage:
permissions:
contents: read
pull-requests: write
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: steps:
@ -18,11 +14,13 @@ jobs:
with: with:
# Ensure we pin the source origin as pull_request_target run under forks. # Ensure we pin the source origin as pull_request_target run under forks.
fetch-depth: 0 fetch-depth: 0
repository: GreemDev/Ryujinx repository: projects/Ryubing
ref: master ref: master
- name: Update labels based on changes - name: Update labels based on changes
uses: actions/labeler@v5 uses: actions/labeler@v6
with: with:
repo-token: ${{ secrets.LABELER_TOKEN }}
configuration-path: .forgejo/labeler.yml
sync-labels: true sync-labels: true
dot: true dot: true

View file

@ -0,0 +1,246 @@
name: Stable CI
on:
workflow_dispatch:
inputs:
is_bugfix_release:
description: "Bug fix release: If checked, this will increment the third number for only Stable, and leave the Major version alone for both Stable and Canary."
required: true
type: boolean
concurrency: release
env:
POWERSHELL_TELEMETRY_OPTOUT: 1
DOTNET_CLI_TELEMETRY_OPTOUT: 1
RYUJINX_TARGET_RELEASE_CHANNEL_NAME: "release"
RELEASE: 1
jobs:
release:
name: Release for ${{ matrix.platform.name }}
runs-on: docker
container:
image: ${{ matrix.platform.os }}
strategy:
matrix:
platform:
- { name: win-x64, os: ghcr.io/catthehacker/ubuntu:act-latest, zip_os_name: win_x64 }
#- { name: win-arm64, os: ghcr.io/catthehacker/ubuntu:act-latest, zip_os_name: win_arm64 }
- { name: linux-x64, os: ghcr.io/catthehacker/ubuntu:act-latest, zip_os_name: linux_x64 }
- { name: linux-arm64, os: ghcr.io/catthehacker/ubuntu:act-latest, zip_os_name: linux_arm64 }
steps:
- uses: actions/checkout@v6
- uses: actions/setup-dotnet@v5
with:
global-json-file: global.json
- name: Overwrite csc problem matcher
run: echo "::add-matcher::.github/csc.json"
- name: Install 7zip
run: |
sudo apt install -y 7zip
- name: Install GLI
uses: actions/setup-gli@v1
with:
token: ${{ secrets.SETUP_GLI_TOKEN }}
- name: Get version info
id: version_info
run: |
if [ '${{ inputs.is_bugfix_release }}' == 'false' ]; then
echo "build_version=$(gli get-next-version -m -c Stable -R)" >> $FORGEJO_OUTPUT
else
echo "build_version=$(gli get-next-version -c Stable -R)" >> $FORGEJO_OUTPUT
fi
echo "prev_build_version=$(gli get-current-version -c Stable -R)" >> $FORGEJO_OUTPUT
echo "git_short_hash=$(git rev-parse --short "${{ forgejo.sha }}")" >> $FORGEJO_OUTPUT
shell: bash
- name: Configure for release
run: |
sed -r --in-place 's/\%\%RYUJINX_BUILD_VERSION\%\%/${{ steps.version_info.outputs.build_version }}/g;' src/Ryujinx.Common/ReleaseInformation.cs
sed -r --in-place 's/\%\%RYUJINX_BUILD_GIT_HASH\%\%/${{ steps.version_info.outputs.git_short_hash }}/g;' src/Ryujinx.Common/ReleaseInformation.cs
sed -r --in-place 's/\%\%RYUJINX_TARGET_RELEASE_CHANNEL_NAME\%\%/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_NAME }}/g;' src/Ryujinx.Common/ReleaseInformation.cs
sed -r --in-place 's/\%\%RYUJINX_CONFIG_FILE_NAME\%\%/Config\.json/g;' src/Ryujinx.Common/ReleaseInformation.cs
shell: bash
- name: Create output dir
run: "mkdir release_output"
- name: Publish
run: |
dotnet publish -c Release -r "${{ matrix.platform.name }}" -o ./publish -p:Version="${{ steps.version_info.outputs.build_version }}" -p:SourceRevisionId="${{ steps.version_info.outputs.git_short_hash }}" -p:DebugType=embedded src/Ryujinx --self-contained
- name: Packing Windows builds
if: contains(matrix.platform.name, 'win')
run: |
pushd publish
rm libarmeilleure-jitsupport.dylib
7z a ../release_output/ryujinx-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.zip ../publish
popd
shell: bash
- name: Packing Linux builds
if: contains(matrix.platform.name, 'linux')
run: |
pushd publish
rm libarmeilleure-jitsupport.dylib
chmod +x Ryujinx.sh Ryujinx
tar -czvf ../release_output/ryujinx-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.tar.gz ../publish
popd
shell: bash
- name: Build AppImage (Linux)
if: contains(matrix.platform.name, 'linux')
run: |
BUILD_VERSION="${{ steps.version_info.outputs.build_version }}"
PLATFORM_NAME="${{ matrix.platform.name }}"
sudo apt install -y zsync desktop-file-utils appstream
mkdir -p tools
export PATH="$PATH:$(readlink -f tools)"
# Setup appimagetool
wget -q -O tools/appimagetool "https://github.com/AppImage/appimagetool/releases/download/continuous/appimagetool-x86_64.AppImage"
chmod +x tools/appimagetool
chmod +x distribution/linux/appimage/build-appimage.sh
# Explicitly set $ARCH for appimagetool ($ARCH_NAME is for the file name)
if [ "$PLATFORM_NAME" = "linux-x64" ]; then
ARCH_NAME=x64
export ARCH=x86_64
elif [ "$PLATFORM_NAME" = "linux-arm64" ]; then
ARCH_NAME=arm64
export ARCH=aarch64
else
echo "Unexpected PLATFORM_NAME "$PLATFORM_NAME""
exit 1
fi
BUILDDIR=publish OUTDIR=publish_appimage distribution/linux/appimage/build-appimage.sh
pushd publish_appimage
mv Ryujinx.AppImage ../release_output/ryujinx-$BUILD_VERSION-$ARCH_NAME.AppImage
popd
shell: bash
- name: Create release
uses: actions/create-release@v1
with:
name: "${{ steps.version_info.outputs.build_version }}"
repository: "projects/Ryubing"
token: ${{ secrets.RELEASER_TOKEN }}
tag_name: ${{ steps.version_info.outputs.build_version }}
files: |-
release_output/**
macos_release:
name: Release MacOS universal
runs-on: docker
container:
image: ghcr.io/catthehacker/ubuntu:act-latest
steps:
- uses: actions/checkout@v6
- uses: actions/setup-dotnet@v5
with:
global-json-file: global.json
- name: Setup LLVM 17
run: |
wget https://apt.llvm.org/llvm.sh
chmod +x llvm.sh
sudo ./llvm.sh 17
- name: Install GLI
uses: actions/setup-gli@v1
with:
token: ${{ secrets.SETUP_GLI_TOKEN }}
- name: Install rcodesign
run: |
gli ghr -R indygreg/apple-platform-rs -p apple-codesign-*-x86_64-unknown-linux-musl.tar.gz -O apple-codesign.tar.gz
tar -xzvf apple-codesign.tar.gz --wildcards '*/rcodesign' --strip-components=1
rm apple-codesign.tar.gz
mv rcodesign /usr/bin/rcodesign
- name: Get version info
id: version_info
run: |
if [ '${{ inputs.is_bugfix_release }}' == 'false' ]; then
echo "build_version=$(gli get-next-version -m -c Stable -R)" >> $FORGEJO_OUTPUT
else
echo "build_version=$(gli get-next-version -c Stable -R)" >> $FORGEJO_OUTPUT
fi
echo "prev_build_version=$(gli get-current-version -c Stable -R)" >> $FORGEJO_OUTPUT
echo "git_short_hash=$(git rev-parse --short "${{ forgejo.sha }}")" >> $FORGEJO_OUTPUT
shell: bash
- name: Configure for release
run: |
sed -r --in-place 's/\%\%RYUJINX_BUILD_VERSION\%\%/${{ steps.version_info.outputs.build_version }}/g;' src/Ryujinx.Common/ReleaseInformation.cs
sed -r --in-place 's/\%\%RYUJINX_BUILD_GIT_HASH\%\%/${{ steps.version_info.outputs.git_short_hash }}/g;' src/Ryujinx.Common/ReleaseInformation.cs
sed -r --in-place 's/\%\%RYUJINX_TARGET_RELEASE_CHANNEL_NAME\%\%/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_NAME }}/g;' src/Ryujinx.Common/ReleaseInformation.cs
sed -r --in-place 's/\%\%RYUJINX_CONFIG_FILE_NAME\%\%/Config\.json/g;' src/Ryujinx.Common/ReleaseInformation.cs
shell: bash
- name: Publish macOS Ryujinx
run: |
bash distribution/macos/create_macos_build_ava.sh . publish_tmp_ava publish ./distribution/macos/entitlements.xml "${{ steps.version_info.outputs.build_version }}" "${{ steps.version_info.outputs.git_short_hash }}" Release 0
- name: Create release
uses: actions/create-release@v1
with:
name: "${{ steps.version_info.outputs.build_version }}"
repository: "projects/Ryubing"
token: ${{ secrets.RELEASER_TOKEN }}
tag_name: ${{ steps.version_info.outputs.build_version }}
files: |-
publish_ava/ryujinx-canary-${{ steps.version_info.outputs.build_version }}-macos_universal.app.tar.gz
post_ci:
name: Post-CI Steps
runs-on: ubuntu-24.04
needs:
- macos_release
- release
steps:
- uses: actions/checkout@v4
- name: Install GLI
uses: actions/setup-gli@v1
with:
token: ${{ secrets.SETUP_GLI_TOKEN }}
- name: Get version info
id: version_info
run: |
if [ '${{ inputs.is_bugfix_release }}' == 'false' ]; then
echo "build_version=$(gli get-next-version -m -c Stable -R)" >> $FORGEJO_OUTPUT
else
echo "build_version=$(gli get-next-version -c Stable -R)" >> $FORGEJO_OUTPUT
fi
echo "prev_build_version=$(gli get-current-version -c Stable -R)" >> $FORGEJO_OUTPUT
echo "git_short_hash=$(git rev-parse --short "${{ forgejo.sha }}")" >> $FORGEJO_OUTPUT
shell: bash
- name: Send notification webhook
run: |
gli send-update-message -T ${{ secrets.RELEASER_TOKEN }} -P projects/Ryubing -t ${{ steps.version_info.outputs.build_version }} -c 32cd32 -w ${{ secrets.STABLE_DISCORD_WEBHOOK }} -i https://avatars.githubusercontent.com/u/192939710?s=200&v=4
- name: Notify update server of new builds
run: |
gli refresh-version-cache -T ${{ secrets.UPDATE_SERVER_ADMIN_TOKEN }} -c Stable
- name: Advance to the next version
run: |
if [ '${{ inputs.is_bugfix_release }}' == 'false' ]; then
gli advance-version -T ${{ secrets.UPDATE_SERVER_ADMIN_TOKEN }}
else
gli increment-version -T ${{ secrets.UPDATE_SERVER_ADMIN_TOKEN }} -c Stable
fi

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@ -1,86 +0,0 @@
name: Bug Report
description: File a bug report
title: "[Bug]"
labels: bug
body:
- type: textarea
id: issue
attributes:
label: Description of the issue
description: What's the issue you encountered?
validations:
required: true
- type: textarea
id: repro
attributes:
label: Reproduction steps
description: How can the issue be reproduced?
placeholder: Describe each step as precisely as possible
validations:
required: true
- type: textarea
id: log
attributes:
label: Log file
description: "A log file will help our developers to better diagnose and fix the issue. UPLOAD THE FILE. DO NOT COPY AND PASTE THE FILE'S CONTENT."
placeholder: Logs files can be found under "Logs" folder in Ryujinx program folder. They can also be accessed by opening Ryujinx, then going to File > Open Logs Folder. You can drag and drop the log on to the text area (do not copy paste).
validations:
required: true
- type: input
id: os
attributes:
label: OS
placeholder: "e.g. Windows 10"
validations:
required: true
- type: input
id: ryujinx-version
attributes:
label: Ryujinx version
placeholder: "e.g. 1.0.470"
validations:
required: true
- type: input
id: game-version
attributes:
label: Game version
placeholder: "e.g. 1.1.1"
validations:
required: false
- type: input
id: cpu
attributes:
label: CPU
placeholder: "e.g. i7-6700"
validations:
required: false
- type: input
id: gpu
attributes:
label: GPU
placeholder: "e.g. NVIDIA RTX 2070"
validations:
required: false
- type: input
id: ram
attributes:
label: RAM
placeholder: "e.g. 16GB"
validations:
required: false
- type: textarea
id: mods
attributes:
label: List of applied mods
placeholder: You can list applied mods here.
validations:
required: false
- type: textarea
id: additional-context
attributes:
label: Additional context?
description: |
- Additional info about your environment:
- Any other information relevant to your issue.
validations:
required: false

View file

@ -1,5 +0,0 @@
blank_issues_enabled: false
contact_links:
- name: Ryujinx Discord
url: https://discord.gg/N2FmfVc
about: This is for development related issues. For support and technical issues, please come to our Discord server.

View file

@ -1,31 +0,0 @@
name: Feature Request
description: Suggest a new feature for Ryujinx.
title: "[Feature Request]"
labels: enhancement
body:
- type: textarea
id: overview
attributes:
label: Overview
description: Include the basic, high-level concepts for this feature here.
validations:
required: true
- type: textarea
id: details
attributes:
label: Smaller details
description: These may include specific methods of implementation etc.
validations:
required: true
- type: textarea
id: request
attributes:
label: Nature of request
validations:
required: true
- type: textarea
id: feature
attributes:
label: Why would this feature be useful?
validations:
required: true

View file

@ -1,26 +0,0 @@
name: Missing CPU Instruction
description: CPU Instruction is missing in Ryujinx.
title: "[CPU]"
labels: [cpu, not-implemented]
body:
- type: textarea
id: instruction
attributes:
label: CPU instruction
description: What CPU instruction is missing?
validations:
required: true
- type: textarea
id: name
attributes:
label: Instruction name
description: Include the name from [armconverter.com](https://armconverter.com/?disasm) or [shell-storm.org](http://shell-storm.org/online/Online-Assembler-and-Disassembler/?arch=arm64&endianness=big&dis_with_raw=True&dis_with_ins=True) in the above code block
validations:
required: true
- type: textarea
id: required
attributes:
label: Required by
description: Add links to the [compatibility list page(s)](https://github.com/Ryujinx/Ryujinx-Games-List/issues) of the game(s) that require this instruction.
validations:
required: true

View file

@ -1,25 +0,0 @@
name: Missing Service Call
description: Service call is missing in Ryujinx.
labels: not-implemented
body:
- type: textarea
id: instruction
attributes:
label: Service call
description: What service call is missing?
validations:
required: true
- type: textarea
id: name
attributes:
label: Service description
description: Include the description/explanation from [Switchbrew](https://switchbrew.org/w/index.php?title=Services_API) and/or [SwIPC](https://reswitched.github.io/SwIPC/) in the above code block
validations:
required: true
- type: textarea
id: required
attributes:
label: Required by
description: Add links to the [compatibility list page(s)](https://github.com/Ryujinx/Ryujinx-Games-List/issues) of the game(s) that require this service.
validations:
required: true

View file

@ -1,19 +0,0 @@
name: Missing Shader Instruction
description: Shader Instruction is missing in Ryujinx.
title: "[GPU]"
labels: [gpu, not-implemented]
body:
- type: textarea
id: instruction
attributes:
label: Shader instruction
description: What shader instruction is missing?
validations:
required: true
- type: textarea
id: required
attributes:
label: Required by
description: Add links to the [compatibility list page(s)](https://github.com/Ryujinx/Ryujinx-Games-List/issues) of the game(s) that require this instruction.
validations:
required: true

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@ -1,168 +0,0 @@
name: Build job
on:
workflow_call:
env:
POWERSHELL_TELEMETRY_OPTOUT: 1
DOTNET_CLI_TELEMETRY_OPTOUT: 1
RYUJINX_BASE_VERSION: "1.2.0"
RELEASE: 0
jobs:
build:
name: ${{ matrix.platform.name }} (${{ matrix.configuration }})
runs-on: ${{ matrix.platform.os }}
timeout-minutes: 45
strategy:
matrix:
configuration: [Debug, Release]
platform:
- { name: win-x64, os: windows-latest, zip_os_name: win_x64 }
- { name: win-arm64, os: windows-latest, zip_os_name: win_arm64 }
- { name: linux-x64, os: ubuntu-latest, zip_os_name: linux_x64 }
- { name: linux-arm64, os: ubuntu-latest, zip_os_name: linux_arm64 }
- { name: osx-x64, os: macos-13, zip_os_name: osx_x64 }
fail-fast: false
steps:
- uses: actions/checkout@v4
- uses: actions/setup-dotnet@v4
with:
global-json-file: global.json
- name: Overwrite csc problem matcher
run: echo "::add-matcher::.github/csc.json"
- name: Get git short hash
id: git_short_hash
run: echo "result=$(git rev-parse --short "${{ github.sha }}")" >> $GITHUB_OUTPUT
shell: bash
- name: Change config filename
run: sed -r --in-place 's/\%\%RYUJINX_CONFIG_FILE_NAME\%\%/PRConfig\.json/g;' src/Ryujinx.Common/ReleaseInformation.cs
shell: bash
if: github.event_name == 'pull_request' && matrix.platform.os != 'macos-13'
- name: Change config filename for macOS
run: sed -r -i '' 's/\%\%RYUJINX_CONFIG_FILE_NAME\%\%/PRConfig\.json/g;' src/Ryujinx.Common/ReleaseInformation.cs
shell: bash
if: github.event_name == 'pull_request' && matrix.platform.os == 'macos-13'
- name: Build
run: dotnet build -c "${{ matrix.configuration }}" -p:Version="${{ env.RYUJINX_BASE_VERSION }}" -p:SourceRevisionId="${{ steps.git_short_hash.outputs.result }}" -p:ExtraDefineConstants=DISABLE_UPDATER
- name: Test
uses: TSRBerry/unstable-commands@v1
with:
commands: dotnet test --no-build -c "${{ matrix.configuration }}"
timeout-minutes: 10
retry-codes: 139
if: matrix.platform.name != 'linux-arm64'
- name: Publish Ryujinx
run: dotnet publish -c "${{ matrix.configuration }}" -r "${{ matrix.platform.name }}" -o ./publish -p:Version="${{ env.RYUJINX_BASE_VERSION }}" -p:DebugType=embedded -p:SourceRevisionId="${{ steps.git_short_hash.outputs.result }}" -p:ExtraDefineConstants=DISABLE_UPDATER src/Ryujinx --self-contained
if: github.event_name == 'pull_request' && matrix.platform.os != 'macos-13'
- name: Set executable bit
run: |
chmod +x ./publish/Ryujinx ./publish/Ryujinx.sh
if: github.event_name == 'pull_request' && matrix.platform.os == 'ubuntu-latest'
- name: Build AppImage
if: github.event_name == 'pull_request' && matrix.platform.os == 'ubuntu-latest'
run: |
PLATFORM_NAME="${{ matrix.platform.name }}"
sudo apt install -y zsync desktop-file-utils appstream
mkdir -p tools
export PATH="$PATH:$(readlink -f tools)"
# Setup appimagetool
wget -q -O tools/appimagetool "https://github.com/AppImage/appimagetool/releases/download/continuous/appimagetool-x86_64.AppImage"
chmod +x tools/appimagetool
chmod +x distribution/linux/appimage/build-appimage.sh
# Explicitly set $ARCH for appimagetool ($ARCH_NAME is for the file name)
if [ "$PLATFORM_NAME" = "linux-x64" ]; then
ARCH_NAME=x64
export ARCH=x86_64
elif [ "$PLATFORM_NAME" = "linux-arm64" ]; then
ARCH_NAME=arm64
export ARCH=aarch64
else
echo "Unexpected PLATFORM_NAME "$PLATFORM_NAME""
exit 1
fi
export UFLAG="gh-releases-zsync|${{ github.repository_owner }}|${{ github.event.repository.name }}|latest|*-$ARCH_NAME.AppImage.zsync"
BUILDDIR=publish OUTDIR=publish_appimage distribution/linux/appimage/build-appimage.sh
shell: bash
- name: Upload Ryujinx artifact
uses: actions/upload-artifact@v4
with:
name: ryujinx-${{ matrix.configuration }}-${{ env.RYUJINX_BASE_VERSION }}+${{ steps.git_short_hash.outputs.result }}-${{ matrix.platform.zip_os_name }}
path: publish
if: github.event_name == 'pull_request' && matrix.platform.os != 'macos-13'
- name: Upload Ryujinx (AppImage) artifact
uses: actions/upload-artifact@v4
if: github.event_name == 'pull_request' && matrix.platform.os == 'ubuntu-latest'
with:
name: ryujinx-${{ matrix.configuration }}-${{ env.RYUJINX_BASE_VERSION }}+${{ steps.git_short_hash.outputs.result }}-${{ matrix.platform.zip_os_name }}-AppImage
path: publish_appimage
build_macos:
name: macOS Universal (${{ matrix.configuration }})
runs-on: ubuntu-latest
timeout-minutes: 45
strategy:
matrix:
configuration: [ Debug, Release ]
steps:
- uses: actions/checkout@v4
- uses: actions/setup-dotnet@v4
with:
global-json-file: global.json
- name: Setup LLVM 17
run: |
wget https://apt.llvm.org/llvm.sh
chmod +x llvm.sh
sudo ./llvm.sh 17
- name: Install rcodesign
run: |
mkdir -p $HOME/.bin
gh release download -R indygreg/apple-platform-rs -O apple-codesign.tar.gz -p 'apple-codesign-*-x86_64-unknown-linux-musl.tar.gz'
tar -xzvf apple-codesign.tar.gz --wildcards '*/rcodesign' --strip-components=1
rm apple-codesign.tar.gz
mv rcodesign $HOME/.bin/
echo "$HOME/.bin" >> $GITHUB_PATH
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Get git short hash
id: git_short_hash
run: echo "result=$(git rev-parse --short "${{ github.sha }}")" >> $GITHUB_OUTPUT
- name: Change config filename
run: sed -r --in-place 's/\%\%RYUJINX_CONFIG_FILE_NAME\%\%/PRConfig\.json/g;' src/Ryujinx.Common/ReleaseInformation.cs
shell: bash
if: github.event_name == 'pull_request'
- name: Publish macOS Ryujinx
run: |
./distribution/macos/create_macos_build_ava.sh . publish_tmp publish ./distribution/macos/entitlements.xml "${{ env.RYUJINX_BASE_VERSION }}" "${{ steps.git_short_hash.outputs.result }}" "${{ matrix.configuration }}" "-p:ExtraDefineConstants=DISABLE_UPDATER"
- name: Upload Ryujinx artifact
uses: actions/upload-artifact@v4
with:
name: ryujinx-${{ matrix.configuration }}-${{ env.RYUJINX_BASE_VERSION }}+${{ steps.git_short_hash.outputs.result }}-macos_universal
path: "publish/*.tar.gz"
if: github.event_name == 'pull_request'

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@ -1,25 +0,0 @@
name: Build PR
on:
pull_request:
branches: [ master ]
paths:
- '**'
- '!.github/**'
- '!*.yml'
- '!*.config'
- '!*.md'
- '.github/workflows/*.yml'
permissions:
pull-requests: write
checks: write
concurrency:
group: pr-checks-${{ github.event.number }}
cancel-in-progress: true
jobs:
pr_build:
uses: ./.github/workflows/build.yml
secrets: inherit

View file

@ -1,224 +0,0 @@
name: Release job (Debug)
on:
workflow_dispatch:
inputs: {}
concurrency: release
env:
POWERSHELL_TELEMETRY_OPTOUT: 1
DOTNET_CLI_TELEMETRY_OPTOUT: 1
RYUJINX_BASE_VERSION: "1.3"
RYUJINX_TARGET_RELEASE_CHANNEL_NAME: "release"
RELEASE: 1
jobs:
release:
name: Release for ${{ matrix.platform.name }}
runs-on: ${{ matrix.platform.os }}
strategy:
matrix:
platform:
- { name: win-x64, os: windows-latest, zip_os_name: win_x64 }
#- { name: win-arm64, os: windows-latest, zip_os_name: win_arm64 }
- { name: linux-x64, os: ubuntu-latest, zip_os_name: linux_x64 }
- { name: linux-arm64, os: ubuntu-latest, zip_os_name: linux_arm64 }
steps:
- uses: actions/checkout@v4
- uses: actions/setup-dotnet@v4
with:
global-json-file: global.json
- name: Overwrite csc problem matcher
run: echo "::add-matcher::.github/csc.json"
- name: Get version info
id: version_info
run: |
echo "build_version=${{ env.RYUJINX_BASE_VERSION }}.$((${{ github.run_number }} + 10))" >> $GITHUB_OUTPUT
echo "prev_build_version=${{ env.RYUJINX_BASE_VERSION }}.$((${{ github.run_number }} - 1))" >> $GITHUB_OUTPUT
echo "git_short_hash=$(git rev-parse --short "${{ github.sha }}")" >> $GITHUB_OUTPUT
shell: bash
- name: Configure for release
run: |
sed -r --in-place 's/\%\%RYUJINX_BUILD_VERSION\%\%/${{ steps.version_info.outputs.build_version }}/g;' src/Ryujinx.Common/ReleaseInformation.cs
sed -r --in-place 's/\%\%RYUJINX_BUILD_GIT_HASH\%\%/${{ steps.version_info.outputs.git_short_hash }}/g;' src/Ryujinx.Common/ReleaseInformation.cs
sed -r --in-place 's/\%\%RYUJINX_TARGET_RELEASE_CHANNEL_NAME\%\%/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_NAME }}/g;' src/Ryujinx.Common/ReleaseInformation.cs
sed -r --in-place 's/\%\%RYUJINX_CONFIG_FILE_NAME\%\%/Config\.json/g;' src/Ryujinx.Common/ReleaseInformation.cs
shell: bash
- name: Create output dir
run: "mkdir release_output"
- name: Publish
run: |
dotnet publish -c Release -r "${{ matrix.platform.name }}" -o ./publish -p:Version="${{ steps.version_info.outputs.build_version }}" -p:SourceRevisionId="${{ steps.version_info.outputs.git_short_hash }}" -p:DebugType=embedded src/Ryujinx --self-contained
- name: Packing Windows builds
if: matrix.platform.os == 'windows-latest'
run: |
pushd publish
rm libarmeilleure-jitsupport.dylib
7z a ../release_output/ryujinx-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.zip ../publish
popd
gh release download -R GreemDev/GLI -O gli.exe -p 'GitLabCli-win_x64.exe'
./gli.exe --access-token=${{ secrets.GITLAB_TOKEN }} --project=ryubing/ryujinx --command=UploadGenericPackage "Ryubing|${{ steps.version_info.outputs.build_version }}|release_output/ryujinx-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.zip"
shell: bash
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Install GitLabCli
if: matrix.platform.os == 'ubuntu-latest'
run: |
mkdir -p $HOME/.bin
gh release download -R GreemDev/GLI -O gli -p 'GitLabCli-linux_x64'
chmod +x gli
mv gli $HOME/.bin/
echo "$HOME/.bin" >> $GITHUB_PATH
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Packing Linux builds
if: matrix.platform.os == 'ubuntu-latest'
run: |
pushd publish
rm libarmeilleure-jitsupport.dylib
chmod +x Ryujinx.sh Ryujinx
tar -czvf ../release_output/ryujinx-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.tar.gz ../publish
popd
gli --access-token=${{ secrets.GITLAB_TOKEN }} --project=ryubing/ryujinx --command=UploadGenericPackage "Ryubing|${{ steps.version_info.outputs.build_version }}|release_output/ryujinx-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.tar.gz"
shell: bash
- name: Build AppImage (Linux)
if: matrix.platform.os == 'ubuntu-latest'
run: |
BUILD_VERSION="${{ steps.version_info.outputs.build_version }}"
PLATFORM_NAME="${{ matrix.platform.name }}"
sudo apt install -y zsync desktop-file-utils appstream
mkdir -p tools
export PATH="$PATH:$(readlink -f tools)"
# Setup appimagetool
wget -q -O tools/appimagetool "https://github.com/AppImage/appimagetool/releases/download/continuous/appimagetool-x86_64.AppImage"
chmod +x tools/appimagetool
chmod +x distribution/linux/appimage/build-appimage.sh
# Explicitly set $ARCH for appimagetool ($ARCH_NAME is for the file name)
if [ "$PLATFORM_NAME" = "linux-x64" ]; then
ARCH_NAME=x64
export ARCH=x86_64
elif [ "$PLATFORM_NAME" = "linux-arm64" ]; then
ARCH_NAME=arm64
export ARCH=aarch64
else
echo "Unexpected PLATFORM_NAME "$PLATFORM_NAME""
exit 1
fi
export UFLAG="gh-releases-zsync|${{ github.repository_owner }}|${{ github.event.repository.name }}|latest|*-$ARCH_NAME.AppImage.zsync"
BUILDDIR=publish OUTDIR=publish_appimage distribution/linux/appimage/build-appimage.sh
pushd publish_appimage
mv Ryujinx.AppImage ../release_output/ryujinx-$BUILD_VERSION-$ARCH_NAME.AppImage
mv Ryujinx.AppImage.zsync ../release_output/ryujinx-$BUILD_VERSION-$ARCH_NAME.AppImage.zsync
popd
gli --access-token=${{ secrets.GITLAB_TOKEN }} --project=ryubing/ryujinx --command=UploadGenericPackage "Ryubing|${{ steps.version_info.outputs.build_version }}|release_output/ryujinx-$BUILD_VERSION-$ARCH_NAME.AppImage"
gli --access-token=${{ secrets.GITLAB_TOKEN }} --project=ryubing/ryujinx --command=UploadGenericPackage "Ryubing|${{ steps.version_info.outputs.build_version }}|release_output/ryujinx-$BUILD_VERSION-$ARCH_NAME.AppImage.zsync"
shell: bash
macos_release:
name: Release MacOS universal
runs-on: ubuntu-24.04
steps:
- uses: actions/checkout@v4
- uses: actions/setup-dotnet@v4
with:
global-json-file: global.json
- name: Setup LLVM 17
run: |
wget https://apt.llvm.org/llvm.sh
chmod +x llvm.sh
sudo ./llvm.sh 17
- name: Install GitLabCli
run: |
mkdir -p $HOME/.bin
gh release download -R GreemDev/GLI -O gli -p 'GitLabCli-linux_x64'
chmod +x gli
mv gli $HOME/.bin/
echo "$HOME/.bin" >> $GITHUB_PATH
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Install rcodesign
run: |
mkdir -p $HOME/.bin
gh release download -R indygreg/apple-platform-rs -O apple-codesign.tar.gz -p 'apple-codesign-*-x86_64-unknown-linux-musl.tar.gz'
tar -xzvf apple-codesign.tar.gz --wildcards '*/rcodesign' --strip-components=1
rm apple-codesign.tar.gz
mv rcodesign $HOME/.bin/
echo "$HOME/.bin" >> $GITHUB_PATH
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Get version info
id: version_info
run: |
echo "build_version=${{ env.RYUJINX_BASE_VERSION }}.$((${{ github.run_number }} + 10))" >> $GITHUB_OUTPUT
echo "prev_build_version=${{ env.RYUJINX_BASE_VERSION }}.$((${{ github.run_number }} - 1))" >> $GITHUB_OUTPUT
echo "git_short_hash=$(git rev-parse --short "${{ github.sha }}")" >> $GITHUB_OUTPUT
- name: Configure for release
run: |
sed -r --in-place 's/\%\%RYUJINX_BUILD_VERSION\%\%/${{ steps.version_info.outputs.build_version }}/g;' src/Ryujinx.Common/ReleaseInformation.cs
sed -r --in-place 's/\%\%RYUJINX_BUILD_GIT_HASH\%\%/${{ steps.version_info.outputs.git_short_hash }}/g;' src/Ryujinx.Common/ReleaseInformation.cs
sed -r --in-place 's/\%\%RYUJINX_TARGET_RELEASE_CHANNEL_NAME\%\%/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_NAME }}/g;' src/Ryujinx.Common/ReleaseInformation.cs
sed -r --in-place 's/\%\%RYUJINX_CONFIG_FILE_NAME\%\%/Config\.json/g;' src/Ryujinx.Common/ReleaseInformation.cs
shell: bash
- name: Publish macOS Ryujinx
run: |
./distribution/macos/create_macos_build_ava.sh . publish_tmp_ava publish ./distribution/macos/entitlements.xml "${{ steps.version_info.outputs.build_version }}" "${{ steps.version_info.outputs.git_short_hash }}" Release 0
gli --access-token=${{ secrets.GITLAB_TOKEN }} --project=ryubing/ryujinx --command=UploadGenericPackage "Ryubing|${{ steps.version_info.outputs.build_version }}|publish/ryujinx-${{ steps.version_info.outputs.build_version }}-macos_universal.app.tar.gz"
create_gitlab_release:
name: Create GitLab Release
runs-on: ubuntu-24.04
needs:
- macos_release
- release
steps:
- uses: actions/checkout@v4
- name: Get version info
id: version_info
run: |
echo "build_version=${{ env.RYUJINX_BASE_VERSION }}.$((${{ github.run_number }} + 10))" >> $GITHUB_OUTPUT
echo "prev_build_version=${{ env.RYUJINX_BASE_VERSION }}.$((${{ github.run_number }} - 1))" >> $GITHUB_OUTPUT
echo "git_short_hash=$(git rev-parse --short "${{ github.sha }}")" >> $GITHUB_OUTPUT
shell: bash
- name: Install GitLabCli
run: |
mkdir -p $HOME/.bin
gh release download -R GreemDev/GLI -O gli -p 'GitLabCli-linux_x64'
chmod +x gli
mv gli $HOME/.bin/
echo "$HOME/.bin" >> $GITHUB_PATH
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Create release
run: |
gli --access-token=${{ secrets.GITLAB_TOKEN }} --project=ryubing/ryujinx --command=CreateReleaseFromGenericPackageFiles "Ryubing|${{ steps.version_info.outputs.build_version }}|${{ steps.version_info.outputs.git_short_hash }}|test|THIS IS NOT INTENDED FOR END USER USAGE"

View file

@ -1,231 +0,0 @@
name: Release job
on:
workflow_dispatch:
inputs: {}
concurrency: release
env:
POWERSHELL_TELEMETRY_OPTOUT: 1
DOTNET_CLI_TELEMETRY_OPTOUT: 1
RYUJINX_BASE_VERSION: "1.3"
RYUJINX_TARGET_RELEASE_CHANNEL_NAME: "release"
RELEASE: 1
jobs:
release:
name: Release for ${{ matrix.platform.name }}
runs-on: ${{ matrix.platform.os }}
strategy:
matrix:
platform:
- { name: win-x64, os: windows-latest, zip_os_name: win_x64 }
#- { name: win-arm64, os: windows-latest, zip_os_name: win_arm64 }
- { name: linux-x64, os: ubuntu-latest, zip_os_name: linux_x64 }
- { name: linux-arm64, os: ubuntu-latest, zip_os_name: linux_arm64 }
steps:
- uses: actions/checkout@v4
- uses: actions/setup-dotnet@v4
with:
global-json-file: global.json
- name: Overwrite csc problem matcher
run: echo "::add-matcher::.github/csc.json"
- name: Get version info
id: version_info
run: |
echo "build_version=${{ env.RYUJINX_BASE_VERSION }}.${{ github.run_number }}" >> $GITHUB_OUTPUT
echo "prev_build_version=${{ env.RYUJINX_BASE_VERSION }}.$((${{ github.run_number }} - 1))" >> $GITHUB_OUTPUT
echo "git_short_hash=$(git rev-parse --short "${{ github.sha }}")" >> $GITHUB_OUTPUT
shell: bash
- name: Configure for release
run: |
sed -r --in-place 's/\%\%RYUJINX_BUILD_VERSION\%\%/${{ steps.version_info.outputs.build_version }}/g;' src/Ryujinx.Common/ReleaseInformation.cs
sed -r --in-place 's/\%\%RYUJINX_BUILD_GIT_HASH\%\%/${{ steps.version_info.outputs.git_short_hash }}/g;' src/Ryujinx.Common/ReleaseInformation.cs
sed -r --in-place 's/\%\%RYUJINX_TARGET_RELEASE_CHANNEL_NAME\%\%/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_NAME }}/g;' src/Ryujinx.Common/ReleaseInformation.cs
sed -r --in-place 's/\%\%RYUJINX_CONFIG_FILE_NAME\%\%/Config\.json/g;' src/Ryujinx.Common/ReleaseInformation.cs
shell: bash
- name: Create output dir
run: "mkdir release_output"
- name: Publish
run: |
dotnet publish -c Release -r "${{ matrix.platform.name }}" -o ./publish -p:Version="${{ steps.version_info.outputs.build_version }}" -p:SourceRevisionId="${{ steps.version_info.outputs.git_short_hash }}" -p:DebugType=embedded src/Ryujinx --self-contained
- name: Packing Windows builds
if: matrix.platform.os == 'windows-latest'
run: |
pushd publish
rm libarmeilleure-jitsupport.dylib
7z a ../release_output/ryujinx-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.zip ../publish
popd
gh release download -R GreemDev/GLI -O gli.exe -p 'GitLabCli-win_x64.exe'
./gli.exe --access-token=${{ secrets.GITLAB_TOKEN }} --project=ryubing/ryujinx --command=UploadGenericPackage "Ryubing|${{ steps.version_info.outputs.build_version }}|release_output/ryujinx-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.zip"
shell: bash
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Install GitLabCli
if: matrix.platform.os == 'ubuntu-latest'
run: |
mkdir -p $HOME/.bin
gh release download -R GreemDev/GLI -O gli -p 'GitLabCli-linux_x64'
chmod +x gli
mv gli $HOME/.bin/
echo "$HOME/.bin" >> $GITHUB_PATH
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Packing Linux builds
if: matrix.platform.os == 'ubuntu-latest'
run: |
pushd publish
rm libarmeilleure-jitsupport.dylib
chmod +x Ryujinx.sh Ryujinx
tar -czvf ../release_output/ryujinx-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.tar.gz ../publish
popd
gli --access-token=${{ secrets.GITLAB_TOKEN }} --project=ryubing/ryujinx --command=UploadGenericPackage "Ryubing|${{ steps.version_info.outputs.build_version }}|release_output/ryujinx-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.tar.gz"
shell: bash
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Build AppImage (Linux)
if: matrix.platform.os == 'ubuntu-latest'
run: |
BUILD_VERSION="${{ steps.version_info.outputs.build_version }}"
PLATFORM_NAME="${{ matrix.platform.name }}"
sudo apt install -y zsync desktop-file-utils appstream
mkdir -p tools
export PATH="$PATH:$(readlink -f tools)"
# Setup appimagetool
wget -q -O tools/appimagetool "https://github.com/AppImage/appimagetool/releases/download/continuous/appimagetool-x86_64.AppImage"
chmod +x tools/appimagetool
chmod +x distribution/linux/appimage/build-appimage.sh
# Explicitly set $ARCH for appimagetool ($ARCH_NAME is for the file name)
if [ "$PLATFORM_NAME" = "linux-x64" ]; then
ARCH_NAME=x64
export ARCH=x86_64
elif [ "$PLATFORM_NAME" = "linux-arm64" ]; then
ARCH_NAME=arm64
export ARCH=aarch64
else
echo "Unexpected PLATFORM_NAME "$PLATFORM_NAME""
exit 1
fi
BUILDDIR=publish OUTDIR=publish_appimage distribution/linux/appimage/build-appimage.sh
pushd publish_appimage
mv Ryujinx.AppImage ../release_output/ryujinx-$BUILD_VERSION-$ARCH_NAME.AppImage
popd
gli --access-token=${{ secrets.GITLAB_TOKEN }} --project=ryubing/ryujinx --command=UploadGenericPackage "Ryubing|${{ steps.version_info.outputs.build_version }}|release_output/ryujinx-$BUILD_VERSION-$ARCH_NAME.AppImage"
shell: bash
macos_release:
name: Release MacOS universal
runs-on: ubuntu-24.04
steps:
- uses: actions/checkout@v4
- uses: actions/setup-dotnet@v4
with:
global-json-file: global.json
- name: Setup LLVM 17
run: |
wget https://apt.llvm.org/llvm.sh
chmod +x llvm.sh
sudo ./llvm.sh 17
- name: Install GitLabCli
run: |
mkdir -p $HOME/.bin
gh release download -R GreemDev/GLI -O gli -p 'GitLabCli-linux_x64'
chmod +x gli
mv gli $HOME/.bin/
echo "$HOME/.bin" >> $GITHUB_PATH
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Install rcodesign
run: |
mkdir -p $HOME/.bin
gh release download -R indygreg/apple-platform-rs -O apple-codesign.tar.gz -p 'apple-codesign-*-x86_64-unknown-linux-musl.tar.gz'
tar -xzvf apple-codesign.tar.gz --wildcards '*/rcodesign' --strip-components=1
rm apple-codesign.tar.gz
mv rcodesign $HOME/.bin/
echo "$HOME/.bin" >> $GITHUB_PATH
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Get version info
id: version_info
run: |
echo "build_version=${{ env.RYUJINX_BASE_VERSION }}.${{ github.run_number }}" >> $GITHUB_OUTPUT
echo "prev_build_version=${{ env.RYUJINX_BASE_VERSION }}.$((${{ github.run_number }} - 1))" >> $GITHUB_OUTPUT
echo "git_short_hash=$(git rev-parse --short "${{ github.sha }}")" >> $GITHUB_OUTPUT
- name: Configure for release
run: |
sed -r --in-place 's/\%\%RYUJINX_BUILD_VERSION\%\%/${{ steps.version_info.outputs.build_version }}/g;' src/Ryujinx.Common/ReleaseInformation.cs
sed -r --in-place 's/\%\%RYUJINX_BUILD_GIT_HASH\%\%/${{ steps.version_info.outputs.git_short_hash }}/g;' src/Ryujinx.Common/ReleaseInformation.cs
sed -r --in-place 's/\%\%RYUJINX_TARGET_RELEASE_CHANNEL_NAME\%\%/${{ env.RYUJINX_TARGET_RELEASE_CHANNEL_NAME }}/g;' src/Ryujinx.Common/ReleaseInformation.cs
sed -r --in-place 's/\%\%RYUJINX_CONFIG_FILE_NAME\%\%/Config\.json/g;' src/Ryujinx.Common/ReleaseInformation.cs
shell: bash
- name: Publish macOS Ryujinx
run: |
./distribution/macos/create_macos_build_ava.sh . publish_tmp_ava publish ./distribution/macos/entitlements.xml "${{ steps.version_info.outputs.build_version }}" "${{ steps.version_info.outputs.git_short_hash }}" Release 0
gli --access-token=${{ secrets.GITLAB_TOKEN }} --project=ryubing/ryujinx --command=UploadGenericPackage "Ryubing|${{ steps.version_info.outputs.build_version }}|publish/ryujinx-${{ steps.version_info.outputs.build_version }}-macos_universal.app.tar.gz"
create_gitlab_release:
name: Create GitLab Release
runs-on: ubuntu-24.04
needs:
- macos_release
- release
steps:
- uses: actions/checkout@v4
- name: Get version info
id: version_info
run: |
echo "build_version=${{ env.RYUJINX_BASE_VERSION }}.${{ github.run_number }}" >> $GITHUB_OUTPUT
echo "prev_build_version=${{ env.RYUJINX_BASE_VERSION }}.$((${{ github.run_number }} - 1))" >> $GITHUB_OUTPUT
echo "git_short_hash=$(git rev-parse --short "${{ github.sha }}")" >> $GITHUB_OUTPUT
shell: bash
- name: Install GitLabCli
run: |
mkdir -p $HOME/.bin
gh release download -R GreemDev/GLI -O gli -p 'GitLabCli-linux_x64'
chmod +x gli
mv gli $HOME/.bin/
echo "$HOME/.bin" >> $GITHUB_PATH
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Create release
run: |
gli --access-token=${{ secrets.GITLAB_TOKEN }} --project=ryubing/ryujinx --command=CreateReleaseFromGenericPackageFiles "Ryubing|${{ steps.version_info.outputs.build_version }}|${{ steps.version_info.outputs.git_short_hash }}|${{ steps.version_info.outputs.build_version }}|msd:${{ steps.version_info.outputs.build_version }}"
- name: Send notification webhook
run: |
gli --access-token=${{ secrets.GITLAB_TOKEN }} --project=ryubing/ryujinx --command=SendUpdateMessage "${{ steps.version_info.outputs.build_version }}|32cd32|${{ secrets.STABLE_DISCORD_WEBHOOK }}|https://avatars.githubusercontent.com/u/192939710?s=200&v=4|false"
- name: Notify update server of new builds
run: |
curl 'https://update.ryujinx.app/api/v1/admin/refresh_cache?rc=stable' -X PATCH -H 'accept: */*' -H 'Authorization: ${{ secrets.UPDATE_SERVER_ADMIN_TOKEN }}'

1
.gitignore vendored
View file

@ -100,6 +100,7 @@ DocProject/Help/html
# Click-Once directory # Click-Once directory
publish/ publish/
RyubingMaintainerTools/
# Publish Web Output # Publish Web Output
*.Publish.xml *.Publish.xml

View file

@ -3,26 +3,26 @@
<ManagePackageVersionsCentrally>true</ManagePackageVersionsCentrally> <ManagePackageVersionsCentrally>true</ManagePackageVersionsCentrally>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<PackageVersion Include="Avalonia" Version="11.3.6" /> <PackageVersion Include="Avalonia" Version="11.3.12" />
<PackageVersion Include="Avalonia.Controls.DataGrid" Version="11.3.6" /> <PackageVersion Include="Avalonia.Controls.DataGrid" Version="11.3.12" />
<PackageVersion Include="Avalonia.Desktop" Version="11.3.6" /> <PackageVersion Include="Avalonia.Desktop" Version="11.3.12" />
<PackageVersion Include="Avalonia.Diagnostics" Version="11.3.6" /> <PackageVersion Include="Avalonia.Diagnostics" Version="11.3.12" />
<PackageVersion Include="Avalonia.Markup.Xaml.Loader" Version="11.3.6" /> <PackageVersion Include="Avalonia.Markup.Xaml.Loader" Version="11.3.12" />
<PackageVersion Include="Svg.Controls.Avalonia" Version="11.3.6.2" /> <PackageVersion Include="Svg.Controls.Avalonia" Version="11.3.9.4" />
<PackageVersion Include="Svg.Controls.Skia.Avalonia" Version="11.3.6.2" /> <PackageVersion Include="Svg.Controls.Skia.Avalonia" Version="11.3.9.4" />
<PackageVersion Include="Microsoft.Build.Framework" Version="17.11.4" /> <PackageVersion Include="Microsoft.Build.Framework" Version="17.11.4" />
<PackageVersion Include="Microsoft.Build.Utilities.Core" Version="17.12.6" /> <PackageVersion Include="Microsoft.Build.Utilities.Core" Version="17.12.6" />
<PackageVersion Include="Newtonsoft.Json" Version="13.0.3" /> <PackageVersion Include="Newtonsoft.Json" Version="13.0.3" />
<PackageVersion Include="Projektanker.Icons.Avalonia" Version="9.6.2" /> <PackageVersion Include="Projektanker.Icons.Avalonia" Version="9.6.2" />
<PackageVersion Include="Projektanker.Icons.Avalonia.FontAwesome" Version="9.6.2" /> <PackageVersion Include="Projektanker.Icons.Avalonia.FontAwesome" Version="9.6.2" />
<PackageVersion Include="Projektanker.Icons.Avalonia.MaterialDesign" Version="9.6.2" /> <PackageVersion Include="Projektanker.Icons.Avalonia.MaterialDesign" Version="9.6.2" />
<PackageVersion Include="ppy.SDL3-CS" Version="2025.920.0" /> <PackageVersion Include="ppy.SDL3-CS" Version="2026.320.0" />
<PackageVersion Include="CommandLineParser" Version="2.9.1" /> <PackageVersion Include="CommandLineParser" Version="2.9.1" />
<PackageVersion Include="CommunityToolkit.Mvvm" Version="8.4.0" /> <PackageVersion Include="CommunityToolkit.Mvvm" Version="8.4.0" />
<PackageVersion Include="Concentus" Version="2.2.2" /> <PackageVersion Include="Concentus" Version="2.2.2" />
<PackageVersion Include="DiscordRichPresence" Version="1.6.1.70" /> <PackageVersion Include="DiscordRichPresence" Version="1.6.1.70" />
<PackageVersion Include="DynamicData" Version="9.4.1" /> <PackageVersion Include="DynamicData" Version="9.4.1" />
<PackageVersion Include="FluentAvaloniaUI.NoAnim" Version="2.4.0-build3" /> <PackageVersion Include="FluentAvaloniaUI" Version="2.5.0" />
<PackageVersion Include="Humanizer" Version="2.14.1" /> <PackageVersion Include="Humanizer" Version="2.14.1" />
<PackageVersion Include="Microsoft.CodeAnalysis.Analyzers" Version="3.3.4" /> <PackageVersion Include="Microsoft.CodeAnalysis.Analyzers" Version="3.3.4" />
<PackageVersion Include="Microsoft.CodeAnalysis.CSharp" Version="4.9.2" /> <PackageVersion Include="Microsoft.CodeAnalysis.CSharp" Version="4.9.2" />
@ -41,7 +41,7 @@
<PackageVersion Include="Ryujinx.Audio.OpenAL.Dependencies" Version="1.21.0.1" /> <PackageVersion Include="Ryujinx.Audio.OpenAL.Dependencies" Version="1.21.0.1" />
<PackageVersion Include="Ryujinx.Graphics.Nvdec.Dependencies.AllArch" Version="6.1.2-build3" /> <PackageVersion Include="Ryujinx.Graphics.Nvdec.Dependencies.AllArch" Version="6.1.2-build3" />
<PackageVersion Include="Ryujinx.Graphics.Vulkan.Dependencies.MoltenVK" Version="1.2.0" /> <PackageVersion Include="Ryujinx.Graphics.Vulkan.Dependencies.MoltenVK" Version="1.2.0" />
<PackageVersion Include="Ryujinx.LibHac" Version="0.21.0-alpha.126" /> <PackageVersion Include="Ryujinx.LibHac" Version="0.21.0-alpha.129" />
<PackageVersion Include="Ryujinx.UpdateClient" Version="1.0.44" /> <PackageVersion Include="Ryujinx.UpdateClient" Version="1.0.44" />
<PackageVersion Include="Ryujinx.Systems.Update.Common" Version="1.0.44" /> <PackageVersion Include="Ryujinx.Systems.Update.Common" Version="1.0.44" />
<PackageVersion Include="Gommon" Version="2.8.0.1" /> <PackageVersion Include="Gommon" Version="2.8.0.1" />
@ -56,7 +56,6 @@
<PackageVersion Include="SkiaSharp.NativeAssets.Linux" Version="2.88.9" /> <PackageVersion Include="SkiaSharp.NativeAssets.Linux" Version="2.88.9" />
<PackageVersion Include="SPB" Version="0.0.4-build32" /> <PackageVersion Include="SPB" Version="0.0.4-build32" />
<PackageVersion Include="System.IO.Hashing" Version="9.0.2" /> <PackageVersion Include="System.IO.Hashing" Version="9.0.2" />
<PackageVersion Include="System.Management" Version="9.0.2" />
<PackageVersion Include="UnicornEngine.Unicorn" Version="2.0.2-rc1-fb78016" /> <PackageVersion Include="UnicornEngine.Unicorn" Version="2.0.2-rc1-fb78016" />
</ItemGroup> </ItemGroup>
</Project> </Project>

View file

@ -7,8 +7,8 @@
# Ryujinx # Ryujinx
[![Latest release](https://img.shields.io/gitlab/v/release/ryubing%2Fryujinx?gitlab_url=https%3A%2F%2Fgit.ryujinx.app&label=stable&color=32cd32)](https://update.ryujinx.app/latest/stable) [![Latest release](https://git.ryujinx.app/projects/Ryubing/badges/release.svg?label=stable&color=32cd32)](https://update.ryujinx.app/latest/stable)
[![Latest canary release](https://img.shields.io/gitlab/v/release/ryubing%2Fcanary?gitlab_url=https%3A%2F%2Fgit.ryujinx.app&label=canary&color=FF4500)](https://update.ryujinx.app/latest/canary) [![Latest canary release](https://git.ryujinx.app/Ryubing/Canary/badges/release.svg?label=canary&color=FF4500)](https://update.ryujinx.app/latest/canary)
<br> <br>
<a href="https://discord.gg/PEuzjrFXUA"> <a href="https://discord.gg/PEuzjrFXUA">
<img src="https://img.shields.io/discord/1294443224030511104?color=5865F2&label=Ryubing&logo=discord&logoColor=white" alt="Discord"> <img src="https://img.shields.io/discord/1294443224030511104?color=5865F2&label=Ryubing&logo=discord&logoColor=white" alt="Discord">
@ -21,7 +21,7 @@
Ryujinx is an open-source Nintendo Switch emulator, originally created by gdkchan, written in C#. Ryujinx is an open-source Nintendo Switch emulator, originally created by gdkchan, written in C#.
This emulator aims at providing excellent accuracy and performance, a user-friendly interface and consistent builds. 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. It was written from scratch and development on the project began in September 2017.
Ryujinx is available on a self-managed GitLab instance under the <a href="https://git.ryujinx.app/ryubing/ryujinx/-/blob/master/LICENSE.txt?ref_type=heads" target="_blank">MIT license</a>. Ryujinx is available on a self-managed <a href="https://github.com/Ryubing/forgejo" target="_blank">modified</a> <a href="https://forgejo.org/" target="_blank">Forgejo</a> instance under the <a href="https://git.ryujinx.app/projects/Ryubing/src/branch/master/LICENSE.txt" target="_blank">MIT license</a>.
<br /> <br />
</p> </p>
<p align="center"> <p align="center">
@ -31,11 +31,11 @@
<br> <br>
This is not a Ryujinx revival project. This is not a Phoenix project. This is not a Ryujinx revival project. This is not a Phoenix project.
<br> <br>
Guides and documentation can be found on the <a href="https://git.ryujinx.app/groups/ryubing/-/wikis/home">Wiki tab</a>. Guides and documentation can be found on the <a href="https://git.ryujinx.app/projects/Ryubing/wiki/Home">Wiki tab</a>.
</p> </p>
<p align="center"> <p align="center">
<img src="https://git.ryujinx.app/ryubing/ryujinx/-/raw/master/docs/shell.png?ref_type=heads&inline=false" alt="Ryujinx example"> <img src="https://git.ryujinx.app/projects/Ryubing/raw/branch/master/docs/shell.png" alt="Ryujinx example">
</p> </p>
## Usage ## Usage
@ -49,17 +49,17 @@ Stable builds are made every so often, based on the `master` branch, that then g
These stable builds exist so that the end user can get a more **enjoyable and stable experience**. These stable builds exist so that the end user can get a more **enjoyable and stable experience**.
They are released every month or so, to ensure consistent updates, while not being an annoying amount of individual updates to download over the course of that month. They are released every month or so, to ensure consistent updates, while not being an annoying amount of individual updates to download over the course of that month.
You can find the stable releases [here](https://git.ryujinx.app/ryubing/ryujinx/-/releases). You can find the stable releases [here](https://git.ryujinx.app/projects/Ryubing/releases).
Canary builds are compiled automatically for each commit on the `master` branch. Canary 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, these builds **may be unstable or completely broken**. While we strive to ensure optimal stability and performance prior to pushing an update, these builds **may be unstable or completely broken**.
These canary builds are only recommended for experienced users. These canary builds are only recommended for experienced users.
You can find the canary releases [here](https://git.ryujinx.app/ryubing/canary/-/releases). You can find the canary releases [here](https://git.ryujinx.app/Ryubing/Canary/releases).
## Documentation ## Documentation
If you are planning to contribute or just want to learn more about this project please read through our [documentation](docs/README.md). If you are planning to contribute or just want to learn more about this project please read through our [documentation](https://git.ryujinx.app/projects/Ryubing/src/branch/master/docs/README.md).
## Features ## Features
@ -105,13 +105,13 @@ If you are planning to contribute or just want to learn more about this project
## License ## License
This software is licensed under the terms of the [MIT license](LICENSE.txt). This software is licensed under the terms of the [MIT license](https://git.ryujinx.app/projects/Ryubing/src/branch/master/LICENSE.txt).
This project makes use of code authored by the libvpx project, licensed under BSD and the ffmpeg project, licensed under LGPLv3. This project makes use of code authored by the libvpx project, licensed under BSD and the ffmpeg project, licensed under LGPLv3.
See [LICENSE.txt](LICENSE.txt) and [THIRDPARTY.md](distribution/legal/THIRDPARTY.md) for more details. See [LICENSE.txt](https://git.ryujinx.app/projects/Ryubing/src/branch/master/LICENSE.txt) and [THIRDPARTY.md](https://git.ryujinx.app/projects/Ryubing/src/branch/master/distribution/legal/THIRDPARTY.md) for more details.
## Credits ## Credits
- [LibHac](https://git.ryujinx.app/ryubing/libhac) is used for our file-system. - [LibHac](https://git.ryujinx.app/projects/LibHac) is used for our file-system.
- [AmiiboAPI](https://www.amiiboapi.com) is used in our Amiibo emulation. - [AmiiboAPI](https://www.amiiboapi.com) is used in our Amiibo emulation.
- [ldn_mitm](https://github.com/spacemeowx2/ldn_mitm) is used for one of our available multiplayer modes. - [ldn_mitm](https://github.com/spacemeowx2/ldn_mitm) is used for one of our available multiplayer modes.
- [ShellLink](https://github.com/securifybv/ShellLink) is used for Windows shortcut generation. - [ShellLink](https://github.com/securifybv/ShellLink) is used for Windows shortcut generation.

View file

@ -21,6 +21,8 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Ryujinx.Graphics.GAL", "src
EndProject EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Ryujinx.Graphics.OpenGL", "src\Ryujinx.Graphics.OpenGL\Ryujinx.Graphics.OpenGL.csproj", "{9558FB96-075D-4219-8FFF-401979DC0B69}" Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Ryujinx.Graphics.OpenGL", "src\Ryujinx.Graphics.OpenGL\Ryujinx.Graphics.OpenGL.csproj", "{9558FB96-075D-4219-8FFF-401979DC0B69}"
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Ryujinx.Graphics.RenderDoc", "src\Ryujinx.Graphics.RenderDocApi\Ryujinx.Graphics.RenderDocApi.csproj", "{D58FA894-27D5-4EAA-9042-AD422AD82931}"
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Ryujinx.Graphics.Texture", "src\Ryujinx.Graphics.Texture\Ryujinx.Graphics.Texture.csproj", "{E1B1AD28-289D-47B7-A106-326972240207}" Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Ryujinx.Graphics.Texture", "src\Ryujinx.Graphics.Texture\Ryujinx.Graphics.Texture.csproj", "{E1B1AD28-289D-47B7-A106-326972240207}"
EndProject EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Ryujinx.Graphics.Shader", "src\Ryujinx.Graphics.Shader\Ryujinx.Graphics.Shader.csproj", "{03B955CD-AD84-4B93-AAA7-BF17923BBAA5}" Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Ryujinx.Graphics.Shader", "src\Ryujinx.Graphics.Shader\Ryujinx.Graphics.Shader.csproj", "{03B955CD-AD84-4B93-AAA7-BF17923BBAA5}"
@ -45,6 +47,8 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Ryujinx.Graphics.Vic", "src
EndProject EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Ryujinx.Graphics.Video", "src\Ryujinx.Graphics.Video\Ryujinx.Graphics.Video.csproj", "{FD4A2C14-8E3D-4957-ABBE-3C38897B3E2D}" Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Ryujinx.Graphics.Video", "src\Ryujinx.Graphics.Video\Ryujinx.Graphics.Video.csproj", "{FD4A2C14-8E3D-4957-ABBE-3C38897B3E2D}"
EndProject EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Ryujinx.Audio.Backends.Apple", "src\Ryujinx.Audio.Backends.Apple\Ryujinx.Audio.Backends.Apple.csproj", "{AC26EFF0-8593-4184-9A09-98E37EFFB32E}"
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Ryujinx.Audio.Backends.SDL3", "src\Ryujinx.Audio.Backends.SDL3\Ryujinx.Audio.Backends.SDL3.csproj", "{988E6191-82E1-4E13-9DDB-CB9FA2FDAF29}" Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Ryujinx.Audio.Backends.SDL3", "src\Ryujinx.Audio.Backends.SDL3\Ryujinx.Audio.Backends.SDL3.csproj", "{988E6191-82E1-4E13-9DDB-CB9FA2FDAF29}"
EndProject EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Ryujinx.Audio.Backends.OpenAL", "src\Ryujinx.Audio.Backends.OpenAL\Ryujinx.Audio.Backends.OpenAL.csproj", "{0BE11899-DF2D-4BDE-B9EE-2489E8D35E7D}" Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Ryujinx.Audio.Backends.OpenAL", "src\Ryujinx.Audio.Backends.OpenAL\Ryujinx.Audio.Backends.OpenAL.csproj", "{0BE11899-DF2D-4BDE-B9EE-2489E8D35E7D}"
@ -82,11 +86,11 @@ EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{36F870C1-3E5F-485F-B426-F0645AF78751}" Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{36F870C1-3E5F-485F-B426-F0645AF78751}"
ProjectSection(SolutionItems) = preProject ProjectSection(SolutionItems) = preProject
.editorconfig = .editorconfig .editorconfig = .editorconfig
.github\workflows\build.yml = .github\workflows\build.yml .forgejo\workflows\build.yml = .forgejo\workflows\build.yml
.github\workflows\canary.yml = .github\workflows\canary.yml .forgejo\workflows\canary.yml = .forgejo\workflows\canary.yml
Directory.Packages.props = Directory.Packages.props Directory.Packages.props = Directory.Packages.props
Directory.Build.props = Directory.Build.props Directory.Build.props = Directory.Build.props
.github\workflows\release.yml = .github\workflows\release.yml .forgejo\workflows\release.yml = .forgejo\workflows\release.yml
nuget.config = nuget.config nuget.config = nuget.config
EndProjectSection EndProjectSection
EndProject EndProject
@ -555,6 +559,30 @@ Global
{988E6191-82E1-4E13-9DDB-CB9FA2FDAF29}.Release|x64.Build.0 = Release|Any CPU {988E6191-82E1-4E13-9DDB-CB9FA2FDAF29}.Release|x64.Build.0 = Release|Any CPU
{988E6191-82E1-4E13-9DDB-CB9FA2FDAF29}.Release|x86.ActiveCfg = Release|Any CPU {988E6191-82E1-4E13-9DDB-CB9FA2FDAF29}.Release|x86.ActiveCfg = Release|Any CPU
{988E6191-82E1-4E13-9DDB-CB9FA2FDAF29}.Release|x86.Build.0 = Release|Any CPU {988E6191-82E1-4E13-9DDB-CB9FA2FDAF29}.Release|x86.Build.0 = Release|Any CPU
{D58FA894-27D5-4EAA-9042-AD422AD82931}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{D58FA894-27D5-4EAA-9042-AD422AD82931}.Debug|Any CPU.Build.0 = Debug|Any CPU
{D58FA894-27D5-4EAA-9042-AD422AD82931}.Debug|x64.ActiveCfg = Debug|Any CPU
{D58FA894-27D5-4EAA-9042-AD422AD82931}.Debug|x64.Build.0 = Debug|Any CPU
{D58FA894-27D5-4EAA-9042-AD422AD82931}.Debug|x86.ActiveCfg = Debug|Any CPU
{D58FA894-27D5-4EAA-9042-AD422AD82931}.Debug|x86.Build.0 = Debug|Any CPU
{D58FA894-27D5-4EAA-9042-AD422AD82931}.Release|Any CPU.ActiveCfg = Release|Any CPU
{D58FA894-27D5-4EAA-9042-AD422AD82931}.Release|Any CPU.Build.0 = Release|Any CPU
{D58FA894-27D5-4EAA-9042-AD422AD82931}.Release|x64.ActiveCfg = Release|Any CPU
{D58FA894-27D5-4EAA-9042-AD422AD82931}.Release|x64.Build.0 = Release|Any CPU
{D58FA894-27D5-4EAA-9042-AD422AD82931}.Release|x86.ActiveCfg = Release|Any CPU
{D58FA894-27D5-4EAA-9042-AD422AD82931}.Release|x86.Build.0 = Release|Any CPU
{AC26EFF0-8593-4184-9A09-98E37EFFB32E}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{AC26EFF0-8593-4184-9A09-98E37EFFB32E}.Debug|Any CPU.Build.0 = Debug|Any CPU
{AC26EFF0-8593-4184-9A09-98E37EFFB32E}.Debug|x64.ActiveCfg = Debug|Any CPU
{AC26EFF0-8593-4184-9A09-98E37EFFB32E}.Debug|x64.Build.0 = Debug|Any CPU
{AC26EFF0-8593-4184-9A09-98E37EFFB32E}.Debug|x86.ActiveCfg = Debug|Any CPU
{AC26EFF0-8593-4184-9A09-98E37EFFB32E}.Debug|x86.Build.0 = Debug|Any CPU
{AC26EFF0-8593-4184-9A09-98E37EFFB32E}.Release|Any CPU.ActiveCfg = Release|Any CPU
{AC26EFF0-8593-4184-9A09-98E37EFFB32E}.Release|Any CPU.Build.0 = Release|Any CPU
{AC26EFF0-8593-4184-9A09-98E37EFFB32E}.Release|x64.ActiveCfg = Release|Any CPU
{AC26EFF0-8593-4184-9A09-98E37EFFB32E}.Release|x64.Build.0 = Release|Any CPU
{AC26EFF0-8593-4184-9A09-98E37EFFB32E}.Release|x86.ActiveCfg = Release|Any CPU
{AC26EFF0-8593-4184-9A09-98E37EFFB32E}.Release|x86.Build.0 = Release|Any CPU
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE

24
assets/Languages.json Normal file
View file

@ -0,0 +1,24 @@
{
"Languages": {
"ar_SA": "اَلْعَرَبِيَّةُ",
"de_DE": "Deutsch",
"el_GR": "Ελληνικά",
"en_US": "English (US)",
"es_ES": "Español (ES)",
"fr_FR": "Français (FR)",
"he_IL": "עִברִית",
"it_IT": "Italiano",
"ja_JP": "日本語",
"ko_KR": "한국어",
"no_NO": "Norsk",
"pl_PL": "Polski",
"pt_BR": "Português (BR)",
"ru_RU": "Русский",
"sv_SE": "Svenska",
"th_TH": "ภาษาไทย",
"tr_TR": "Türkçe",
"uk_UA": "Українська",
"zh_CN": "简体中文",
"zh_TW": "繁體中文 (台灣)"
}
}

60
assets/Locales.md Normal file
View file

@ -0,0 +1,60 @@
# Ryubing Locales
Ryubing Locales uses a custom format, which uses a file for defining the supported languages and a folder of json files for the locales themselves.
Each json file holds the locales for a specific part of the emulator, e.g. the Setup Wizard locales are in `SetupWizard.json`, and each locale entry in the file includes all the supported languages in the same place.
## Languages
in the `/assets/` folder you will find the `Languages.json` file, which defines all the languages supported by the emulator.
The file includes a table of the langauge codes and their langauge names.
#Example of the format for Languages.json
{
"Languages": {
"ar_SA": "اَلْعَرَبِيَّةُ",
"en_US": "English (US)",
...
"zh_TW": "繁體中文 (台灣)"
}
}
## Locales
in the `/assets/Locales/` folder you will find the json files, which define all the locales supported by the emulator.
Each json file holds locales for a specific part of the emulator in a large array of locale objects.
Each locale is made up an ID used for lookup and a list of the languages and their matching translations.
Any empty string or null value will automatically use the English translation instead in the emulator.
### Format
When adding a new locale, you just need to add the ID and the en_US language translation, then the validation system will add default values for the rest of languages automatically, when rebuilding the project.
If you want to signal that a translation is supposed to match the English translation, you just have to replace the empty string with `null`.
When you want to check what translations are missing for a language just search for `"<lang_code>": ""`, e.g: `"en_US": ""` (but with any other language, as English will never be missing translations).
### Legacy file (Root.json)
Currently all older locales are stored in `Root.json`, but they are slowly being moved into newer, more descriptive json files, to make the locale system more accessible.
Do **not** add new locales to `Root.json`.
If no json file exists for the specific part of the emulator you're working on, you should instead add a new json file for that part.
#Example of the format for Root.json
{
"Locales": [
{
"ID": "MenuBarActionsOpenMiiEditor",
"Translations": {
"ar_SA": "",
"en_US": "Mii Editor",
...
"zh_TW": "Mii 編輯器"
}
},
{
"ID": "KeyNumber9",
"Translations": {
"ar_SA": "٩",
"en_US": "9",
...
"zh_TW": null
}
}
]
}

View file

@ -0,0 +1,104 @@
{
"Locales": [
{
"ID": "MenuBarActions_StartCapture",
"Translations": {
"ar_SA": "",
"de_DE": "",
"el_GR": "",
"en_US": "Start RenderDoc Frame Capture",
"es_ES": "Iniciar una captura de fotograma de RenderDoc",
"fr_FR": "Démarrer une capture de trame RenderDoc",
"he_IL": "",
"it_IT": "",
"ja_JP": "",
"ko_KR": "RenderDoc 프레임 캡처 시작",
"no_NO": "",
"pl_PL": "",
"pt_BR": "",
"ru_RU": "",
"sv_SE": "",
"th_TH": "",
"tr_TR": "",
"uk_UA": "",
"zh_CN": "启动 RenderDoc 帧捕获",
"zh_TW": "啟動 RenderDoc 畫格擷取"
}
},
{
"ID": "MenuBarActions_EndCapture",
"Translations": {
"ar_SA": "",
"de_DE": "",
"el_GR": "",
"en_US": "End RenderDoc Frame Capture",
"es_ES": "Detener la captura de fotograma de RenderDoc",
"fr_FR": "Arrêter la capture de trame RenderDoc",
"he_IL": "",
"it_IT": "",
"ja_JP": "",
"ko_KR": "RenderDoc 프레임 캡처 종료",
"no_NO": "",
"pl_PL": "",
"pt_BR": "",
"ru_RU": "",
"sv_SE": "",
"th_TH": "",
"tr_TR": "",
"uk_UA": "",
"zh_CN": "结束 RenderDoc 帧捕获",
"zh_TW": "停止 RenderDoc 畫格擷取"
}
},
{
"ID": "MenuBarActions_DiscardCapture",
"Translations": {
"ar_SA": "",
"de_DE": "",
"el_GR": "",
"en_US": "Discard RenderDoc Frame Capture",
"es_ES": "Descartar la captura de fotograma de RenderDoc",
"fr_FR": "Supprimer la capture de trame RenderDoc",
"he_IL": "",
"it_IT": "",
"ja_JP": "",
"ko_KR": "RenderDoc 프레임 캡처 폐기",
"no_NO": "",
"pl_PL": "",
"pt_BR": "",
"ru_RU": "",
"sv_SE": "",
"th_TH": "",
"tr_TR": "",
"uk_UA": "",
"zh_CN": "丢弃 RenderDoc 帧捕获",
"zh_TW": "捨棄 RenderDoc 畫格擷取"
}
},
{
"ID": "MenuBarActions_DiscardCapture_ToolTip",
"Translations": {
"ar_SA": "",
"de_DE": "",
"el_GR": "",
"en_US": "Ends the currently active RenderDoc Frame Capture, immediately discarding its result.",
"es_ES": "Finaliza la captura de fotograma de RenderDoc actualmente activa y descarta inmediatamente su resultado.",
"fr_FR": "Met fin à la capture de trame RenderDoc en cours, en supprimant immédiatement son résultat.",
"he_IL": "",
"it_IT": "",
"ja_JP": "",
"ko_KR": "현재 활성화된 RenderDoc 프레임 캡처를 종료하고 결과를 즉시 폐기합니다.",
"no_NO": "",
"pl_PL": "",
"pt_BR": "",
"ru_RU": "",
"sv_SE": "",
"th_TH": "",
"tr_TR": "",
"uk_UA": "",
"zh_CN": "结束当前正在进行的 RenderDoc 帧捕获,并立即丢弃其结果。",
"zh_TW": "停止正在執行的 RenderDoc 畫格擷取,且立即捨棄其結果。"
}
}
]
}

View file

@ -1,72 +1,5 @@
{ {
"Info": {
"Format1": "The Locale file uses a custom Unified format.",
"Format2": "The file starts with a list of all the supported languages.",
"Format3": "Each locale is made up an ID used for lookup and a list",
"Format4": "of the languages and their matching translations.",
"Format5": "When adding a new locale you just need to add the ID and",
"Format6": "the en_US language translation, then the validation system",
"Format7": "will add the rest of the languages automatically on rebuild.",
"Format8": "By default the languages will be added with an empty string.",
"Format9": "Any empty string or null value will automatically match the",
"Format10": "English translation.",
"Format11": "If you want to signal that a translation is supposed to",
"Format12": "match the English translation, you just have to replace the",
"Format13": "empty string with null.",
"Format14": "Translators who want to check what translations are missing",
"Format15": "for their language just need to search for:",
"Format16": "{'lang_code': ''} with double quotes instead of single",
"Format17": "e.g: {'en_US': ''} (but with any other language as English",
"Format18": "will never be missing translations)."
},
"Languages": [
"ar_SA",
"de_DE",
"el_GR",
"en_US",
"es_ES",
"fr_FR",
"he_IL",
"it_IT",
"ja_JP",
"ko_KR",
"no_NO",
"pl_PL",
"pt_BR",
"ru_RU",
"sv_SE",
"th_TH",
"tr_TR",
"uk_UA",
"zh_CN",
"zh_TW"
],
"Locales": [ "Locales": [
{
"ID": "Language",
"Translations": {
"ar_SA": "اَلْعَرَبِيَّةُ",
"de_DE": "Deutsch",
"el_GR": "Ελληνικά",
"en_US": "English (US)",
"es_ES": "Español (ES)",
"fr_FR": "Français (FR)",
"he_IL": "עִברִית",
"it_IT": "Italiano",
"ja_JP": "日本語",
"ko_KR": "한국어",
"no_NO": "Norsk",
"pl_PL": "Polski",
"pt_BR": "Português (BR)",
"ru_RU": "Русский",
"sv_SE": "Svenska",
"th_TH": "ภาษาไทย",
"tr_TR": "Türkçe",
"uk_UA": "Українська",
"zh_CN": "简体中文",
"zh_TW": "繁體中文 (台灣)"
}
},
{ {
"ID": "MenuBarActionsOpenMiiEditor", "ID": "MenuBarActionsOpenMiiEditor",
"Translations": { "Translations": {
@ -225,7 +158,7 @@
"el_GR": "Χωρίς Ελέγχους (γρηγορότερο, μη ασφαλές)", "el_GR": "Χωρίς Ελέγχους (γρηγορότερο, μη ασφαλές)",
"en_US": "Host Unchecked (Fastest, Unsafe)", "en_US": "Host Unchecked (Fastest, Unsafe)",
"es_ES": "Host Sin Verificación (Más rápido, Inseguro)", "es_ES": "Host Sin Verificación (Más rápido, Inseguro)",
"fr_FR": "Hôte Non Vérifié (plus rapide, non sécurisé)", "fr_FR": "Hôte Non Vérifié (Plus Rapide, Non Sécurisé)",
"he_IL": "מארח לא מבוקר (המהיר ביותר, לא בטוח)", "he_IL": "מארח לא מבוקר (המהיר ביותר, לא בטוח)",
"it_IT": "Host senza verifica (più veloce, non sicura)", "it_IT": "Host senza verifica (più veloce, non sicura)",
"ja_JP": "ホスト, チェックなし (最高速, 安全でない)", "ja_JP": "ホスト, チェックなし (最高速, 安全でない)",
@ -642,6 +575,31 @@
"zh_TW": "停止模擬" "zh_TW": "停止模擬"
} }
}, },
{
"ID": "MenuBarOptionsRestartEmulation",
"Translations": {
"ar_SA": "",
"de_DE": "",
"el_GR": "",
"en_US": "Restart Emulation",
"es_ES": "Reiniciar Emulación",
"fr_FR": "Redémarrer l'Émulation",
"he_IL": "",
"it_IT": "",
"ja_JP": "",
"ko_KR": "",
"no_NO": "",
"pl_PL": "",
"pt_BR": "",
"ru_RU": "",
"sv_SE": "Starta om emulering",
"th_TH": "",
"tr_TR": "",
"uk_UA": "",
"zh_CN": "",
"zh_TW": "重新啟動模擬"
}
},
{ {
"ID": "MenuBarOptionsSettings", "ID": "MenuBarOptionsSettings",
"Translations": { "Translations": {
@ -767,6 +725,56 @@
"zh_TW": "掃描 Amiibo" "zh_TW": "掃描 Amiibo"
} }
}, },
{
"ID": "MenuBarActionsScanSkylander",
"Translations": {
"ar_SA": "‫فحص Skylander",
"de_DE": "Skylander scannen",
"el_GR": "Σάρωση Skylander",
"en_US": "Scan A Skylander",
"es_ES": "Escanear Skylander",
"fr_FR": "Scanner un Skylander",
"he_IL": "סרוק אמיבו",
"it_IT": "Scansiona un Skylander",
"ja_JP": "Skylander をスキャン",
"ko_KR": "Skylander 스캔",
"no_NO": "Skann en Skylander",
"pl_PL": "Skanuj Skylander",
"pt_BR": "Escanear um Skylander",
"ru_RU": "Сканировать Skylander",
"sv_SE": "Skanna en Skylander",
"th_TH": "สแกนหา Skylander",
"tr_TR": "Bir Skylander Tara",
"uk_UA": "Сканувати Skylander",
"zh_CN": "扫描 Skylander",
"zh_TW": "掃描 Skylander"
}
},
{
"ID": "MenuBarActionsRemoveSkylander",
"Translations": {
"ar_SA": "إزالة Skylander",
"de_DE": "Skylander entfernen",
"el_GR": "Αφαίρεση Skylander",
"en_US": "Remove Skylander",
"es_ES": "Eliminar Skylander",
"fr_FR": "Supprimer un Skylander",
"he_IL": "הסר Skylander",
"it_IT": "Rimuovi Skylander",
"ja_JP": "Skylander を削除",
"ko_KR": "Skylander 제거",
"no_NO": "Fjern Skylander",
"pl_PL": "Usuń Skylander",
"pt_BR": "Remover um Skylander",
"ru_RU": "Удалить Skylander",
"sv_SE": "Ta bort Skylander",
"th_TH": "ลบ Skylander",
"tr_TR": "Skylander'ı Kaldır",
"uk_UA": "Видалити Skylander",
"zh_CN": "移除 Skylander",
"zh_TW": "移除 Skylander"
}
},
{ {
"ID": "MenuBarActionsScanAmiiboBin", "ID": "MenuBarActionsScanAmiiboBin",
"Translations": { "Translations": {
@ -3350,7 +3358,7 @@
"el_GR": "Ερώτημα", "el_GR": "Ερώτημα",
"en_US": "Prompt", "en_US": "Prompt",
"es_ES": "Al Inicio", "es_ES": "Al Inicio",
"fr_FR": "Demande", "fr_FR": "Demander",
"he_IL": "הודעה", "he_IL": "הודעה",
"it_IT": "Domanda", "it_IT": "Domanda",
"ja_JP": "プロンプト", "ja_JP": "プロンプト",
@ -3800,7 +3808,7 @@
"el_GR": "DLC/Ενημερώσεις για αρχεία/παιχνίδια που λείπουν θα αποφορτωθούν αυτόματα", "el_GR": "DLC/Ενημερώσεις για αρχεία/παιχνίδια που λείπουν θα αποφορτωθούν αυτόματα",
"en_US": "DLC/Updates Referring To Missing Files/Games Will Unload Automatically", "en_US": "DLC/Updates Referring To Missing Files/Games Will Unload Automatically",
"es_ES": "DLC/Actualizaciones que hacen referencia a archivos/juegos ausentes se descargarán automáticamente", "es_ES": "DLC/Actualizaciones que hacen referencia a archivos/juegos ausentes se descargarán automáticamente",
"fr_FR": "DLC/Mises à jour concernant des fichiers/jeux manquants seront déchargées automatiquement", "fr_FR": "DLC/Mises à Jour Concernant des Fichiers/Jeux Manquants Seront Déchargées Automatiquement",
"he_IL": "DLC/עדכונים המתייחסים לקבצים/משחקים חסרים יוסרו אוטומטית", "he_IL": "DLC/עדכונים המתייחסים לקבצים/משחקים חסרים יוסרו אוטומטית",
"it_IT": "DLC/Aggiornamenti relativi a file/gioco mancanti verranno disabilitati automaticamente", "it_IT": "DLC/Aggiornamenti relativi a file/gioco mancanti verranno disabilitati automaticamente",
"ja_JP": "DLC/欠損ファイル/ゲームを参照するアップデートは自動的にアンロードされます", "ja_JP": "DLC/欠損ファイル/ゲームを参照するアップデートは自動的にアンロードされます",
@ -4800,7 +4808,7 @@
"el_GR": "Backend Ήχου:", "el_GR": "Backend Ήχου:",
"en_US": "Audio Backend:", "en_US": "Audio Backend:",
"es_ES": "Motor de Audio:", "es_ES": "Motor de Audio:",
"fr_FR": "Bibliothèque Audio :", "fr_FR": "Moteur Audio :",
"he_IL": "אחראי שמע:", "he_IL": "אחראי שמע:",
"it_IT": "Backend audio:", "it_IT": "Backend audio:",
"ja_JP": "音声バックエンド:", "ja_JP": "音声バックエンド:",
@ -4917,6 +4925,31 @@
"zh_TW": null "zh_TW": null
} }
}, },
{
"ID": "SettingsTabSystemAudioBackendAudioToolbox",
"Translations": {
"ar_SA": null,
"de_DE": null,
"el_GR": null,
"en_US": "Apple Audio (macOS only)",
"es_ES": null,
"fr_FR": null,
"he_IL": null,
"it_IT": null,
"ja_JP": null,
"ko_KR": null,
"no_NO": null,
"pl_PL": null,
"pt_BR": null,
"ru_RU": null,
"sv_SE": null,
"th_TH": null,
"tr_TR": null,
"uk_UA": null,
"zh_CN": null,
"zh_TW": null
}
},
{ {
"ID": "SettingsTabSystemHacks", "ID": "SettingsTabSystemHacks",
"Translations": { "Translations": {
@ -5700,7 +5733,7 @@
"el_GR": "Έκταση σε όλο το παράθυρο", "el_GR": "Έκταση σε όλο το παράθυρο",
"en_US": "Stretch to Fit Window", "en_US": "Stretch to Fit Window",
"es_ES": "Estirar a la Ventana", "es_ES": "Estirar a la Ventana",
"fr_FR": "Ajuster à la Taille de la Fenêtre", "fr_FR": "Adapter à la Taille de la Fenêtre",
"he_IL": "מתח לגודל חלון", "he_IL": "מתח לגודל חלון",
"it_IT": "Adatta alla finestra", "it_IT": "Adatta alla finestra",
"ja_JP": "ウインドウサイズに合わせる", "ja_JP": "ウインドウサイズに合わせる",
@ -5750,7 +5783,7 @@
"el_GR": "Τοποθεσία Shaders Γραφικών:", "el_GR": "Τοποθεσία Shaders Γραφικών:",
"en_US": "Graphics Shader Dump Path:", "en_US": "Graphics Shader Dump Path:",
"es_ES": "Directorio de Volcado de Sombreadores:", "es_ES": "Directorio de Volcado de Sombreadores:",
"fr_FR": "Chemin du Dossier de Copie des Shaders :", "fr_FR": "Chemin du dump des shaders graphiques :",
"he_IL": "", "he_IL": "",
"it_IT": "Percorso di dump degli shader:", "it_IT": "Percorso di dump degli shader:",
"ja_JP": "グラフィックス シェーダー ダンプパス:", "ja_JP": "グラフィックス シェーダー ダンプパス:",
@ -11292,6 +11325,31 @@
"zh_TW": "刪除" "zh_TW": "刪除"
} }
}, },
{
"ID": "UserProfilesSave",
"Translations": {
"ar_SA": "",
"de_DE": "Speichern",
"el_GR": "",
"en_US": "Save",
"es_ES": "Guardar",
"fr_FR": "Sauvegarder",
"he_IL": "",
"it_IT": "",
"ja_JP": "",
"ko_KR": "",
"no_NO": "",
"pl_PL": "",
"pt_BR": "",
"ru_RU": "",
"sv_SE": "Spara",
"th_TH": "",
"tr_TR": "",
"uk_UA": "",
"zh_CN": "",
"zh_TW": "儲存"
}
},
{ {
"ID": "UserProfilesClose", "ID": "UserProfilesClose",
"Translations": { "Translations": {
@ -13975,7 +14033,7 @@
"el_GR": "\n\nΑυτό θα αντικαταστήσει την τρέχουσα έκδοση συστήματος {0}.", "el_GR": "\n\nΑυτό θα αντικαταστήσει την τρέχουσα έκδοση συστήματος {0}.",
"en_US": "\n\nThis will replace the current system version {0}.", "en_US": "\n\nThis will replace the current system version {0}.",
"es_ES": "\n\nEsto reemplazará la versión de sistema actual, {0}.", "es_ES": "\n\nEsto reemplazará la versión de sistema actual, {0}.",
"fr_FR": "\n\nCela remplacera la version actuelle du système {0}.", "fr_FR": "\n\nCeci remplacera la version actuelle du système {0}.",
"he_IL": "\n\nזה יחליף את גרסת המערכת הנוכחית {0}.", "he_IL": "\n\nזה יחליף את גרסת המערכת הנוכחית {0}.",
"it_IT": "\n\nQuesta sostituirà l'attuale versione del sistema ({0}).", "it_IT": "\n\nQuesta sostituirà l'attuale versione del sistema ({0}).",
"ja_JP": "\n\n現在のシステムバージョン {0} を置き換えます.", "ja_JP": "\n\n現在のシステムバージョン {0} を置き換えます.",
@ -14150,7 +14208,7 @@
"el_GR": "", "el_GR": "",
"en_US": "\n\nThis may replace some of the current installed Keys.", "en_US": "\n\nThis may replace some of the current installed Keys.",
"es_ES": "\n\nEsto puede reemplazar algunas de las Keys actualmente instaladas.", "es_ES": "\n\nEsto puede reemplazar algunas de las Keys actualmente instaladas.",
"fr_FR": "\n\nCela peut remplacer certaines des Clés actuellement installées.", "fr_FR": "\n\nCeci peut remplacer certaines des Clés actuellement installées.",
"he_IL": "", "he_IL": "",
"it_IT": "\n\nAlcune delle chiavi già installate potrebbero essere sovrascritte.", "it_IT": "\n\nAlcune delle chiavi già installate potrebbero essere sovrascritte.",
"ja_JP": "", "ja_JP": "",
@ -15000,7 +15058,7 @@
"el_GR": "Πολυνηματική Επεξεργασία Γραφικών:", "el_GR": "Πολυνηματική Επεξεργασία Γραφικών:",
"en_US": "Graphics Backend Multithreading:", "en_US": "Graphics Backend Multithreading:",
"es_ES": "Multihilado del Motor Gráfico:", "es_ES": "Multihilado del Motor Gráfico:",
"fr_FR": "Interface graphique multithread :", "fr_FR": "Interface Graphique Multithread :",
"he_IL": "אחראי גרפיקה רב-תהליכי:", "he_IL": "אחראי גרפיקה רב-תהליכי:",
"it_IT": "Multithreading del backend grafico:", "it_IT": "Multithreading del backend grafico:",
"ja_JP": "グラフィックスバックエンドのマルチスレッド実行:", "ja_JP": "グラフィックスバックエンドのマルチスレッド実行:",
@ -15293,28 +15351,28 @@
} }
}, },
{ {
"ID": "AboutGitLabUrlTooltipMessage", "ID": "AboutForgejoUrlTooltipMessage",
"Translations": { "Translations": {
"ar_SA": "انقر لفتح صفحة ريوجينكس في غيت هاب في متصفحك الافتراضي.", "ar_SA": "انقر لفتح صفحة ريوجينكس في غيت هاب في متصفحك الافتراضي.",
"de_DE": "Klicke hier, um die Ryujinx GitLab Seite im Standardbrowser zu öffnen.", "de_DE": "Klicke hier, um die Ryujinx Forgejo Seite im Standardbrowser zu öffnen.",
"el_GR": "Κάντε κλικ για να ανοίξετε τη σελίδα Ryujinx GitLab στο προεπιλεγμένο πρόγραμμα περιήγησης.", "el_GR": "Κάντε κλικ για να ανοίξετε τη σελίδα Ryujinx Forgejo στο προεπιλεγμένο πρόγραμμα περιήγησης.",
"en_US": "Click to open the Ryujinx GitLab page in your default browser.", "en_US": "Click to open the Ryujinx Forgejo page in your default browser.",
"es_ES": "Haz clic para abrir el GitLab de Ryujinx en tu navegador predeterminado.", "es_ES": "Haz clic para abrir el Forgejo de Ryujinx en tu navegador predeterminado.",
"fr_FR": "Cliquez pour ouvrir la page GitLab de Ryujinx dans votre navigateur par défaut.", "fr_FR": "Cliquez pour ouvrir la page Forgejo de Ryujinx dans votre navigateur par défaut.",
"he_IL": "לחץ כדי לפתוח את דף הגיטהב של ריוג'ינקס בדפדפן ברירת המחדל שלך.", "he_IL": "לחץ כדי לפתוח את דף הגיטהב של ריוג'ינקס בדפדפן ברירת המחדל שלך.",
"it_IT": "Clicca per aprire la pagina GitLab di Ryujinx nel tuo browser predefinito.", "it_IT": "Clicca per aprire la pagina Forgejo di Ryujinx nel tuo browser predefinito.",
"ja_JP": "クリックするとデフォルトのブラウザで Ryujinx の GitLab ページを開きます.", "ja_JP": "クリックするとデフォルトのブラウザで Ryujinx の Forgejo ページを開きます.",
"ko_KR": "클릭하면 기본 브라우저에서 Ryujinx GitLab 페이지가 열립니다.", "ko_KR": "클릭하면 기본 브라우저에서 Ryujinx Forgejo 페이지가 열립니다.",
"no_NO": "Klikk for å åpne Ryujinx GitLab siden i din standardnettleser.", "no_NO": "Klikk for å åpne Ryujinx Forgejo siden i din standardnettleser.",
"pl_PL": "Kliknij, aby otworzyć stronę GitLab Ryujinx w domyślnej przeglądarce.", "pl_PL": "Kliknij, aby otworzyć stronę Forgejo Ryujinx w domyślnej przeglądarce.",
"pt_BR": "Clique para abrir a página do GitLab do Ryujinx no seu navegador padrão.", "pt_BR": "Clique para abrir a página do Forgejo do Ryujinx no seu navegador padrão.",
"ru_RU": "Нажмите, чтобы открыть страницу Ryujinx на GitLab", "ru_RU": "Нажмите, чтобы открыть страницу Ryujinx на Forgejo",
"sv_SE": "Klicka för att öppna Ryujinx GitLab-sida i din webbläsare.", "sv_SE": "Klicka för att öppna Ryujinx Forgejo-sida i din webbläsare.",
"th_TH": "คลิกเพื่อเปิดหน้า GitLab ของ Ryujinx บนเบราว์เซอร์เริ่มต้นของคุณ", "th_TH": "คลิกเพื่อเปิดหน้า Forgejo ของ Ryujinx บนเบราว์เซอร์เริ่มต้นของคุณ",
"tr_TR": "Ryujinx'in GitLab sayfasını varsayılan tarayıcınızda açmak için tıklayın.", "tr_TR": "Ryujinx'in Forgejo sayfasını varsayılan tarayıcınızda açmak için tıklayın.",
"uk_UA": "Натисніть, щоб відкрити сторінку GitLab Ryujinx у браузері.", "uk_UA": "Натисніть, щоб відкрити сторінку Forgejo Ryujinx у браузері.",
"zh_CN": "在浏览器中打开 Ryujinx 的 GitLab 代码库。", "zh_CN": "在浏览器中打开 Ryujinx 的 Forgejo 代码库。",
"zh_TW": "在預設瀏覽器中開啟 Ryujinx 的 GitLab 網頁。" "zh_TW": "在預設瀏覽器中開啟 Ryujinx 的 Forgejo 網頁。"
} }
}, },
{ {
@ -15373,23 +15431,23 @@
"ar_SA": "", "ar_SA": "",
"de_DE": "", "de_DE": "",
"el_GR": "", "el_GR": "",
"en_US": "Ryujinx is an emulator for the Nintendo Switch™ 1.\nGet all the latest news in our Discord.\nDevelopers interested in contributing can find out more on our GitLab or Discord.", "en_US": "Ryujinx is an emulator for the Nintendo Switch™ 1.\nGet all the latest news in our Discord.\nDevelopers interested in contributing can find out more on our Forgejo or Discord.",
"es_ES": "Ryujinx es un emulador para Nintendo Switch™ 1.\nObtén todas las novedades en nuestro Discord.\nLos desarrolladores interesados en contribuir pueden obtener más información en nuestro GitLab o Discord.", "es_ES": "Ryujinx es un emulador para Nintendo Switch™ 1.\nObtén todas las novedades en nuestro Discord.\nLos desarrolladores interesados en contribuir pueden obtener más información en nuestro Forgejo o Discord.",
"fr_FR": "Ryujinx est un émulateur pour la Nintendo Switch™ 1.\nObtenez les dernières nouvelles sur notre Discord.\nLes développeurs souhaitant contribuer peuvent en savoir plus sur notre GitLab ou Discord.", "fr_FR": "Ryujinx est un émulateur pour la Nintendo Switch™ 1.\nObtenez les dernières nouvelles sur notre Discord.\nLes développeurs souhaitant contribuer peuvent en savoir plus sur notre Forgejo ou Discord.",
"he_IL": "", "he_IL": "",
"it_IT": "Ryujinx è un emulatore della console Nintendo Switch™ 1.\nRimani aggiornato sulle ultime novità nel nostro server Discord.\nGli sviluppatori interessati a contribuire possono trovare maggiori informazioni su Discord o sulla nostra pagina GitLab.", "it_IT": "Ryujinx è un emulatore della console Nintendo Switch™ 1.\nRimani aggiornato sulle ultime novità nel nostro server Discord.\nGli sviluppatori interessati a contribuire possono trovare maggiori informazioni su Discord o sulla nostra pagina Forgejo.",
"ja_JP": "", "ja_JP": "",
"ko_KR": "Ryujinx는 Nintendo Switch™ 1용 에뮬레이터입니다.\n모든 최신 소식을 Discord에서 확인하세요.\n기여에 관심이 있는 개발자는 GitLab 또는 Discord에서 자세한 내용을 확인할 수 있습니다.", "ko_KR": "Ryujinx는 Nintendo Switch™ 1용 에뮬레이터입니다.\n모든 최신 소식을 Discord에서 확인하세요.\n기여에 관심이 있는 개발자는 Forgejo 또는 Discord에서 자세한 내용을 확인할 수 있습니다.",
"no_NO": "Ryujinx er en emulator for Nintendo Switch™ 1\nVennligst støtt oss på Patreon.\nFå alle de siste nyhetene på vår Twitter eller Discord.\nUtviklere som er interessert i å bidra kan finne ut mer på GitLab eller Discord.", "no_NO": "Ryujinx er en emulator for Nintendo Switch™ 1\nVennligst støtt oss på Patreon.\nFå alle de siste nyhetene på vår Twitter eller Discord.\nUtviklere som er interessert i å bidra kan finne ut mer på Forgejo eller Discord.",
"pl_PL": "", "pl_PL": "",
"pt_BR": "Ryujinx é um emulador de Nintendo Switch™ 1.\nReceba todas as últimas notícias em nosso Discord.\nDesenvolvedores interessados em contribuir podem descobrir mais em nosso GitLab ou Discord.", "pt_BR": "Ryujinx é um emulador de Nintendo Switch™ 1.\nReceba todas as últimas notícias em nosso Discord.\nDesenvolvedores interessados em contribuir podem descobrir mais em nosso Forgejo ou Discord.",
"ru_RU": "Ryujinx - это эмулятор для Nintendo Switch™ 1.\nПолучайте все последние новости разработки в нашем Discord.\nРазработчики, заинтересованные в участии, могут узнать больше на нашем GitLab или Discord.", "ru_RU": "Ryujinx - это эмулятор для Nintendo Switch™ 1.\nПолучайте все последние новости разработки в нашем Discord.\nРазработчики, заинтересованные в участии, могут узнать больше на нашем Forgejo или Discord.",
"sv_SE": "Ryujinx är en emulator för Nintendo Switch™ 1.\nFå de senaste nyheterna via vår Discord.\nUtvecklare som är intresserade att bidra kan hitta mer info på vår GitLab eller Discord.", "sv_SE": "Ryujinx är en emulator för Nintendo Switch™ 1.\nFå de senaste nyheterna via vår Discord.\nUtvecklare som är intresserade att bidra kan hitta mer info på vår Forgejo eller Discord.",
"th_TH": "Ryujinx เป็นโปรแกรมจำลองสำหรับเครื่อง Nintendo Switch™ 1\nติดตามข่าวสารล่าสุดได้ที่ Discord ของเรา\nนักพัฒนาที่สนใจร่วมพัฒนา สามารถดูข้อมูลเพิ่มเติมได้ทาง GitLab หรือ Discord", "th_TH": "Ryujinx เป็นโปรแกรมจำลองสำหรับเครื่อง Nintendo Switch™ 1\nติดตามข่าวสารล่าสุดได้ที่ Discord ของเรา\nนักพัฒนาที่สนใจร่วมพัฒนา สามารถดูข้อมูลเพิ่มเติมได้ทาง Forgejo หรือ Discord",
"tr_TR": "", "tr_TR": "",
"uk_UA": "Ryujinx — це емулятор для Nintendo Switch™ 1.\nОстанні новини можна отримати в нашому Discord.\nРозробники, що бажають долучитись до розробки та зробити свій внесок, можуть отримати більше інформації на нашому GitLab або в Discord.", "uk_UA": "Ryujinx — це емулятор для Nintendo Switch™ 1.\nОстанні новини можна отримати в нашому Discord.\nРозробники, що бажають долучитись до розробки та зробити свій внесок, можуть отримати більше інформації на нашому Forgejo або в Discord.",
"zh_CN": "Ryujinx 是一个 Nintendo Switch™ 1 模拟器。\n有兴趣做出贡献的开发者可以在我们的 GitLab 或 Discord 上了解更多信息。\n", "zh_CN": "Ryujinx 是一个 Nintendo Switch™ 1 模拟器。\n有兴趣做出贡献的开发者可以在我们的 Forgejo 或 Discord 上了解更多信息。\n",
"zh_TW": "Ryujinx 是一款 Nintendo Switch™ 1 模擬器。\n關注我們的 Discord 取得所有最新消息。\n對於有興趣貢獻的開發者可以在我們的 GitLab 或 Discord 上了解更多資訊。" "zh_TW": "Ryujinx 是一款 Nintendo Switch™ 1 模擬器。\n關注我們的 Discord 取得所有最新消息。\n對於有興趣貢獻的開發者可以在我們的 Forgejo 或 Discord 上了解更多資訊。"
} }
}, },
{ {
@ -16598,9 +16656,9 @@
"ar_SA": "", "ar_SA": "",
"de_DE": "Diese Option überspringt den Dialog 'Benutzerprofile verwalten' während des Spiels und verwendet ein voreingestelltes Profil.\n\nDie Profilumschaltung finden Sie unter 'Einstellungen' - 'Benutzerprofile verwalten'. Wählen Sie das gewünschte Profil aus, bevor Sie das Spiel laden.", "de_DE": "Diese Option überspringt den Dialog 'Benutzerprofile verwalten' während des Spiels und verwendet ein voreingestelltes Profil.\n\nDie Profilumschaltung finden Sie unter 'Einstellungen' - 'Benutzerprofile verwalten'. Wählen Sie das gewünschte Profil aus, bevor Sie das Spiel laden.",
"el_GR": "Αυτή η επιλογή παρακάμπτει το παράθυρο διαλόγου 'Διαχειριστής Προφίλ Χρήστη' κατά τη διάρκεια του παιχνιδιού, χρησιμοποιώντας ένα προεπιλεγμένο προφίλ.\n\nΗ εναλλαγή προφίλ βρίσκεται στις 'Ρυθμίσεις' - 'Διαχειριστής Προφίλ Χρήστη'. Επιλέξτε το επιθυμητό προφίλ πριν φορτώσετε το παιχνίδι.", "el_GR": "Αυτή η επιλογή παρακάμπτει το παράθυρο διαλόγου 'Διαχειριστής Προφίλ Χρήστη' κατά τη διάρκεια του παιχνιδιού, χρησιμοποιώντας ένα προεπιλεγμένο προφίλ.\n\nΗ εναλλαγή προφίλ βρίσκεται στις 'Ρυθμίσεις' - 'Διαχειριστής Προφίλ Χρήστη'. Επιλέξτε το επιθυμητό προφίλ πριν φορτώσετε το παιχνίδι.",
"en_US": "This option skips the 'Manage User Profiles' dialog during gameplay, using a pre-selected profile.\n\nProfile switching is found in 'Settings' - 'Manager User Profiles'. Select the desired profile before loading the game.", "en_US": "This option skips the 'Manage User Profiles' dialog during gameplay, using a pre-selected profile.\n\nProfile switching is found in 'Options' - 'User Profiles'. Select the desired profile before loading the game.",
"es_ES": "Esta opción omite el diálogo de 'Gestionar perfiles de usuario' durante el juego, utilizando un perfil preseleccionado.\n\nEl cambio de perfil se encuentra en 'Configuración' - 'Gestionar perfiles de usuario'. Seleccione el perfil deseado antes de cargar el juego.", "es_ES": "Esta opción omite el diálogo de 'Gestionar perfiles de usuario' durante el juego, utilizando un perfil preseleccionado.\n\nEl cambio de perfil se encuentra en 'Opciones' - 'Perfiles de Usuario'. Seleccione el perfil deseado antes de cargar el juego.",
"fr_FR": "Cette option permet d'éviter le dialogue du 'Gérer les profils d'utilisateurs' pendant le jeu, en utilisant un profil pré-sélectionné.\n\nLa sélection du profil se trouve dans 'Paramètres' - 'Gérer les profils d'utilisateurs'. Sélectionnez le profil souhaité avant de lancer le jeu.", "fr_FR": "Cette option permet de passer le dialogue 'Gérer les profils d'utilisateurs' pendant le jeu, en utilisant un profil pré-sélectionné.\n\nLa sélection du profil se trouve dans 'Options' - 'Profils d'Utilisateurs'. Sélectionnez le profil souhaité avant de lancer le jeu.",
"he_IL": "", "he_IL": "",
"it_IT": "Questa opzione salta la finestra di dialogo 'Gestisci i profili utente' durante il gioco, utilizzando un profilo pre-selezionato.\n\nIl cambio del profilo si trova in 'Impostazioni' - 'Gestisci i profili utente'. Seleziona il profilo desiderato prima di caricare il gioco.", "it_IT": "Questa opzione salta la finestra di dialogo 'Gestisci i profili utente' durante il gioco, utilizzando un profilo pre-selezionato.\n\nIl cambio del profilo si trova in 'Impostazioni' - 'Gestisci i profili utente'. Seleziona il profilo desiderato prima di caricare il gioco.",
"ja_JP": "このオプションは、ゲームプレイ中に「ユーザプロファイルを管理」ダイアログをスキップし、事前に選択されたプロファイルを使用します。\n\nプロファイルの切り替えは、「設定」-「ユーザプロファイルを管理」で見つけることができます。ゲームのロード前に目的のプロファイルをを選択してください。", "ja_JP": "このオプションは、ゲームプレイ中に「ユーザプロファイルを管理」ダイアログをスキップし、事前に選択されたプロファイルを使用します。\n\nプロファイルの切り替えは、「設定」-「ユーザプロファイルを管理」で見つけることができます。ゲームのロード前に目的のプロファイルをを選択してください。",
@ -16625,7 +16683,7 @@
"el_GR": "Ενεργοποίηση Πολυνηματικής Επεξεργασίας Γραφικών", "el_GR": "Ενεργοποίηση Πολυνηματικής Επεξεργασίας Γραφικών",
"en_US": "Executes graphics backend commands on a second thread.\n\nSpeeds up shader compilation, reduces stuttering, and improves performance on GPU drivers without multithreading support of their own. Slightly better performance on drivers with multithreading.\n\nSet to AUTO if unsure.", "en_US": "Executes graphics backend commands on a second thread.\n\nSpeeds up shader compilation, reduces stuttering, and improves performance on GPU drivers without multithreading support of their own. Slightly better performance on drivers with multithreading.\n\nSet to AUTO if unsure.",
"es_ES": "Ejecuta los comandos del motor gráfico en un segundo hilo. Acelera la compilación de sombreadores, reduce los tirones, y mejora el rendimiento en controladores gráficos que no realicen su propio procesamiento con múltiples hilos. Rendimiento ligeramente superior en controladores gráficos que soporten múltiples hilos.\n\nSelecciona \"Auto\" si no sabes qué hacer.", "es_ES": "Ejecuta los comandos del motor gráfico en un segundo hilo. Acelera la compilación de sombreadores, reduce los tirones, y mejora el rendimiento en controladores gráficos que no realicen su propio procesamiento con múltiples hilos. Rendimiento ligeramente superior en controladores gráficos que soporten múltiples hilos.\n\nSelecciona \"Auto\" si no sabes qué hacer.",
"fr_FR": "Exécute des commandes du backend graphiques sur un second thread.\n\nAccélère la compilation des shaders, réduit les crashs et les lags, améliore la performance sur les pilotes GPU sans support natif du multithreading. Offre une légère amélioration des performances sur les pilotes multithreadés.\n\nRéglez sur AUTO si vous nêtes pas sûr.", "fr_FR": "Exécute des commandes du backend graphiques sur un second thread.\n\nAccélère la compilation des shaders, réduit les crashs et les lags, améliore la performance sur les pilotes GPU sans support natif du multithreading. Offre une légère amélioration des performances sur les pilotes multithreadés.\n\nSéléctionnez Auto si vous nêtes pas sûr.",
"he_IL": "מריץ פקודות גראפיקה בתהליך שני נפרד.\n\nמאיץ עיבוד הצללות, מפחית תקיעות ומשפר ביצועים של דרייבר כרטיסי מסך אשר לא תומכים בהרצה רב-תהליכית.\n\nמוטב להשאיר על אוטומטי אם לא בטוחים.", "he_IL": "מריץ פקודות גראפיקה בתהליך שני נפרד.\n\nמאיץ עיבוד הצללות, מפחית תקיעות ומשפר ביצועים של דרייבר כרטיסי מסך אשר לא תומכים בהרצה רב-תהליכית.\n\nמוטב להשאיר על אוטומטי אם לא בטוחים.",
"it_IT": "Esegue i comandi del backend grafico su un secondo thread.\n\nVelocizza la compilazione degli shader, riduce lo stuttering e migliora le prestazioni sui driver grafici senza il supporto integrato al multithreading. Migliora leggermente le prestazioni sui driver che supportano il multithreading.\n\nNel dubbio, imposta l'opzione su Automatico.", "it_IT": "Esegue i comandi del backend grafico su un secondo thread.\n\nVelocizza la compilazione degli shader, riduce lo stuttering e migliora le prestazioni sui driver grafici senza il supporto integrato al multithreading. Migliora leggermente le prestazioni sui driver che supportano il multithreading.\n\nNel dubbio, imposta l'opzione su Automatico.",
"ja_JP": "グラフィックスバックエンドのコマンドを別スレッドで実行します.\n\nシェーダのコンパイルを高速化し, 遅延を軽減し, マルチスレッド非対応の GPU ドライバにおいてパフォーマンスを改善します. マルチスレッド対応のドライバでも若干パフォーマンス改善が見られます.\n\nよくわからない場合は自動に設定してください.", "ja_JP": "グラフィックスバックエンドのコマンドを別スレッドで実行します.\n\nシェーダのコンパイルを高速化し, 遅延を軽減し, マルチスレッド非対応の GPU ドライバにおいてパフォーマンスを改善します. マルチスレッド対応のドライバでも若干パフォーマンス改善が見られます.\n\nよくわからない場合は自動に設定してください.",
@ -16650,7 +16708,7 @@
"el_GR": "Εκτελεί εντολές γραφικών σε ένα δεύτερο νήμα. Επιτρέπει την πολυνηματική μεταγλώττιση Shader σε χρόνο εκτέλεσης, μειώνει το τρεμόπαιγμα και βελτιώνει την απόδοση των προγραμμάτων οδήγησης χωρίς τη δική τους υποστήριξη πολλαπλών νημάτων. Ποικίλες κορυφαίες επιδόσεις σε προγράμματα οδήγησης με multithreading. Μπορεί να χρειαστεί επανεκκίνηση του Ryujinx για να απενεργοποιήσετε σωστά την ενσωματωμένη λειτουργία πολλαπλών νημάτων του προγράμματος οδήγησης ή ίσως χρειαστεί να το κάνετε χειροκίνητα για να έχετε την καλύτερη απόδοση.", "el_GR": "Εκτελεί εντολές γραφικών σε ένα δεύτερο νήμα. Επιτρέπει την πολυνηματική μεταγλώττιση Shader σε χρόνο εκτέλεσης, μειώνει το τρεμόπαιγμα και βελτιώνει την απόδοση των προγραμμάτων οδήγησης χωρίς τη δική τους υποστήριξη πολλαπλών νημάτων. Ποικίλες κορυφαίες επιδόσεις σε προγράμματα οδήγησης με multithreading. Μπορεί να χρειαστεί επανεκκίνηση του Ryujinx για να απενεργοποιήσετε σωστά την ενσωματωμένη λειτουργία πολλαπλών νημάτων του προγράμματος οδήγησης ή ίσως χρειαστεί να το κάνετε χειροκίνητα για να έχετε την καλύτερη απόδοση.",
"en_US": "Executes graphics backend commands on a second thread.\n\nSpeeds up shader compilation, reduces stuttering, and improves performance on GPU drivers without multithreading support of their own. Slightly better performance on drivers with multithreading.\n\nSet to AUTO if unsure.", "en_US": "Executes graphics backend commands on a second thread.\n\nSpeeds up shader compilation, reduces stuttering, and improves performance on GPU drivers without multithreading support of their own. Slightly better performance on drivers with multithreading.\n\nSet to AUTO if unsure.",
"es_ES": "Ejecuta los comandos del motor gráfico en un segundo hilo. Acelera la compilación de sombreadores, reduce los tirones, y mejora el rendimiento en controladores gráficos que no realicen su propio procesamiento con múltiples hilos. Rendimiento ligeramente superior en controladores gráficos que soporten múltiples hilos.\n\nSelecciona \"Auto\" si no sabes qué hacer.", "es_ES": "Ejecuta los comandos del motor gráfico en un segundo hilo. Acelera la compilación de sombreadores, reduce los tirones, y mejora el rendimiento en controladores gráficos que no realicen su propio procesamiento con múltiples hilos. Rendimiento ligeramente superior en controladores gráficos que soporten múltiples hilos.\n\nSelecciona \"Auto\" si no sabes qué hacer.",
"fr_FR": "Exécute des commandes du backend graphiques sur un second thread.\n\nAccélère la compilation des shaders, réduit les crashs et les lags, améliore la performance sur les pilotes GPU sans support de multithreading. Légère augementation des performances sur les pilotes avec multithreading intégrer.\n\nRéglez sur Auto en cas d'incertitude.", "fr_FR": "Exécute des commandes du backend graphiques sur un second thread.\n\nAccélère la compilation des shaders, réduit les crashs et les lags, améliore la performance sur les pilotes GPU sans support de multithreading. Légère augementation des performances sur les pilotes avec multithreading intégrer.\n\nSéléctionnez Auto en cas d'incertitude.",
"he_IL": "מריץ פקודות גראפיקה בתהליך שני נפרד.\n\nמאיץ עיבוד הצללות, מפחית תקיעות ומשפר ביצועים של דרייבר כרטיסי מסך אשר לא תומכים בהרצה רב-תהליכית.\n\nמוטב להשאיר על אוטומטי אם לא בטוחים.", "he_IL": "מריץ פקודות גראפיקה בתהליך שני נפרד.\n\nמאיץ עיבוד הצללות, מפחית תקיעות ומשפר ביצועים של דרייבר כרטיסי מסך אשר לא תומכים בהרצה רב-תהליכית.\n\nמוטב להשאיר על אוטומטי אם לא בטוחים.",
"it_IT": "Esegue i comandi del backend grafico su un secondo thread.\n\nVelocizza la compilazione degli shader, riduce lo stuttering e migliora le prestazioni sui driver grafici senza il supporto integrato al multithreading. Migliora leggermente le prestazioni sui driver che supportano il multithreading.\n\nNel dubbio, imposta l'opzione su Automatico.", "it_IT": "Esegue i comandi del backend grafico su un secondo thread.\n\nVelocizza la compilazione degli shader, riduce lo stuttering e migliora le prestazioni sui driver grafici senza il supporto integrato al multithreading. Migliora leggermente le prestazioni sui driver che supportano il multithreading.\n\nNel dubbio, imposta l'opzione su Automatico.",
"ja_JP": "グラフィックスバックエンドのコマンドを別スレッドで実行します.\n\nシェーダのコンパイルを高速化し, 遅延を軽減し, マルチスレッド非対応の GPU ドライバにおいてパフォーマンスを改善します. マルチスレッド対応のドライバでも若干パフォーマンス改善が見られます.\n\nよくわからない場合は自動に設定してください.", "ja_JP": "グラフィックスバックエンドのコマンドを別スレッドで実行します.\n\nシェーダのコンパイルを高速化し, 遅延を軽減し, マルチスレッド非対応の GPU ドライバにおいてパフォーマンスを改善します. マルチスレッド対応のドライバでも若干パフォーマンス改善が見られます.\n\nよくわからない場合は自動に設定してください.",
@ -16750,7 +16808,7 @@
"el_GR": "", "el_GR": "",
"en_US": "Level of Anisotropic Filtering. Set to Auto to use the value requested by the game.", "en_US": "Level of Anisotropic Filtering. Set to Auto to use the value requested by the game.",
"es_ES": "Nivel de filtrado anisotrópico. Setear en Auto para utilizar el valor solicitado por el juego.", "es_ES": "Nivel de filtrado anisotrópico. Setear en Auto para utilizar el valor solicitado por el juego.",
"fr_FR": "Niveau de filtrage anisotrope. Réglez sur Auto pour utiliser la valeur demandée par le jeu.", "fr_FR": "Niveau de filtrage anisotrope. Séléctionnez Auto pour utiliser la valeur demandée par le jeu.",
"he_IL": "", "he_IL": "",
"it_IT": "Livello del filtro anisotropico. Imposta su Automatico per usare il valore richiesto dal gioco.", "it_IT": "Livello del filtro anisotropico. Imposta su Automatico per usare il valore richiesto dal gioco.",
"ja_JP": "異方性フィルタリングのレベルです. ゲームが要求する値を使用する場合は「自動」を設定してください.", "ja_JP": "異方性フィルタリングのレベルです. ゲームが要求する値を使用する場合は「自動」を設定してください.",
@ -16775,7 +16833,7 @@
"el_GR": "", "el_GR": "",
"en_US": "Aspect Ratio applied to the renderer window.\n\nOnly change this if you're using an aspect ratio mod for your game, otherwise the graphics will be stretched.\n\nLeave on 16:9 if unsure.", "en_US": "Aspect Ratio applied to the renderer window.\n\nOnly change this if you're using an aspect ratio mod for your game, otherwise the graphics will be stretched.\n\nLeave on 16:9 if unsure.",
"es_ES": "Relación de aspecto aplicada a la ventana del renderizador.\n\nSolamente modificar esto si estás utilizando un mod de relación de aspecto para su juego, en cualquier otro caso los gráficos se estirarán.\n\nDejar en 16:9 si no sabe que hacer.", "es_ES": "Relación de aspecto aplicada a la ventana del renderizador.\n\nSolamente modificar esto si estás utilizando un mod de relación de aspecto para su juego, en cualquier otro caso los gráficos se estirarán.\n\nDejar en 16:9 si no sabe que hacer.",
"fr_FR": "Format\u00A0d'affichage appliqué à la fenêtre du moteur de rendu.\n\nChangez cela uniquement si vous utilisez un mod changeant le format\u00A0d'affichage pour votre jeu, sinon les graphismes seront étirés.\n\nLaissez sur 16:9 si vous n'êtes pas sûr.", "fr_FR": "Format\u00A0d'affichage appliqué à la fenêtre du moteur de rendu.\n\nChangez celui-ci uniquement si vous utilisez un mod changeant le format\u00A0d'affichage pour votre jeu, sinon les graphismes seront étirés.\n\nLaissez sur 16:9 si vous n'êtes pas sûr.",
"he_IL": "", "he_IL": "",
"it_IT": "Proporzioni dello schermo applicate alla finestra di renderizzazione.\n\nCambialo solo se stai usando una mod di proporzioni per il tuo gioco, altrimenti la grafica verrà allungata.\n\nLasciare il 16:9 se incerto.", "it_IT": "Proporzioni dello schermo applicate alla finestra di renderizzazione.\n\nCambialo solo se stai usando una mod di proporzioni per il tuo gioco, altrimenti la grafica verrà allungata.\n\nLasciare il 16:9 se incerto.",
"ja_JP": "レンダリングウインドウに適用するアスペクト比です.\n\nゲームにアスペクト比を変更する mod を使用している場合のみ変更してください.\n\nわからない場合は16:9のままにしておいてください.\n", "ja_JP": "レンダリングウインドウに適用するアスペクト比です.\n\nゲームにアスペクト比を変更する mod を使用している場合のみ変更してください.\n\nわからない場合は16:9のままにしておいてください.\n",
@ -21997,23 +22055,23 @@
"Translations": { "Translations": {
"ar_SA": "اختر فلتر التكبير الذي سيتم تطبيقه عند استخدام مقياس الدقة.\n\nيعمل Bilinear بشكل جيد مع الألعاب ثلاثية الأبعاد وهو خيار افتراضي آمن.\n\nيوصى باستخدام Nearest لألعاب البكسل الفنية.\n\nFSR 1.0 هو مجرد مرشح توضيحي، ولا ينصح باستخدامه مع FXAA أو SMAA.\n\nيمكن تغيير هذا الخيار أثناء تشغيل اللعبة بالنقر فوق \"تطبيق\" أدناه؛ يمكنك ببساطة تحريك نافذة الإعدادات جانبا والتجربة حتى تجد المظهر المفضل للعبة.\n\nاتركه على Bilinear إذا لم تكن متأكدا.", "ar_SA": "اختر فلتر التكبير الذي سيتم تطبيقه عند استخدام مقياس الدقة.\n\nيعمل Bilinear بشكل جيد مع الألعاب ثلاثية الأبعاد وهو خيار افتراضي آمن.\n\nيوصى باستخدام Nearest لألعاب البكسل الفنية.\n\nFSR 1.0 هو مجرد مرشح توضيحي، ولا ينصح باستخدامه مع FXAA أو SMAA.\n\nيمكن تغيير هذا الخيار أثناء تشغيل اللعبة بالنقر فوق \"تطبيق\" أدناه؛ يمكنك ببساطة تحريك نافذة الإعدادات جانبا والتجربة حتى تجد المظهر المفضل للعبة.\n\nاتركه على Bilinear إذا لم تكن متأكدا.",
"de_DE": "Wählen Sie den Skalierungsfilter, der bei der Auflösungsskalierung angewendet werden soll.\n\nBilinear eignet sich gut für 3D-Spiele und ist eine sichere Standardoption.\n\nNearest wird für Pixel-Art-Spiele empfohlen.\n\nFSR 1.0 ist lediglich ein Schärfungsfilter und wird nicht für die Verwendung mit FXAA oder SMAA empfohlen.\n\nDiese Option kann geändert werden, während ein Spiel läuft, indem Sie unten auf \"Anwenden\" klicken; Sie können das Einstellungsfenster einfach zur Seite schieben und experimentieren, bis Sie Ihr bevorzugtes Aussehen für ein Spiel gefunden haben.\n\nBleiben Sie auf BILINEAR, wenn Sie unsicher sind.", "de_DE": "Wählen Sie den Skalierungsfilter, der bei der Auflösungsskalierung angewendet werden soll.\n\nBilinear eignet sich gut für 3D-Spiele und ist eine sichere Standardoption.\n\nNearest wird für Pixel-Art-Spiele empfohlen.\n\nFSR 1.0 ist lediglich ein Schärfungsfilter und wird nicht für die Verwendung mit FXAA oder SMAA empfohlen.\n\nDiese Option kann geändert werden, während ein Spiel läuft, indem Sie unten auf \"Anwenden\" klicken; Sie können das Einstellungsfenster einfach zur Seite schieben und experimentieren, bis Sie Ihr bevorzugtes Aussehen für ein Spiel gefunden haben.\n\nBleiben Sie auf BILINEAR, wenn Sie unsicher sind.",
"el_GR": "Choose the scaling filter that will be applied when using resolution scale.\n\nBilinear works well for 3D games and is a safe default option.\n\nNearest is recommended for pixel art games.\n\nFSR 1.0 is merely a sharpening filter, not recommended for use with FXAA or SMAA.\n\nThis option can be changed while a game is running by clicking \"Apply\" below; you can simply move the settings window aside and experiment until you find your preferred look for a game.\n\nLeave on BILINEAR if unsure.", "el_GR": "",
"en_US": "Choose the scaling filter that will be applied when using resolution scale.\n\nBilinear works well for 3D games and is a safe default option.\n\nNearest is recommended for pixel art games.\n\nFSR 1.0 is merely a sharpening filter, not recommended for use with FXAA or SMAA.\n\nArea scaling is recommended when downscaling resolutions that are larger than the output window. It can be used to achieve a supersampled anti-aliasing effect when downscaling by more than 2x.\n\nThis option can be changed while a game is running by clicking \"Apply\" below; you can simply move the settings window aside and experiment until you find your preferred look for a game.\n\nLeave on BILINEAR if unsure.", "en_US": "Choose the scaling filter that will be applied when using resolution scale.\n\nBilinear works well for 3D games and is a safe default option.\n\nNearest is recommended for pixel art games.\n\nFSR 1.0 is merely a sharpening filter, not recommended for use with FXAA or SMAA.\n\nArea scaling is recommended when downscaling resolutions that are larger than the output window. It can be used to achieve a supersampled anti-aliasing effect when downscaling by more than 2x.\n\nThis option can be changed while a game is running by clicking \"Apply\" below; you can simply move the settings window aside and experiment until you find your preferred look for a game.\n\nLeave on BILINEAR if unsure.",
"es_ES": "Elija el filtro de escala que se aplicará al utilizar la escala de resolución.\n\nBilinear funciona bien para juegos 3D y es una opción predeterminada segura.\n\nSe recomienda el bilinear para juegos de pixel art.\n\nFSR 1.0 es simplemente un filtro de afilado, no se recomienda su uso con FXAA o SMAA.\n\nEsta opción se puede cambiar mientras se ejecuta un juego haciendo clic en \"Aplicar\" a continuación; simplemente puedes mover la ventana de configuración a un lado y experimentar hasta que encuentres tu estilo preferido para un juego.\n\nDéjelo en BILINEAR si no está seguro.", "es_ES": "Elija el filtro de escala que se aplicará al utilizar la escala de resolución.\n\nBilinear funciona bien para juegos 3D y es una opción predeterminada segura.\n\nSe recomienda el bilinear para juegos de pixel art.\n\nFSR 1.0 es simplemente un filtro de afilado, no se recomienda su uso con FXAA o SMAA.\n\nEsta opción se puede cambiar mientras se ejecuta un juego haciendo clic en \"Aplicar\" a continuación; simplemente puedes mover la ventana de configuración a un lado y experimentar hasta que encuentres tu estilo preferido para un juego.\n\nDéjelo en BILINEAR si no está seguro.",
"fr_FR": "Choisis le filtre de mise à l'échelle qui sera appliqué lors de l'utilisation de la mise à l'échelle de la résolution.\n\nLe filtre bilinéaire fonctionne bien pour les jeux en 3D et constitue une option par défaut sûre.\n\nLe filtre le plus proche est recommandé pour les jeux de pixel art.\n\nFSR 1.0 est simplement un filtre de netteté, non recommandé pour une utilisation avec FXAA ou SMAA.\n\nCette option peut être modifiée pendant qu'un jeu est en cours d'exécution en cliquant sur \"Appliquer\" ci-dessous ; vous pouvez simplement déplacer la fenêtre des paramètres de côté et expérimenter jusqu'à ce que vous trouviez l'aspect souhaité pour un jeu.\n\nLaissez sur BILINÉAIRE si vous n'êtes pas sûr.", "fr_FR": "Choisit le filtre de mise à l'échelle qui sera appliqué lors de l'utilisation de la mise à l'échelle de la résolution.\n\nLe filtre bilinéaire fonctionne le mieux pour les jeux en 3D et constitue une option par défaut fiable.\n\nLe filtre le plus proche est recommandé pour les jeux de pixel art.\n\nFSR 1.0 est simplement un filtre de netteté, non recommandé pour une utilisation avec FXAA ou SMAA.\n\nCette option peut être modifiée pendant qu'un jeu est en cours d'exécution en cliquant sur \"Appliquer\" ci-dessous ; vous pouvez simplement déplacer la fenêtre des paramètres de côté et expérimenter jusqu'à ce que vous trouviez l'aspect souhaité pour un jeu.\n\nLaissez sur BILINÉAIRE si vous n'êtes pas sûr.",
"he_IL": "Choose the scaling filter that will be applied when using resolution scale.\n\nBilinear works well for 3D games and is a safe default option.\n\nNearest is recommended for pixel art games.\n\nFSR 1.0 is merely a sharpening filter, not recommended for use with FXAA or SMAA.\n\nThis option can be changed while a game is running by clicking \"Apply\" below; you can simply move the settings window aside and experiment until you find your preferred look for a game.\n\nLeave on BILINEAR if unsure.", "he_IL": "",
"it_IT": "Scegli il filtro di scaling che verrà applicato quando si utilizza lo scaling della risoluzione.\n\nBilineare funziona bene per i giochi 3D ed è un'opzione predefinita affidabile.\n\nNearest è consigliato per i giochi in pixel art.\n\nFSR 1.0 è solo un filtro di nitidezza, sconsigliato per l'uso con FXAA o SMAA.\n\nLo scaling ad area è consigliato quando si riducono delle risoluzioni che sono più grandi della finestra di output. Può essere usato per ottenere un effetto di anti-aliasing supercampionato quando si riduce di più di 2x.\n\nQuesta opzione può essere modificata mentre un gioco è in esecuzione facendo clic su \"Applica\" qui sotto; puoi semplicemente spostare la finestra delle impostazioni da parte e sperimentare fino a quando non trovi il tuo look preferito per un gioco.\n\nNel dubbio, lascia su Bilineare.", "it_IT": "Scegli il filtro di scaling che verrà applicato quando si utilizza lo scaling della risoluzione.\n\nBilineare funziona bene per i giochi 3D ed è un'opzione predefinita affidabile.\n\nNearest è consigliato per i giochi in pixel art.\n\nFSR 1.0 è solo un filtro di nitidezza, sconsigliato per l'uso con FXAA o SMAA.\n\nLo scaling ad area è consigliato quando si riducono delle risoluzioni che sono più grandi della finestra di output. Può essere usato per ottenere un effetto di anti-aliasing supercampionato quando si riduce di più di 2x.\n\nQuesta opzione può essere modificata mentre un gioco è in esecuzione facendo clic su \"Applica\" qui sotto; puoi semplicemente spostare la finestra delle impostazioni da parte e sperimentare fino a quando non trovi il tuo look preferito per un gioco.\n\nNel dubbio, lascia su Bilineare.",
"ja_JP": "解像度変更時に適用されるスケーリングフィルタを選択します.\n\nBilinearは3Dゲームに適しており, 安全なデフォルトオプションです.\n\nピクセルアートゲームにはNearestを推奨します.\n\nFSR 1.0は単なるシャープニングフィルタであり, FXAAやSMAAとの併用は推奨されません.\n\nこのオプションは, ゲーム実行中に下の「適用」をクリックすることで変更できます. 設定ウィンドウを脇に移動し, ゲームが好みの表示になるように試してみてください.\n\n不明な場合はBilinearのままにしておいてください.", "ja_JP": "解像度変更時に適用されるスケーリングフィルタを選択します.\n\nBilinearは3Dゲームに適しており, 安全なデフォルトオプションです.\n\nピクセルアートゲームにはNearestを推奨します.\n\nFSR 1.0は単なるシャープニングフィルタであり, FXAAやSMAAとの併用は推奨されません.\n\nこのオプションは, ゲーム実行中に下の「適用」をクリックすることで変更できます. 設定ウィンドウを脇に移動し, ゲームが好みの表示になるように試してみてください.\n\n不明な場合はBilinearのままにしておいてください.",
"ko_KR": "해상도 스케일을 사용할 때 적용될 스케일링 필터를 선택합니다.\n\n쌍선형은 3D 게임에 적합하며 안전한 기본 옵션입니다.\n\nNearest는 픽셀 아트 게임에 권장됩니다.\n\nFSR 1.0은 단순히 선명도 필터일 뿐이며 FXAA 또는 SMAA와 함께 사용하는 것은 권장되지 않습니다.\n\nArea 스케일링은 출력 창보다 큰 해상도를 다운스케일링할 때 권장됩니다. 2배 이상 다운스케일링할 때 슈퍼샘플링된 앤티앨리어싱 효과를 얻는 데 사용할 수 있습니다.\n\n이 옵션은 아래의 \"적용\"을 클릭하여 게임을 실행하는 동안 변경할 수 있습니다. 설정 창을 옆으로 옮겨 원하는 게임 모양을 찾을 때까지 실험하면 됩니다.\n\n모르면 쌍선형을 그대로 두세요.", "ko_KR": "해상도 스케일을 사용할 때 적용될 스케일링 필터를 선택합니다.\n\n쌍선형은 3D 게임에 적합하며 안전한 기본 옵션입니다.\n\nNearest는 픽셀 아트 게임에 권장됩니다.\n\nFSR 1.0은 단순히 선명도 필터일 뿐이며 FXAA 또는 SMAA와 함께 사용하는 것은 권장되지 않습니다.\n\nArea 스케일링은 출력 창보다 큰 해상도를 다운스케일링할 때 권장됩니다. 2배 이상 다운스케일링할 때 슈퍼샘플링된 앤티앨리어싱 효과를 얻는 데 사용할 수 있습니다.\n\n이 옵션은 아래의 \"적용\"을 클릭하여 게임을 실행하는 동안 변경할 수 있습니다. 설정 창을 옆으로 옮겨 원하는 게임 모양을 찾을 때까지 실험하면 됩니다.\n\n모르면 쌍선형을 그대로 두세요.",
"no_NO": "Velg det skaleringsfilteret som skal brukes når du bruker oppløsningsskalaen.\n\nBilinear fungerer godt for 3D-spill og er et trygt standardalternativ.\n\nNærmeste anbefales for pixel kunst-spill.\n\nFSR 1.0 er bare et skarpere filter, ikke anbefalt for bruk med FXAA eller SMAA.\n\nOmrådeskalering anbefales når nedskalering er større enn utgangsvinduet. Den kan brukes til å oppnå en superprøvetaket anti-aliasingseffekt når en nedskalerer med mer enn 2x.\n\nDette valget kan endres mens et spill kjører ved å klikke \"Apply\" nedenfor; du kan bare flytte innstillingsvinduet til du finner det foretrukne utseendet til et spill.\n\nLa være på BILINEAR hvis usikker.", "no_NO": "Velg det skaleringsfilteret som skal brukes når du bruker oppløsningsskalaen.\n\nBilinear fungerer godt for 3D-spill og er et trygt standardalternativ.\n\nNærmeste anbefales for pixel kunst-spill.\n\nFSR 1.0 er bare et skarpere filter, ikke anbefalt for bruk med FXAA eller SMAA.\n\nOmrådeskalering anbefales når nedskalering er større enn utgangsvinduet. Den kan brukes til å oppnå en superprøvetaket anti-aliasingseffekt når en nedskalerer med mer enn 2x.\n\nDette valget kan endres mens et spill kjører ved å klikke \"Apply\" nedenfor; du kan bare flytte innstillingsvinduet til du finner det foretrukne utseendet til et spill.\n\nLa være på BILINEAR hvis usikker.",
"pl_PL": "Choose the scaling filter that will be applied when using resolution scale.\n\nBilinear works well for 3D games and is a safe default option.\n\nNearest is recommended for pixel art games.\n\nFSR 1.0 is merely a sharpening filter, not recommended for use with FXAA or SMAA.\n\nThis option can be changed while a game is running by clicking \"Apply\" below; you can simply move the settings window aside and experiment until you find your preferred look for a game.\n\nLeave on BILINEAR if unsure.", "pl_PL": "",
"pt_BR": "Escolha o filtro de escala que será aplicado ao usar a escala de resolução.\n\nBilinear funciona bem para jogos 3D e é uma opção padrão segura.\n\nNearest é recomendado para jogos em pixel art.\n\nFSR 1.0 é apenas um filtro de nitidez, não recomendado para uso com FXAA ou SMAA.\n\nEssa opção pode ser alterada enquanto o jogo está em execução, clicando em \"Aplicar\" abaixo; basta mover a janela de configurações para o lado e experimentar até encontrar o visual preferido para o jogo.\n\nMantenha em BILINEAR se estiver em dúvida.", "pt_BR": "Escolha o filtro de escala que será aplicado ao usar a escala de resolução.\n\nBilinear funciona bem para jogos 3D e é uma opção padrão segura.\n\nNearest é recomendado para jogos em pixel art.\n\nFSR 1.0 é apenas um filtro de nitidez, não recomendado para uso com FXAA ou SMAA.\n\nEssa opção pode ser alterada enquanto o jogo está em execução, clicando em \"Aplicar\" abaixo; basta mover a janela de configurações para o lado e experimentar até encontrar o visual preferido para o jogo.\n\nMantenha em BILINEAR se estiver em dúvida.",
"ru_RU": "Фильтрация текстур, которая будет применяться при масштабировании.\n\nБилинейная хорошо работает для 3D-игр и является настройкой по умолчанию.\n\nСтупенчатая рекомендуется для пиксельных игр.\n\nFSR это фильтр резкости, который не рекомендуется использовать с FXAA или SMAA.\n\nЗональная рекомендуется в случае использования разрешения больше разрешения окна. Можно использовать для достижения эффекта суперсемплига (SSAA) при даунскейле более чем в 2 раза.\n\nЭта опция может быть изменена во время игры по нажатию кнопки «Применить» ниже; \nВы можете просто переместить окно настроек в сторону и поэкспериментировать, пока не подберете подходящие настройки для конкретной игры.\n\nРекомендуется использовать «Билинейная».", "ru_RU": "Фильтрация текстур, которая будет применяться при масштабировании.\n\nБилинейная хорошо работает для 3D-игр и является настройкой по умолчанию.\n\nСтупенчатая рекомендуется для пиксельных игр.\n\nFSR 1.0 это фильтр резкости, который не рекомендуется использовать с FXAA или SMAA.\n\nЗональная рекомендуется в случае использования разрешения больше разрешения окна. Можно использовать для достижения эффекта суперсемплига (SSAA) при даунскейле более чем в 2 раза.\n\nЭта опция может быть изменена во время игры по нажатию кнопки «Применить» ниже; \nВы можете просто переместить окно настроек в сторону и поэкспериментировать, пока не подберете подходящие настройки для конкретной игры.\n\nРекомендуется использовать «Билинейная».",
"sv_SE": "Välj det skalfilter som ska tillämpas vid användning av upplösningsskala.\n\nBilinjär fungerar bra för 3D-spel och är ett säkert standardalternativ.\n\nNärmast rekommenderas för pixel art-spel.\n\nFSR 1.0 är bara ett skarpningsfilter, rekommenderas inte för FXAA eller SMAA.\n\nOmrådesskalning rekommenderas vid nedskalning av upplösning som är större än utdatafönstret. Det kan användas för att uppnå en supersamplad anti-alias-effekt vid nedskalning med mer än 2x.\n\nDetta alternativ kan ändras medan ett spel körs genom att klicka på \"Tillämpa\" nedan. du kan helt enkelt flytta inställningsfönstret åt sidan och experimentera tills du hittar ditt föredragna utseende för ett spel.\n\nLämna som BILINJÄR om du är osäker.", "sv_SE": "Välj det skalfilter som ska tillämpas vid användning av upplösningsskala.\n\nBilinjär fungerar bra för 3D-spel och är ett säkert standardalternativ.\n\nNärmast rekommenderas för pixel art-spel.\n\nFSR 1.0 är bara ett skarpningsfilter, rekommenderas inte för FXAA eller SMAA.\n\nOmrådesskalning rekommenderas vid nedskalning av upplösning som är större än utdatafönstret. Det kan användas för att uppnå en supersamplad anti-alias-effekt vid nedskalning med mer än 2x.\n\nDetta alternativ kan ändras medan ett spel körs genom att klicka på \"Tillämpa\" nedan. du kan helt enkelt flytta inställningsfönstret åt sidan och experimentera tills du hittar ditt föredragna utseende för ett spel.\n\nLämna som BILINJÄR om du är osäker.",
"th_TH": "เลือกตัวกรองสเกลที่จะใช้เมื่อใช้สเกลความละเอียด\n\nBilinear ทำงานได้ดีกับเกม 3D และเป็นตัวเลือกเริ่มต้นที่ปลอดภัย\n\nแนะนำให้ใช้เกมภาพพิกเซลที่ใกล้เคียงที่สุด\n\nFSR 1.0 เป็นเพียงตัวกรองความคมชัด ไม่แนะนำให้ใช้กับ FXAA หรือ SMAA\n\nตัวเลือกนี้สามารถเปลี่ยนแปลงได้ในขณะที่เกมกำลังทำงานอยู่โดยคลิก \"นำไปใช้\" ด้านล่าง คุณสามารถย้ายหน้าต่างการตั้งค่าไปด้านข้างและทดลองจนกว่าคุณจะพบรูปลักษณ์ที่คุณต้องการสำหรับเกม", "th_TH": "เลือกตัวกรองสเกลที่จะใช้เมื่อใช้สเกลความละเอียด\n\nBilinear ทำงานได้ดีกับเกม 3D และเป็นตัวเลือกเริ่มต้นที่ปลอดภัย\n\nแนะนำให้ใช้เกมภาพพิกเซลที่ใกล้เคียงที่สุด\n\nFSR 1.0 เป็นเพียงตัวกรองความคมชัด ไม่แนะนำให้ใช้กับ FXAA หรือ SMAA\n\nตัวเลือกนี้สามารถเปลี่ยนแปลงได้ในขณะที่เกมกำลังทำงานอยู่โดยคลิก \"นำไปใช้\" ด้านล่าง คุณสามารถย้ายหน้าต่างการตั้งค่าไปด้านข้างและทดลองจนกว่าคุณจะพบรูปลักษณ์ที่คุณต้องการสำหรับเกม",
"tr_TR": "Choose the scaling filter that will be applied when using resolution scale.\n\nBilinear works well for 3D games and is a safe default option.\n\nNearest is recommended for pixel art games.\n\nFSR 1.0 is merely a sharpening filter, not recommended for use with FXAA or SMAA.\n\nThis option can be changed while a game is running by clicking \"Apply\" below; you can simply move the settings window aside and experiment until you find your preferred look for a game.\n\nLeave on BILINEAR if unsure.", "tr_TR": "",
"uk_UA": "Оберіть фільтр масштабування, який буде використовуватися при збільшенні роздільної здатності.\n\n\"Білінійний (Bilinear)\" добре виглядає в 3D іграх та є хорошим варіантом за замовчуванням.\n\n\"Найближчий (Nearest)\" рекомендується для піксельних ігор.\n\n\"FSR 1.0\" - фільтр різкості. Не варто використовувати разом з FXAA або SMAA.\n\nЦю опцію можна міняти під час гри натисканням \"Застосувати\" в цьому вікні; щоб знайти найкращий варіант, просто відсуньте вікно налаштувань і поекспериментуйте.\n\nЗалиште \"Білінійний\", якщо не впевнені.", "uk_UA": "Оберіть фільтр масштабування, який буде використовуватися при збільшенні роздільної здатності.\n\n\"Білінійний (Bilinear)\" добре виглядає в 3D іграх та є хорошим варіантом за замовчуванням.\n\n\"Найближчий (Nearest)\" рекомендується для піксельних ігор.\n\n\"FSR 1.0\" - фільтр різкості. Не варто використовувати разом з FXAA або SMAA.\n\nЦю опцію можна міняти під час гри натисканням \"Застосувати\" в цьому вікні; щоб знайти найкращий варіант, просто відсуньте вікно налаштувань і поекспериментуйте.\n\nЗалиште \"Білінійний\", якщо не впевнені.",
"zh_CN": "选择在分辨率缩放时将使用的缩放过滤器。\n\nBilinear双线性过滤对于3D游戏效果较好是一个安全的默认选项。\n\nNearest最近邻过滤推荐用于像素艺术游戏。\n\nFSR(超级分辨率锐画)只是一个锐化过滤器,不推荐与 FXAA 或 SMAA 抗锯齿一起使用。\n\nArea局部过滤当渲染分辨率大于窗口实际分辨率推荐该选项。该选项在渲染比例大于2.0的情况下,可以实现超采样的效果。\n\n在游戏运行时通过点击下面的“应用”按钮可以使设置生效你可以将设置窗口移开并试验找到您喜欢的游戏画面效果。\n\n如果不确定请保持为“Bilinear双线性过滤”。", "zh_CN": "选择在分辨率缩放时将使用的缩放过滤器。\n\nBilinear双线性过滤对于3D游戏效果较好是一个安全的默认选项。\n\nNearest最近邻过滤推荐用于像素艺术游戏。\n\nFSR 1.0(超级分辨率锐画)只是一个锐化过滤器,不推荐与 FXAA 或 SMAA 抗锯齿一起使用。\n\nArea局部过滤当渲染分辨率大于窗口实际分辨率推荐该选项。该选项在渲染比例大于2.0的情况下,可以实现超采样的效果。\n\n在游戏运行时通过点击下面的“应用”按钮可以使设置生效你可以将设置窗口移开并试验找到您喜欢的游戏画面效果。\n\n如果不确定请保持为“Bilinear双线性过滤”。",
"zh_TW": "選擇使用解析度縮放時套用的縮放過濾器。\n\n雙線性 (Bilinear) 濾鏡適用於 3D 遊戲,是一個安全的預設選項。\n\n建議像素美術遊戲使用近鄰性 (Nearest) 濾鏡。\n\nFSR 1.0 只是一個銳化濾鏡,不建議與 FXAA 或 SMAA 一起使用。\n\n此選項可在遊戲執行時透過點選下方的「套用」進行變更您只需將設定視窗移到一旁然後進行試驗直到找到您喜歡的遊戲效果。\n\n如果不確定請保持雙線性 (Bilinear) 狀態。" "zh_TW": "選擇使用解析度縮放時套用的縮放過濾器。\n\n雙線性 (Bilinear) 濾鏡適用於 3D 遊戲,是一個安全的預設選項。\n\n建議像素美術遊戲使用近鄰性 (Nearest) 濾鏡。\n\nFSR 1.0 只是一個銳化濾鏡,不建議與 FXAA 或 SMAA 一起使用。\n\n此選項可在遊戲執行時透過點選下方的「套用」進行變更您只需將設定視窗移到一旁然後進行試驗直到找到您喜歡的遊戲效果。\n\n如果不確定請保持雙線性 (Bilinear) 狀態。"
} }
}, },
@ -22073,7 +22131,7 @@
"ar_SA": null, "ar_SA": null,
"de_DE": null, "de_DE": null,
"el_GR": null, "el_GR": null,
"en_US": "FSR", "en_US": "FSR 1.0",
"es_ES": null, "es_ES": null,
"fr_FR": null, "fr_FR": null,
"he_IL": null, "he_IL": null,
@ -22150,7 +22208,7 @@
"el_GR": "", "el_GR": "",
"en_US": "Set FSR 1.0 sharpening level. Higher is sharper.", "en_US": "Set FSR 1.0 sharpening level. Higher is sharper.",
"es_ES": "Ajuste el nivel de nitidez FSR 1.0. Mayor es más nítido.", "es_ES": "Ajuste el nivel de nitidez FSR 1.0. Mayor es más nítido.",
"fr_FR": "Définis le niveau de netteté FSR 1.0. Plus la valeur est élevée, plus l'image est nette.", "fr_FR": "Définit le niveau de netteté FSR 1.0. Plus la valeur est élevée, plus l'image est nette.",
"he_IL": "", "he_IL": "",
"it_IT": "Imposta il livello di nitidezza di FSR 1.0. Valori più alti comportano una maggiore nitidezza.", "it_IT": "Imposta il livello di nitidezza di FSR 1.0. Valori più alti comportano una maggiore nitidezza.",
"ja_JP": "FSR 1.0のシャープ化レベルを設定します. 高い値ほどシャープになります.", "ja_JP": "FSR 1.0のシャープ化レベルを設定します. 高い値ほどシャープになります.",
@ -22520,26 +22578,26 @@
{ {
"ID": "MultiplayerModeTooltip", "ID": "MultiplayerModeTooltip",
"Translations": { "Translations": {
"ar_SA": "تغيير وضع LDN متعدد اللاعبين.\n\nسوف يقوم LdnMitm بتعديل وظيفة اللعب المحلية/اللاسلكية المحلية في الألعاب لتعمل كما لو كانت شبكة LAN، مما يسمح باتصالات الشبكة المحلية نفسها مع محاكيات ريوجينكس الأخرى وأجهزة نينتندو سويتش المخترقة التي تم تثبيت وحدة ldn_mitm عليها.\n\nيتطلب وضع اللاعبين المتعددين أن يكون جميع اللاعبين على نفس إصدار اللعبة (على سبيل المثال، يتعذر على الإصدار 13.0.1 من سوبر سماش برذرز ألتميت الاتصال بالإصدار 13.0.0).\n\nاتركه معطلا إذا لم تكن متأكدا.", "ar_SA": "تغيير وضع LDN متعدد اللاعبين.\n\nسوف يقوم ldn_mitm بتعديل وظيفة اللعب المحلية/اللاسلكية المحلية في الألعاب لتعمل كما لو كانت شبكة LAN، مما يسمح باتصالات الشبكة المحلية نفسها مع محاكيات ريوجينكس الأخرى وأجهزة نينتندو سويتش المخترقة التي تم تثبيت وحدة ldn_mitm عليها.\n\nيتطلب وضع اللاعبين المتعددين أن يكون جميع اللاعبين على نفس إصدار اللعبة (على سبيل المثال، يتعذر على الإصدار 13.0.1 من سوبر سماش برذرز ألتميت الاتصال بالإصدار 13.0.0).\n\nاتركه معطلا إذا لم تكن متأكدا.",
"de_DE": "Ändert den LDN-Mehrspielermodus.\n\nLdnMitm ändert die lokale drahtlose/lokale Spielfunktionalität in Spielen so, dass sie wie ein LAN funktioniert und lokale, netzwerkgleiche Verbindungen mit anderen Ryujinx-Instanzen und gehackten Nintendo Switch-Konsolen ermöglicht, auf denen das ldn_mitm-Modul installiert ist.\n\nMultiplayer erfordert, dass alle Spieler die gleiche Spielversion verwenden (d.h. Super Smash Bros. Ultimate v13.0.1 kann sich nicht mit v13.0.0 verbinden).\n\nIm Zweifelsfall auf DISABLED lassen.", "de_DE": "Ändert den LDN-Mehrspielermodus.\n\nldn_mitm ändert die lokale drahtlose/lokale Spielfunktionalität in Spielen so, dass sie wie ein LAN funktioniert und lokale, netzwerkgleiche Verbindungen mit anderen Ryujinx-Instanzen und gehackten Nintendo Switch-Konsolen ermöglicht, auf denen das ldn_mitm-Modul installiert ist.\n\nMultiplayer erfordert, dass alle Spieler die gleiche Spielversion verwenden (d.h. Super Smash Bros. Ultimate v13.0.1 kann sich nicht mit v13.0.0 verbinden).\n\nIm Zweifelsfall auf DISABLED lassen.",
"el_GR": "", "el_GR": "",
"en_US": "Change LDN multiplayer mode.\n\nLdnMitm will modify local wireless/local play functionality in games to function as if it were LAN, allowing for local, same-network connections with other Ryujinx instances and hacked Nintendo Switch consoles that have the ldn_mitm module installed.\n\nMultiplayer requires all players to be on the same game version (i.e. Super Smash Bros. Ultimate v13.0.1 can't connect to v13.0.0).\n\nLeave DISABLED if unsure.", "en_US": "Change LDN multiplayer mode.\n\nldn_mitm will modify local wireless/local play functionality in games to function as if it were LAN, allowing for local, same-network connections with other Ryujinx instances and hacked Nintendo Switch consoles that have the ldn_mitm module installed.\n\nMultiplayer requires all players to be on the same game version (i.e. Super Smash Bros. Ultimate v13.0.1 can't connect to v13.0.0).\n\nLeave DISABLED if unsure.",
"es_ES": "Cambiar modo LDN multijugador.\n\nLdnMitm modificará la funcionalidad local de juego inalámbrico para funcionar como si fuera LAN, permitiendo locales conexiones de la misma red con otras instancias de Ryujinx y consolas hackeadas de Nintendo Switch que tienen instalado el módulo ldn_mitm.\n\nMultijugador requiere que todos los jugadores estén en la misma versión del juego (por ejemplo, Super Smash Bros. Ultimate v13.0.1 no se puede conectar a v13.0.0).\n\nDejar DESACTIVADO si no está seguro.", "es_ES": "Cambiar modo LDN multijugador.\n\nldn_mitm modificará la funcionalidad local de juego inalámbrico para funcionar como si fuera LAN, permitiendo locales conexiones de la misma red con otras instancias de Ryujinx y consolas hackeadas de Nintendo Switch que tienen instalado el módulo ldn_mitm.\n\nMultijugador requiere que todos los jugadores estén en la misma versión del juego (por ejemplo, Super Smash Bros. Ultimate v13.0.1 no se puede conectar a v13.0.0).\n\nDejar DESACTIVADO si no está seguro.",
"fr_FR": "Change le mode multijoueur LDN.\n\nLdnMitm modifiera la fonctionnalité de jeu sans fil local/jeu local dans les jeux pour fonctionner comme s'il s'agissait d'un LAN, permettant des connexions locales sur le même réseau avec d'autres instances de Ryujinx et des consoles Nintendo Switch piratées ayant le module ldn_mitm installé.\n\nLe multijoueur nécessite que tous les joueurs soient sur la même version du jeu (par exemple, Super Smash Bros. Ultimate v13.0.1 ne peut pas se connecter à v13.0.0).\n\nLaissez DÉSACTIVÉ si vous n'êtes pas sûr.", "fr_FR": "Change le mode multijoueur LDN.\n\nldn_mitm modifiera la fonctionnalité de jeu sans fil local/jeu local dans les jeux pour fonctionner comme s'il s'agissait d'un LAN, permettant des connexions locales sur le même réseau avec d'autres instances de Ryujinx et des consoles Nintendo Switch piratées ayant le module ldn_mitm installé.\n\nLe multijoueur nécessite que tous les joueurs soient sur la même version du jeu (par exemple, Super Smash Bros. Ultimate v13.0.1 ne peut pas se connecter à v13.0.0).\n\nLaissez DÉSACTIVÉ si vous n'êtes pas sûr.",
"he_IL": "", "he_IL": "",
"it_IT": "Cambia la modalità multigiocatore LDN.\n\nLdnMitm modificherà la funzionalità locale wireless/local play nei giochi per funzionare come se fosse in modalità LAN, consentendo connessioni locali sulla stessa rete con altre istanze di Ryujinx e console Nintendo Switch modificate che hanno il modulo ldn_mitm installato.\n\nLa modalità multigiocatore richiede che tutti i giocatori usino la stessa versione del gioco (es. Super Smash Bros. Ultimate v13.0.1 non può connettersi con la v13.0.0).\n\nNel dubbio, lascia l'opzione su Disabilitato.", "it_IT": "Cambia la modalità multigiocatore LDN.\n\nldn_mitm modificherà la funzionalità locale wireless/local play nei giochi per funzionare come se fosse in modalità LAN, consentendo connessioni locali sulla stessa rete con altre istanze di Ryujinx e console Nintendo Switch modificate che hanno il modulo ldn_mitm installato.\n\nLa modalità multigiocatore richiede che tutti i giocatori usino la stessa versione del gioco (es. Super Smash Bros. Ultimate v13.0.1 non può connettersi con la v13.0.0).\n\nNel dubbio, lascia l'opzione su Disabilitato.",
"ja_JP": "LDNマルチプレイヤーモードを変更します.\n\nldn_mitmモジュールがインストールされた, 他のRyujinxインスタンスや,ハックされたNintendo Switchコンソールとのローカル/同一ネットワーク接続を可能にします.\n\nマルチプレイでは, すべてのプレイヤーが同じゲームバージョンである必要がありますSuper Smash Bros. Ultimate v13.0.1はv13.0.0に接続できません).\n\n不明な場合は「無効」のままにしてください.", "ja_JP": "LDNマルチプレイヤーモードを変更します.\n\nldn_mitmモジュールがインストールされた, 他のRyujinxインスタンスや,ハックされたNintendo Switchコンソールとのローカル/同一ネットワーク接続を可能にします.\n\nマルチプレイでは, すべてのプレイヤーが同じゲームバージョンである必要がありますSuper Smash Bros. Ultimate v13.0.1はv13.0.0に接続できません).\n\n不明な場合は「無効」のままにしてください.",
"ko_KR": "LDN 멀티플레이어 모드를 변경합니다.\n\nLdnMitm은 게임의 로컬 무선/로컬 플레이 기능을 LAN처럼 작동하도록 수정하여 다른 Ryujinx 인스턴스나 ldn_mitm 모듈이 설치된 해킹된 Nintendo Switch 콘솔과 로컬, 동일 네트워크 연결이 가능합니다.\n\n멀티플레이어는 모든 플레이어가 동일한 게임 버전을 사용해야 합니다(예 : 슈퍼 스매시브라더스 얼티밋 v13.0.1은 v13.0.0에 연결할 수 없음).\n\n모르면 비활성화 상태로 두세요.", "ko_KR": "LDN 멀티플레이어 모드를 변경합니다.\n\nldn_mitm은 게임의 로컬 무선/로컬 플레이 기능을 LAN처럼 작동하도록 수정하여 다른 Ryujinx 인스턴스나 ldn_mitm 모듈이 설치된 해킹된 Nintendo Switch 콘솔과 로컬, 동일 네트워크 연결이 가능합니다.\n\n멀티플레이어는 모든 플레이어가 동일한 게임 버전을 사용해야 합니다(예 : 슈퍼 스매시브라더스 얼티밋 v13.0.1은 v13.0.0에 연결할 수 없음).\n\n모르면 비활성화 상태로 두세요.",
"no_NO": "Endre LDN flerspillermodus.\n\nLdnMitm vil endre lokal trådløst/lokal spillfunksjonalitet i spill som skal fungere som om den var LAN, noe som tillater lokal, samme nettverk forbindelser med andre Ryujinx instanser og hacket Nintendo Switch konsoller som har installert ldn_mitm-modulen.\n\nFlerspiller krever at alle spillerne er på samme versjon (dvs. Super Smash Bros. Ultimat v13.0.1 kan ikke koble til v13.0.0).\n\nForlat DEAKTIVERT hvis usikker.", "no_NO": "Endre LDN flerspillermodus.\n\nldn_mitm vil endre lokal trådløst/lokal spillfunksjonalitet i spill som skal fungere som om den var LAN, noe som tillater lokal, samme nettverk forbindelser med andre Ryujinx instanser og hacket Nintendo Switch konsoller som har installert ldn_mitm-modulen.\n\nFlerspiller krever at alle spillerne er på samme versjon (dvs. Super Smash Bros. Ultimat v13.0.1 kan ikke koble til v13.0.0).\n\nForlat DEAKTIVERT hvis usikker.",
"pl_PL": "", "pl_PL": "",
"pt_BR": "Alterar o modo multiplayer LDN.\n\nLdnMitm modificará a funcionalidade de jogo sem fio/local nos jogos para funcionar como se fosse LAN, permitindo conexões locais, na mesma rede, com outras instâncias do Ryujinx e consoles Nintendo Switch hackeados que possuem o módulo ldn_mitm instalado.\n\nO multiplayer exige que todos os jogadores estejam na mesma versão do jogo (ex.: Super Smash Bros. Ultimate v13.0.1 não consegue se conectar à v13.0.0).\n\nDeixe DESATIVADO se estiver em dúvida.", "pt_BR": "Alterar o modo multiplayer LDN.\n\nldn_mitm modificará a funcionalidade de jogo sem fio/local nos jogos para funcionar como se fosse LAN, permitindo conexões locais, na mesma rede, com outras instâncias do Ryujinx e consoles Nintendo Switch hackeados que possuem o módulo ldn_mitm instalado.\n\nO multiplayer exige que todos os jogadores estejam na mesma versão do jogo (ex.: Super Smash Bros. Ultimate v13.0.1 não consegue se conectar à v13.0.0).\n\nDeixe DESATIVADO se estiver em dúvida.",
"ru_RU": "Меняет многопользовательский режим LDN.\n\nLdnMitm модифицирует функциональность локальной беспроводной игры на одном устройстве в играх, позволяя играть с другими пользователями Ryujinx или взломанными консолями Nintendo Switch с установленным модулем ldn_mitm, находящимися в одной локальной сети друг с другом.\n\nМногопользовательская игра требует наличия у всех игроков одной и той же версии игры (т.е. Super Smash Bros. Ultimate v13.0.1 не может подключиться к v13.0.0).\n\nРекомендуется оставить выключенным.", "ru_RU": "Меняет многопользовательский режим LDN.\n\nldn_mitm модифицирует функциональность локальной беспроводной игры на одном устройстве в играх, позволяя играть с другими пользователями Ryujinx или взломанными консолями Nintendo Switch с установленным модулем ldn_mitm, находящимися в одной локальной сети друг с другом.\n\nМногопользовательская игра требует наличия у всех игроков одной и той же версии игры (т.е. Super Smash Bros. Ultimate v13.0.1 не может подключиться к v13.0.0).\n\nРекомендуется оставить выключенным.",
"sv_SE": "Ändra LDN-flerspelarläge\n\nLdnMitm kommer att ändra lokal funktionalitet för trådlös/lokalt spel att fungera som om det vore ett LAN, vilket ger stöd för anslutningar med local och same-network med andra Ryujinx-instanser och hackade Nintendo Switch-konsoller som har modulen ldn_mitm installerad.\n\nFlerspelare kräver att alla spelare har samma spelversion (t.ex. Super Smash Bros. Ultimate v13.0.1 kan inte ansluta till v13.0.0).\n\nLämna INAKTIVERAD om du är osäker.", "sv_SE": "Ändra LDN-flerspelarläge\n\nldn_mitm kommer att ändra lokal funktionalitet för trådlös/lokalt spel att fungera som om det vore ett LAN, vilket ger stöd för anslutningar med local och same-network med andra Ryujinx-instanser och hackade Nintendo Switch-konsoller som har modulen ldn_mitm installerad.\n\nFlerspelare kräver att alla spelare har samma spelversion (t.ex. Super Smash Bros. Ultimate v13.0.1 kan inte ansluta till v13.0.0).\n\nLämna INAKTIVERAD om du är osäker.",
"th_TH": "เปลี่ยนโหมดผู้เล่นหลายคนของ LDN\n\nLdnMitm จะปรับเปลี่ยนฟังก์ชันการเล่นแบบไร้สาย/ภายใน จะให้เกมทำงานเหมือนกับว่าเป็น LAN ช่วยให้สามารถเชื่อมต่อภายในเครือข่ายเดียวกันกับอินสแตนซ์ Ryujinx อื่น ๆ และคอนโซล Nintendo Switch ที่ถูกแฮ็กซึ่งมีโมดูล ldn_mitm ติดตั้งอยู่\n\nผู้เล่นหลายคนต้องการให้ผู้เล่นทุกคนอยู่ในเกมเวอร์ชันเดียวกัน (เช่น Super Smash Bros. Ultimate v13.0.1 ไม่สามารถเชื่อมต่อกับ v13.0.0)\n\nปล่อยให้ปิดการใช้งานหากไม่แน่ใจ", "th_TH": "เปลี่ยนโหมดผู้เล่นหลายคนของ LDN\n\nldn_mitm จะปรับเปลี่ยนฟังก์ชันการเล่นแบบไร้สาย/ภายใน จะให้เกมทำงานเหมือนกับว่าเป็น LAN ช่วยให้สามารถเชื่อมต่อภายในเครือข่ายเดียวกันกับอินสแตนซ์ Ryujinx อื่น ๆ และคอนโซล Nintendo Switch ที่ถูกแฮ็กซึ่งมีโมดูล ldn_mitm ติดตั้งอยู่\n\nผู้เล่นหลายคนต้องการให้ผู้เล่นทุกคนอยู่ในเกมเวอร์ชันเดียวกัน (เช่น Super Smash Bros. Ultimate v13.0.1 ไม่สามารถเชื่อมต่อกับ v13.0.0)\n\nปล่อยให้ปิดการใช้งานหากไม่แน่ใจ",
"tr_TR": "", "tr_TR": "",
"uk_UA": "Змінити LDN мультиплеєру.\n\nLdnMitm змінить функціонал бездротової/локальної гри в іграх, щоб вони працювали так, ніби це LAN, що дозволяє локальні підключення в тій самій мережі з іншими екземплярами Ryujinx та хакнутими консолями Nintendo Switch, які мають встановлений модуль ldn_mitm.\n\nМультиплеєр вимагає, щоб усі гравці були на одній і тій же версії гри (наприклад Super Smash Bros. Ultimate v13.0.1 не зможе під'єднатися до v13.0.0).\n\nЗалиште на \"Вимкнено\", якщо не впевнені.", "uk_UA": "Змінити LDN мультиплеєру.\n\nldn_mitm змінить функціонал бездротової/локальної гри в іграх, щоб вони працювали так, ніби це LAN, що дозволяє локальні підключення в тій самій мережі з іншими екземплярами Ryujinx та хакнутими консолями Nintendo Switch, які мають встановлений модуль ldn_mitm.\n\nМультиплеєр вимагає, щоб усі гравці були на одній і тій же версії гри (наприклад Super Smash Bros. Ultimate v13.0.1 не зможе під'єднатися до v13.0.0).\n\nЗалиште на \"Вимкнено\", якщо не впевнені.",
"zh_CN": "修改 LDN 多人联机游玩模式。\n\nldn_mitm 联机插件将修改游戏中的本地无线和本地游玩功能,使其表现得像局域网一样,允许和其他安装了 ldn_mitm 插件的 Ryujinx 模拟器和破解的任天堂 Switch 主机在同一网络下进行本地连接,实现多人联机游玩。\n\n多人联机游玩要求所有玩家必须运行相同的游戏版本例如游戏版本 v13.0.1 无法与 v13.0.0 联机)。\n\n如果不确定请保持为“禁用”。", "zh_CN": "修改 LDN 多人联机游玩模式。\n\nldn_mitm 联机插件将修改游戏中的本地无线和本地游玩功能,使其表现得像局域网一样,允许和其他安装了 ldn_mitm 插件的 Ryujinx 模拟器和破解的任天堂 Switch 主机在同一网络下进行本地连接,实现多人联机游玩。\n\n多人联机游玩要求所有玩家必须运行相同的游戏版本例如游戏版本 v13.0.1 无法与 v13.0.0 联机)。\n\n如果不确定请保持为“禁用”。",
"zh_TW": "變更 LDN 多人遊戲模式。\n\nLdnMitm 將修改遊戲中的本機無線/本機遊戲功能,使其如同區域網路一樣執行,允許與其他安裝了 ldn_mitm 模組的 Ryujinx 實例和已破解的 Nintendo Switch 遊戲機進行本機同網路連線。\n\n多人遊戲要求所有玩家使用相同的遊戲版本 (例如Super Smash Bros. Ultimate v13.0.1 無法連接 v13.0.0)。\n\n如果不確定請保持 Disabled (停用) 狀態。" "zh_TW": "變更 LDN 多人遊戲模式。\n\nldn_mitm 將修改遊戲中的本機無線/本機遊戲功能,使其如同區域網路一樣執行,允許與其他安裝了 ldn_mitm 模組的 Ryujinx 實例和已破解的 Nintendo Switch 遊戲機進行本機同網路連線。\n\n多人遊戲要求所有玩家使用相同的遊戲版本 (例如Super Smash Bros. Ultimate v13.0.1 無法連接 v13.0.0)。\n\n如果不確定請保持 Disabled (停用) 狀態。"
} }
}, },
{ {
@ -22800,7 +22858,7 @@
"el_GR": "", "el_GR": "",
"en_US": "Generates a new passphrase, which can be shared with other players.", "en_US": "Generates a new passphrase, which can be shared with other players.",
"es_ES": "Genera una nueva frase de contraseña, que puede ser compartida con otros jugadores.", "es_ES": "Genera una nueva frase de contraseña, que puede ser compartida con otros jugadores.",
"fr_FR": "Génére un nouveau mot de passe, qui peut être partagé avec les autres.", "fr_FR": "Génère un nouveau mot de passe, qui peut être partagé avec les autres.",
"he_IL": "", "he_IL": "",
"it_IT": "Genera una nuova passphrase, che può essere condivisa con altri giocatori.", "it_IT": "Genera una nuova passphrase, che può essere condivisa con altri giocatori.",
"ja_JP": "", "ja_JP": "",
@ -24843,4 +24901,4 @@
} }
} }
] ]
} }

View file

@ -22,5 +22,5 @@ chmod +x AppDir/AppRun AppDir/usr/bin/Ryujinx*
mkdir -p "$OUTDIR" mkdir -p "$OUTDIR"
appimagetool -n --comp zstd --mksquashfs-opt -Xcompression-level --mksquashfs-opt 21 \ appimagetool --appimage-extract-and-run -n --comp zstd --mksquashfs-opt -Xcompression-level --mksquashfs-opt 21 \
AppDir "$OUTDIR"/Ryujinx.AppImage AppDir "$OUTDIR"/Ryujinx.AppImage

View file

@ -3,7 +3,7 @@
set -e set -e
if [ "$#" -lt 8 ]; then if [ "$#" -lt 8 ]; then
echo "usage <BASE_DIR> <TEMP_DIRECTORY> <OUTPUT_DIRECTORY> <ENTITLEMENTS_FILE_PATH> <VERSION> <SOURCE_REVISION_ID> <CONFIGURATION> <CANARY>" echo "usage <BASE_DIR> <TEMP_DIRECTORY> <OUTPUT_DIRECTORY> <ENTITLEMENTS_FILE_PATH> <VERSION> <SOURCE_REVISION_ID> <CONFIGURATION>"
exit 1 exit 1
fi fi
@ -18,7 +18,6 @@ ENTITLEMENTS_FILE_PATH=$(readlink -f "$4")
VERSION=$5 VERSION=$5
SOURCE_REVISION_ID=$6 SOURCE_REVISION_ID=$6
CONFIGURATION=$7 CONFIGURATION=$7
CANARY=$8
if [[ "$(uname)" == "Darwin" ]]; then if [[ "$(uname)" == "Darwin" ]]; then
echo "Clearing xattr on all dot undercsore files" echo "Clearing xattr on all dot undercsore files"
@ -32,18 +31,12 @@ if [[ "$(uname)" == "Darwin" ]]; then
' sh {} + ' sh {} +
fi fi
if [ "$CANARY" == "1" ]; then RELEASE_TAR_FILE_NAME=ryujinx-$CONFIGURATION-$VERSION+$SOURCE_REVISION_ID-macos_universal.app.tar
RELEASE_TAR_FILE_NAME=nogui-ryujinx-canary-$VERSION-macos_universal.tar
elif [ "$VERSION" == "1.1.0" ]; then
RELEASE_TAR_FILE_NAME=nogui-ryujinx-$CONFIGURATION-$VERSION+$SOURCE_REVISION_ID-macos_universal.tar
else
RELEASE_TAR_FILE_NAME=nogui-ryujinx-$VERSION-macos_universal.tar
fi
ARM64_OUTPUT="$TEMP_DIRECTORY/publish_arm64" ARM64_APP_BUNDLE="$TEMP_DIRECTORY/output_arm64/Ryujinx.app"
X64_OUTPUT="$TEMP_DIRECTORY/publish_x64" X64_APP_BUNDLE="$TEMP_DIRECTORY/output_x64/Ryujinx.app"
UNIVERSAL_OUTPUT="$OUTPUT_DIRECTORY/publish" UNIVERSAL_APP_BUNDLE="$OUTPUT_DIRECTORY/Ryujinx.app"
EXECUTABLE_SUB_PATH=Ryujinx.Headless.SDL3 EXECUTABLE_SUB_PATH=Contents/MacOS/Ryujinx
rm -rf "$TEMP_DIRECTORY" rm -rf "$TEMP_DIRECTORY"
mkdir -p "$TEMP_DIRECTORY" mkdir -p "$TEMP_DIRECTORY"
@ -51,9 +44,9 @@ mkdir -p "$TEMP_DIRECTORY"
DOTNET_COMMON_ARGS=(-p:DebugType=embedded -p:Version="$VERSION" -p:SourceRevisionId="$SOURCE_REVISION_ID" --self-contained true $EXTRA_ARGS) DOTNET_COMMON_ARGS=(-p:DebugType=embedded -p:Version="$VERSION" -p:SourceRevisionId="$SOURCE_REVISION_ID" --self-contained true $EXTRA_ARGS)
dotnet restore dotnet restore
dotnet build -c "$CONFIGURATION" src/Ryujinx.Headless.SDL3 dotnet build -c "$CONFIGURATION" src/Ryujinx
dotnet publish -c "$CONFIGURATION" -r osx-arm64 -o "$TEMP_DIRECTORY/publish_arm64" "${DOTNET_COMMON_ARGS[@]}" src/Ryujinx.Headless.SDL3 dotnet publish -c "$CONFIGURATION" -r osx-arm64 -o "$TEMP_DIRECTORY/publish_arm64" "${DOTNET_COMMON_ARGS[@]}" src/Ryujinx
dotnet publish -c "$CONFIGURATION" -r osx-x64 -o "$TEMP_DIRECTORY/publish_x64" "${DOTNET_COMMON_ARGS[@]}" src/Ryujinx.Headless.SDL3 dotnet publish -c "$CONFIGURATION" -r osx-x64 -o "$TEMP_DIRECTORY/publish_x64" "${DOTNET_COMMON_ARGS[@]}" src/Ryujinx
# Get rid of the support library for ARMeilleure for x64 (that's only for arm64) # Get rid of the support library for ARMeilleure for x64 (that's only for arm64)
rm -rf "$TEMP_DIRECTORY/publish_x64/libarmeilleure-jitsupport.dylib" rm -rf "$TEMP_DIRECTORY/publish_x64/libarmeilleure-jitsupport.dylib"
@ -62,15 +55,20 @@ rm -rf "$TEMP_DIRECTORY/publish_x64/libarmeilleure-jitsupport.dylib"
# TODO: remove this once done # TODO: remove this once done
rm -rf "$TEMP_DIRECTORY/publish_arm64/libsoundio.dylib" rm -rf "$TEMP_DIRECTORY/publish_arm64/libsoundio.dylib"
rm -rf "$OUTPUT_DIRECTORY" pushd "$BASE_DIR/distribution/macos"
./create_app_bundle.sh "$TEMP_DIRECTORY/publish_x64" "$TEMP_DIRECTORY/output_x64" "$ENTITLEMENTS_FILE_PATH"
./create_app_bundle.sh "$TEMP_DIRECTORY/publish_arm64" "$TEMP_DIRECTORY/output_arm64" "$ENTITLEMENTS_FILE_PATH"
popd
rm -rf "$UNIVERSAL_APP_BUNDLE"
mkdir -p "$OUTPUT_DIRECTORY" mkdir -p "$OUTPUT_DIRECTORY"
# Let's copy one of the two different outputs and remove the executable # Let's copy one of the two different app bundle and remove the executable
cp -R "$ARM64_OUTPUT/" "$UNIVERSAL_OUTPUT" cp -R "$ARM64_APP_BUNDLE" "$UNIVERSAL_APP_BUNDLE"
rm "$UNIVERSAL_OUTPUT/$EXECUTABLE_SUB_PATH" rm "$UNIVERSAL_APP_BUNDLE/$EXECUTABLE_SUB_PATH"
# Make its libraries universal # Make its libraries universal
python3 "$BASE_DIR/distribution/macos/construct_universal_dylib.py" "$ARM64_OUTPUT" "$X64_OUTPUT" "$UNIVERSAL_OUTPUT" "**/*.dylib" python3 "$BASE_DIR/distribution/macos/construct_universal_dylib.py" "$ARM64_APP_BUNDLE" "$X64_APP_BUNDLE" "$UNIVERSAL_APP_BUNDLE" "**/*.dylib"
if ! [ -x "$(command -v lipo)" ]; if ! [ -x "$(command -v lipo)" ];
then then
@ -85,7 +83,12 @@ else
fi fi
# Make the executable universal # Make the executable universal
$LIPO "$ARM64_OUTPUT/$EXECUTABLE_SUB_PATH" "$X64_OUTPUT/$EXECUTABLE_SUB_PATH" -output "$UNIVERSAL_OUTPUT/$EXECUTABLE_SUB_PATH" -create $LIPO "$ARM64_APP_BUNDLE/$EXECUTABLE_SUB_PATH" "$X64_APP_BUNDLE/$EXECUTABLE_SUB_PATH" -output "$UNIVERSAL_APP_BUNDLE/$EXECUTABLE_SUB_PATH" -create
# Patch up the Info.plist to have appropriate version
sed -r -i.bck "s/\%\%RYUJINX_BUILD_VERSION\%\%/$VERSION/g;" "$UNIVERSAL_APP_BUNDLE/Contents/Info.plist"
sed -r -i.bck "s/\%\%RYUJINX_BUILD_GIT_HASH\%\%/$SOURCE_REVISION_ID/g;" "$UNIVERSAL_APP_BUNDLE/Contents/Info.plist"
rm "$UNIVERSAL_APP_BUNDLE/Contents/Info.plist.bck"
# Now sign it # Now sign it
if ! [ -x "$(command -v codesign)" ]; if ! [ -x "$(command -v codesign)" ];
@ -99,26 +102,19 @@ then
# NOTE: Currently require https://github.com/indygreg/apple-platform-rs/pull/44 to work on other OSes. # NOTE: Currently require https://github.com/indygreg/apple-platform-rs/pull/44 to work on other OSes.
# cargo install --git "https://github.com/marysaka/apple-platform-rs" --branch "fix/adhoc-app-bundle" apple-codesign --bin "rcodesign" # cargo install --git "https://github.com/marysaka/apple-platform-rs" --branch "fix/adhoc-app-bundle" apple-codesign --bin "rcodesign"
echo "Using rcodesign for ad-hoc signing" echo "Using rcodesign for ad-hoc signing"
for FILE in "$UNIVERSAL_OUTPUT"/*; do rcodesign sign --entitlements-xml-path "$ENTITLEMENTS_FILE_PATH" "$UNIVERSAL_APP_BUNDLE"
if [[ $(file "$FILE") == *"Mach-O"* ]]; then
rcodesign sign --entitlements-xml-path "$ENTITLEMENTS_FILE_PATH" "$FILE"
fi
done
else else
echo "Using codesign for ad-hoc signing" echo "Using codesign for ad-hoc signing"
for FILE in "$UNIVERSAL_OUTPUT"/*; do codesign --entitlements "$ENTITLEMENTS_FILE_PATH" -f -s - "$UNIVERSAL_APP_BUNDLE"
if [[ $(file "$FILE") == *"Mach-O"* ]]; then
codesign --entitlements "$ENTITLEMENTS_FILE_PATH" -f -s - "$FILE"
fi
done
fi fi
echo "Creating archive" echo "Creating archive"
pushd "$OUTPUT_DIRECTORY" pushd "$OUTPUT_DIRECTORY"
tar --exclude "publish/Ryujinx.Headless.SDL3" -cvf "$RELEASE_TAR_FILE_NAME" publish 1> /dev/null tar --exclude "Ryujinx.app/Contents/MacOS/Ryujinx" -cvf "$RELEASE_TAR_FILE_NAME" Ryujinx.app 1> /dev/null
python3 "$BASE_DIR/distribution/misc/add_tar_exec.py" "$RELEASE_TAR_FILE_NAME" "publish/Ryujinx.Headless.SDL3" "publish/Ryujinx.Headless.SDL3" python3 "$BASE_DIR/distribution/misc/add_tar_exec.py" "$RELEASE_TAR_FILE_NAME" "Ryujinx.app/Contents/MacOS/Ryujinx" "Ryujinx.app/Contents/MacOS/Ryujinx"
gzip -9 < "$RELEASE_TAR_FILE_NAME" > "$RELEASE_TAR_FILE_NAME.gz" gzip -9 < "$RELEASE_TAR_FILE_NAME" > "$RELEASE_TAR_FILE_NAME.gz"
rm "$RELEASE_TAR_FILE_NAME" rm "$RELEASE_TAR_FILE_NAME"
popd popd
echo "Done" echo "Done"

View file

@ -2050,7 +2050,9 @@
010003C00B868000,"Ninjin: Clash of Carrots",online-broken,playable,2024-07-10 05:12:26 010003C00B868000,"Ninjin: Clash of Carrots",online-broken,playable,2024-07-10 05:12:26
0100746010E4C000,"NinNinDays",,playable,2022-11-20 15:17:29 0100746010E4C000,"NinNinDays",,playable,2022-11-20 15:17:29
0100C9A00ECE6000,"Nintendo 64™ Nintendo Switch Online",gpu;vulkan,ingame,2024-04-23 20:21:07 0100C9A00ECE6000,"Nintendo 64™ Nintendo Switch Online",gpu;vulkan,ingame,2024-04-23 20:21:07
010057D00ECE4000,"Nintendo 64™ Nintendo Switch Online",gpu;vulkan,ingame,2024-04-23 20:21:07
0100e0601c632000,"Nintendo 64™ Nintendo Switch Online: MATURE 17+",,ingame,2025-02-03 22:27:00 0100e0601c632000,"Nintendo 64™ Nintendo Switch Online: MATURE 17+",,ingame,2025-02-03 22:27:00
010037A0170D2000,"NINTENDO 64™ Nintendo Switch Online 18+",,ingame,2025-02-03 22:27:00
0100D870045B6000,"Nintendo Entertainment System™ - Nintendo Switch Online",online,playable,2022-07-01 15:45:06 0100D870045B6000,"Nintendo Entertainment System™ - Nintendo Switch Online",online,playable,2022-07-01 15:45:06
0100C4B0034B2000,"Nintendo Labo Toy-Con 01 Variety Kit",gpu,ingame,2022-08-07 12:56:07 0100C4B0034B2000,"Nintendo Labo Toy-Con 01 Variety Kit",gpu,ingame,2022-08-07 12:56:07
01001E9003502000,"Nintendo Labo Toy-Con 03 Vehicle Kit",services;crash,menus,2022-08-03 17:20:11 01001E9003502000,"Nintendo Labo Toy-Con 03 Vehicle Kit",services;crash,menus,2022-08-03 17:20:11
@ -2638,6 +2640,7 @@
0100B16009C10000,"SINNER: Sacrifice for Redemption",nvdec;UE4;vulkan-backend-bug,playable,2022-08-12 20:37:33 0100B16009C10000,"SINNER: Sacrifice for Redemption",nvdec;UE4;vulkan-backend-bug,playable,2022-08-12 20:37:33
0100E9201410E000,"Sir Lovelot",,playable,2021-04-05 16:21:46 0100E9201410E000,"Sir Lovelot",,playable,2021-04-05 16:21:46
0100134011E32000,"Skate City",,playable,2022-11-04 11:37:39 0100134011E32000,"Skate City",,playable,2022-11-04 11:37:39
0100a8501b66e000,"Skateboard Drifting with Maxwell Cat: The Game Simulator",,playable,2026-02-17 19:05:00
0100B2F008BD8000,"Skee-Ball",,playable,2020-11-16 04:44:07 0100B2F008BD8000,"Skee-Ball",,playable,2020-11-16 04:44:07
01001A900F862000,"Skelattack",,playable,2021-06-09 15:26:26 01001A900F862000,"Skelattack",,playable,2021-06-09 15:26:26
01008E700F952000,"Skelittle: A Giant Party!",,playable,2021-06-09 19:08:34 01008E700F952000,"Skelittle: A Giant Party!",,playable,2021-06-09 19:08:34
@ -3307,6 +3310,7 @@
0100AFA011068000,"Voxel Pirates",,playable,2022-09-28 22:55:02 0100AFA011068000,"Voxel Pirates",,playable,2022-09-28 22:55:02
0100BFB00D1F4000,"Voxel Sword",,playable,2022-08-30 14:57:27 0100BFB00D1F4000,"Voxel Sword",,playable,2022-08-30 14:57:27
01004E90028A2000,"Vroom in the night sky",Needs Update;vulkan-backend-bug,playable,2023-02-20 02:32:29 01004E90028A2000,"Vroom in the night sky",Needs Update;vulkan-backend-bug,playable,2023-02-20 02:32:29
0100BFC01D976000,"Virtual Boy Nintendo Classics",services,nothing,2026-02-17 11:26:59
0100C7C00AE6C000,"VSR: Void Space Racing",,playable,2021-01-27 14:08:59 0100C7C00AE6C000,"VSR: Void Space Racing",,playable,2021-01-27 14:08:59
0100B130119D0000,"Waifu Uncovered",crash,ingame,2023-02-27 01:17:46 0100B130119D0000,"Waifu Uncovered",crash,ingame,2023-02-27 01:17:46
0100E29010A4A000,"Wanba Warriors",,playable,2020-10-04 17:56:22 0100E29010A4A000,"Wanba Warriors",,playable,2020-10-04 17:56:22

1 title_id game_name labels status last_updated
2050 010003C00B868000 Ninjin: Clash of Carrots online-broken playable 2024-07-10 05:12:26
2051 0100746010E4C000 NinNinDays playable 2022-11-20 15:17:29
2052 0100C9A00ECE6000 Nintendo 64™ – Nintendo Switch Online gpu;vulkan ingame 2024-04-23 20:21:07
2053 010057D00ECE4000 Nintendo 64™ – Nintendo Switch Online gpu;vulkan ingame 2024-04-23 20:21:07
2054 0100e0601c632000 Nintendo 64™ – Nintendo Switch Online: MATURE 17+ ingame 2025-02-03 22:27:00
2055 010037A0170D2000 NINTENDO 64™ – Nintendo Switch Online 18+ ingame 2025-02-03 22:27:00
2056 0100D870045B6000 Nintendo Entertainment System™ - Nintendo Switch Online online playable 2022-07-01 15:45:06
2057 0100C4B0034B2000 Nintendo Labo Toy-Con 01 Variety Kit gpu ingame 2022-08-07 12:56:07
2058 01001E9003502000 Nintendo Labo Toy-Con 03 Vehicle Kit services;crash menus 2022-08-03 17:20:11
2640 0100B16009C10000 SINNER: Sacrifice for Redemption nvdec;UE4;vulkan-backend-bug playable 2022-08-12 20:37:33
2641 0100E9201410E000 Sir Lovelot playable 2021-04-05 16:21:46
2642 0100134011E32000 Skate City playable 2022-11-04 11:37:39
2643 0100a8501b66e000 Skateboard Drifting with Maxwell Cat: The Game Simulator playable 2026-02-17 19:05:00
2644 0100B2F008BD8000 Skee-Ball playable 2020-11-16 04:44:07
2645 01001A900F862000 Skelattack playable 2021-06-09 15:26:26
2646 01008E700F952000 Skelittle: A Giant Party! playable 2021-06-09 19:08:34
3310 0100AFA011068000 Voxel Pirates playable 2022-09-28 22:55:02
3311 0100BFB00D1F4000 Voxel Sword playable 2022-08-30 14:57:27
3312 01004E90028A2000 Vroom in the night sky Needs Update;vulkan-backend-bug playable 2023-02-20 02:32:29
3313 0100BFC01D976000 Virtual Boy – Nintendo Classics services nothing 2026-02-17 11:26:59
3314 0100C7C00AE6C000 VSR: Void Space Racing playable 2021-01-27 14:08:59
3315 0100B130119D0000 Waifu Uncovered crash ingame 2023-02-27 01:17:46
3316 0100E29010A4A000 Wanba Warriors playable 2020-10-04 17:56:22

View file

@ -5,8 +5,7 @@
<clear /> <clear />
<add key="nuget.org" value="https://api.nuget.org/v3/index.json" /> <add key="nuget.org" value="https://api.nuget.org/v3/index.json" />
<!-- Only needed when using pre-release versions of Ryujinx.LibHac. --> <!-- Only needed when using pre-release versions of Ryujinx.LibHac. -->
<add key="LibHacAlpha" value="https://git.ryujinx.app/api/v4/projects/17/packages/nuget/index.json" /> <add key="LibHacAlpha" value="https://git.ryujinx.app/api/packages/projects/nuget/index.json" />
<add key="Ryujinx.UpdateClient" value="https://git.ryujinx.app/api/v4/projects/71/packages/nuget/index.json" />
</packageSources> </packageSources>
<packageSourceMapping> <packageSourceMapping>
<!-- key value for <packageSource> should match key values from <packageSources> element --> <!-- key value for <packageSource> should match key values from <packageSources> element -->
@ -14,10 +13,6 @@
<packageSource key="nuget.org"> <packageSource key="nuget.org">
<package pattern="*" /> <package pattern="*" />
</packageSource> </packageSource>
<packageSource key="Ryujinx.UpdateClient">
<package pattern="Ryujinx.UpdateClient" />
<package pattern="Ryujinx.Systems.Update.Common" />
</packageSource>
<packageSource key="LibHacAlpha"> <packageSource key="LibHacAlpha">
<package pattern="Ryujinx.LibHac" /> <package pattern="Ryujinx.LibHac" />
</packageSource> </packageSource>

View file

@ -168,7 +168,7 @@ namespace ARMeilleure.Common
{ {
_allocated.Dispose(); _allocated.Dispose();
foreach (IntPtr page in _pages.Values) foreach (nint page in _pages.Values)
{ {
NativeAllocator.Instance.Free((void*)page); NativeAllocator.Instance.Free((void*)page);
} }

View file

@ -19,7 +19,7 @@ namespace ARMeilleure.Instructions
context.LoadFromContext(); context.LoadFromContext();
context.Return(Const(op.Address)); InstEmitFlowHelper.EmitReturn(context, Const(op.Address));
} }
public static void Svc(ArmEmitterContext context) public static void Svc(ArmEmitterContext context)
@ -49,7 +49,7 @@ namespace ARMeilleure.Instructions
context.LoadFromContext(); context.LoadFromContext();
context.Return(Const(op.Address)); InstEmitFlowHelper.EmitReturn(context, Const(op.Address));
} }
} }
} }

View file

@ -33,7 +33,7 @@ namespace ARMeilleure.Instructions
context.LoadFromContext(); context.LoadFromContext();
context.Return(Const(context.CurrOp.Address)); InstEmitFlowHelper.EmitReturn(context, Const(context.CurrOp.Address));
} }
} }
} }

View file

@ -66,7 +66,7 @@ namespace ARMeilleure.Instructions
{ {
OpCodeBReg op = (OpCodeBReg)context.CurrOp; OpCodeBReg op = (OpCodeBReg)context.CurrOp;
context.Return(GetIntOrZR(context, op.Rn)); EmitReturn(context, GetIntOrZR(context, op.Rn));
} }
public static void Tbnz(ArmEmitterContext context) => EmitTb(context, onNotZero: true); public static void Tbnz(ArmEmitterContext context) => EmitTb(context, onNotZero: true);

View file

@ -13,6 +13,10 @@ namespace ARMeilleure.Instructions
{ {
static class InstEmitFlowHelper static class InstEmitFlowHelper
{ {
// How many calls we can have in our call stack before we give up and return to the dispatcher.
// This prevents stack overflows caused by deep recursive calls.
private const int MaxCallDepth = 200;
public static void EmitCondBranch(ArmEmitterContext context, Operand target, Condition cond) public static void EmitCondBranch(ArmEmitterContext context, Operand target, Condition cond)
{ {
if (cond != Condition.Al) if (cond != Condition.Al)
@ -182,12 +186,7 @@ namespace ARMeilleure.Instructions
{ {
if (isReturn || context.IsSingleStep) if (isReturn || context.IsSingleStep)
{ {
if (target.Type == OperandType.I32) EmitReturn(context, target);
{
target = context.ZeroExtend32(OperandType.I64, target);
}
context.Return(target);
} }
else else
{ {
@ -195,6 +194,19 @@ namespace ARMeilleure.Instructions
} }
} }
public static void EmitReturn(ArmEmitterContext context, Operand target)
{
Operand nativeContext = context.LoadArgument(OperandType.I64, 0);
DecreaseCallDepth(context, nativeContext);
if (target.Type == OperandType.I32)
{
target = context.ZeroExtend32(OperandType.I64, target);
}
context.Return(target);
}
private static void EmitTableBranch(ArmEmitterContext context, Operand guestAddress, bool isJump) private static void EmitTableBranch(ArmEmitterContext context, Operand guestAddress, bool isJump)
{ {
context.StoreToContext(); context.StoreToContext();
@ -257,6 +269,8 @@ namespace ARMeilleure.Instructions
if (isJump) if (isJump)
{ {
DecreaseCallDepth(context, nativeContext);
context.Tailcall(hostAddress, nativeContext); context.Tailcall(hostAddress, nativeContext);
} }
else else
@ -278,8 +292,42 @@ namespace ARMeilleure.Instructions
Operand lblContinue = context.GetLabel(nextAddr.Value); Operand lblContinue = context.GetLabel(nextAddr.Value);
context.BranchIf(lblContinue, returnAddress, nextAddr, Comparison.Equal, BasicBlockFrequency.Cold); context.BranchIf(lblContinue, returnAddress, nextAddr, Comparison.Equal, BasicBlockFrequency.Cold);
DecreaseCallDepth(context, nativeContext);
context.Return(returnAddress); context.Return(returnAddress);
} }
} }
public static void EmitCallDepthCheckAndIncrement(EmitterContext context, Operand guestAddress)
{
if (!Optimizations.EnableDeepCallRecursionProtection)
{
return;
}
Operand nativeContext = context.LoadArgument(OperandType.I64, 0);
Operand callDepthAddr = context.Add(nativeContext, Const((ulong)NativeContext.GetCallDepthOffset()));
Operand currentCallDepth = context.Load(OperandType.I32, callDepthAddr);
Operand lblDoCall = Label();
context.BranchIf(lblDoCall, currentCallDepth, Const(MaxCallDepth), Comparison.LessUI);
context.Store(callDepthAddr, context.Subtract(currentCallDepth, Const(1)));
context.Return(guestAddress);
context.MarkLabel(lblDoCall);
context.Store(callDepthAddr, context.Add(currentCallDepth, Const(1)));
}
private static void DecreaseCallDepth(EmitterContext context, Operand nativeContext)
{
if (!Optimizations.EnableDeepCallRecursionProtection)
{
return;
}
Operand callDepthAddr = context.Add(nativeContext, Const((ulong)NativeContext.GetCallDepthOffset()));
Operand currentCallDepth = context.Load(OperandType.I32, callDepthAddr);
context.Store(callDepthAddr, context.Subtract(currentCallDepth, Const(1)));
}
} }
} }

View file

@ -13,6 +13,7 @@ namespace ARMeilleure
public static bool AllowLcqInFunctionTable { get; set; } = true; public static bool AllowLcqInFunctionTable { get; set; } = true;
public static bool UseUnmanagedDispatchLoop { get; set; } = true; public static bool UseUnmanagedDispatchLoop { get; set; } = true;
public static bool EnableDebugging { get; set; } = false; public static bool EnableDebugging { get; set; } = false;
public static bool EnableDeepCallRecursionProtection { get; set; } = true;
public static bool UseAdvSimdIfAvailable { get; set; } = true; public static bool UseAdvSimdIfAvailable { get; set; } = true;
public static bool UseArm64AesIfAvailable { get; set; } = true; public static bool UseArm64AesIfAvailable { get; set; } = true;

View file

@ -134,6 +134,11 @@ namespace ARMeilleure.State
public bool GetFPstateFlag(FPState flag) => _nativeContext.GetFPStateFlag(flag); public bool GetFPstateFlag(FPState flag) => _nativeContext.GetFPStateFlag(flag);
public void SetFPstateFlag(FPState flag, bool value) => _nativeContext.SetFPStateFlag(flag, value); public void SetFPstateFlag(FPState flag, bool value) => _nativeContext.SetFPStateFlag(flag, value);
internal void ResetCallDepth()
{
_nativeContext.ResetCallDepth();
}
internal void CheckInterrupt() internal void CheckInterrupt()
{ {
if (Interrupted) if (Interrupted)

View file

@ -22,6 +22,7 @@ namespace ARMeilleure.State
public ulong ExclusiveValueHigh; public ulong ExclusiveValueHigh;
public int Running; public int Running;
public long Tpidr2El0; public long Tpidr2El0;
public int CallDepth;
/// <summary> /// <summary>
/// Precise PC value used for debugging. /// Precise PC value used for debugging.
@ -199,6 +200,8 @@ namespace ARMeilleure.State
public bool GetRunning() => GetStorage().Running != 0; public bool GetRunning() => GetStorage().Running != 0;
public void SetRunning(bool value) => GetStorage().Running = value ? 1 : 0; public void SetRunning(bool value) => GetStorage().Running = value ? 1 : 0;
public void ResetCallDepth() => GetStorage().CallDepth = 0;
public unsafe static int GetRegisterOffset(Register reg) public unsafe static int GetRegisterOffset(Register reg)
{ {
if (reg.Type == RegisterType.Integer) if (reg.Type == RegisterType.Integer)
@ -284,6 +287,11 @@ namespace ARMeilleure.State
return StorageOffset(ref _dummyStorage, ref _dummyStorage.DebugPrecisePc); return StorageOffset(ref _dummyStorage, ref _dummyStorage.DebugPrecisePc);
} }
public static int GetCallDepthOffset()
{
return StorageOffset(ref _dummyStorage, ref _dummyStorage.CallDepth);
}
private static int StorageOffset<T>(ref NativeCtxStorage storage, ref T target) private static int StorageOffset<T>(ref NativeCtxStorage storage, ref T target)
{ {
return (int)Unsafe.ByteOffset(ref Unsafe.As<NativeCtxStorage, T>(ref storage), ref target); return (int)Unsafe.ByteOffset(ref Unsafe.As<NativeCtxStorage, T>(ref storage), ref target);

View file

@ -361,10 +361,7 @@ namespace ARMeilleure.Translation
IntervalTreeNode<TK, TV> tmp = LeftOf(replacementNode) ?? RightOf(replacementNode); IntervalTreeNode<TK, TV> tmp = LeftOf(replacementNode) ?? RightOf(replacementNode);
if (tmp != null) tmp?.Parent = ParentOf(replacementNode);
{
tmp.Parent = ParentOf(replacementNode);
}
if (ParentOf(replacementNode) == null) if (ParentOf(replacementNode) == null)
{ {
@ -582,10 +579,7 @@ namespace ARMeilleure.Translation
{ {
IntervalTreeNode<TK, TV> right = RightOf(node); IntervalTreeNode<TK, TV> right = RightOf(node);
node.Right = LeftOf(right); node.Right = LeftOf(right);
if (node.Right != null) node.Right?.Parent = node;
{
node.Right.Parent = node;
}
IntervalTreeNode<TK, TV> nodeParent = ParentOf(node); IntervalTreeNode<TK, TV> nodeParent = ParentOf(node);
right.Parent = nodeParent; right.Parent = nodeParent;
@ -615,10 +609,7 @@ namespace ARMeilleure.Translation
{ {
IntervalTreeNode<TK, TV> left = LeftOf(node); IntervalTreeNode<TK, TV> left = LeftOf(node);
node.Left = RightOf(left); node.Left = RightOf(left);
if (node.Left != null) node.Left?.Parent = node;
{
node.Left.Parent = node;
}
IntervalTreeNode<TK, TV> nodeParent = ParentOf(node); IntervalTreeNode<TK, TV> nodeParent = ParentOf(node);
left.Parent = nodeParent; left.Parent = nodeParent;
@ -667,10 +658,7 @@ namespace ARMeilleure.Translation
/// <param name="color">Color (Boolean)</param> /// <param name="color">Color (Boolean)</param>
private static void SetColor(IntervalTreeNode<TK, TV> node, bool color) private static void SetColor(IntervalTreeNode<TK, TV> node, bool color)
{ {
if (node != null) node?.Color = color;
{
node.Color = color;
}
} }
/// <summary> /// <summary>

View file

@ -33,7 +33,7 @@ namespace ARMeilleure.Translation.PTC
private const string OuterHeaderMagicString = "PTCohd\0\0"; private const string OuterHeaderMagicString = "PTCohd\0\0";
private const string InnerHeaderMagicString = "PTCihd\0\0"; private const string InnerHeaderMagicString = "PTCihd\0\0";
private const uint InternalVersion = 7009; //! To be incremented manually for each change to the ARMeilleure project. private const uint InternalVersion = 7010; //! To be incremented manually for each change to the ARMeilleure project.
private const string ActualDir = "0"; private const string ActualDir = "0";
private const string BackupDir = "1"; private const string BackupDir = "1";

View file

@ -186,6 +186,7 @@ namespace ARMeilleure.Translation
Statistics.StartTimer(); Statistics.StartTimer();
context.ResetCallDepth();
ulong nextAddr = func.Execute(Stubs.ContextWrapper, context); ulong nextAddr = func.Execute(Stubs.ContextWrapper, context);
Statistics.StopTimer(address); Statistics.StopTimer(address);
@ -260,6 +261,7 @@ namespace ARMeilleure.Translation
Logger.StartPass(PassName.Translation); Logger.StartPass(PassName.Translation);
InstEmitFlowHelper.EmitCallDepthCheckAndIncrement(context, Const(address));
EmitSynchronization(context); EmitSynchronization(context);
if (blocks[0].Address != address) if (blocks[0].Address != address)

View file

@ -262,10 +262,18 @@ namespace ARMeilleure.Translation
Operand runningAddress = context.Add(nativeContext, Const((ulong)NativeContext.GetRunningOffset())); Operand runningAddress = context.Add(nativeContext, Const((ulong)NativeContext.GetRunningOffset()));
Operand dispatchAddress = context.Add(nativeContext, Const((ulong)NativeContext.GetDispatchAddressOffset())); Operand dispatchAddress = context.Add(nativeContext, Const((ulong)NativeContext.GetDispatchAddressOffset()));
Operand callDepthAddress = context.Add(nativeContext, Const((ulong)NativeContext.GetCallDepthOffset()));
EmitSyncFpContext(context, nativeContext, true); EmitSyncFpContext(context, nativeContext, true);
context.MarkLabel(beginLbl); context.MarkLabel(beginLbl);
if (Optimizations.EnableDeepCallRecursionProtection)
{
// Reset the call depth counter, since this is our first guest function call.
context.Store(callDepthAddress, Const(0));
}
context.Store(dispatchAddress, guestAddress); context.Store(dispatchAddress, guestAddress);
context.Copy(guestAddress, context.Call(Const((ulong)DispatchStub), OperandType.I64, nativeContext)); context.Copy(guestAddress, context.Call(Const((ulong)DispatchStub), OperandType.I64, nativeContext));
context.BranchIfFalse(endLbl, guestAddress); context.BranchIfFalse(endLbl, guestAddress);

View file

@ -0,0 +1,16 @@
namespace Ryujinx.Audio.Backends.Apple
{
class AppleAudioBuffer
{
public readonly ulong DriverIdentifier;
public readonly ulong SampleCount;
public ulong SamplePlayed;
public AppleAudioBuffer(ulong driverIdentifier, ulong sampleCount)
{
DriverIdentifier = driverIdentifier;
SampleCount = sampleCount;
SamplePlayed = 0;
}
}
}

View file

@ -0,0 +1,196 @@
using Ryujinx.Audio.Common;
using Ryujinx.Audio.Integration;
using Ryujinx.Common.Logging;
using Ryujinx.Memory;
using System;
using System.Collections.Concurrent;
using System.Runtime.InteropServices;
using System.Threading;
using System.Runtime.Versioning;
using Ryujinx.Audio.Backends.Apple.Native;
using static Ryujinx.Audio.Backends.Apple.Native.AudioToolbox;
using static Ryujinx.Audio.Integration.IHardwareDeviceDriver;
namespace Ryujinx.Audio.Backends.Apple
{
[SupportedOSPlatform("macos")]
[SupportedOSPlatform("ios")]
public sealed class AppleHardwareDeviceDriver : IHardwareDeviceDriver
{
private readonly ManualResetEvent _updateRequiredEvent;
private readonly ManualResetEvent _pauseEvent;
private readonly ConcurrentDictionary<AppleHardwareDeviceSession, byte> _sessions;
private readonly bool _supportSurroundConfiguration;
public float Volume { get; set; }
public AppleHardwareDeviceDriver()
{
_updateRequiredEvent = new ManualResetEvent(false);
_pauseEvent = new ManualResetEvent(true);
_sessions = new ConcurrentDictionary<AppleHardwareDeviceSession, byte>();
_supportSurroundConfiguration = TestSurroundSupport();
Volume = 1f;
}
private bool TestSurroundSupport()
{
try
{
AudioStreamBasicDescription format =
GetAudioFormat(SampleFormat.PcmFloat, Constants.TargetSampleRate, 6);
int result = AudioQueueNewOutput(
ref format,
nint.Zero,
nint.Zero,
nint.Zero,
nint.Zero,
0,
out nint testQueue);
if (result == 0)
{
AudioChannelLayout layout = new AudioChannelLayout
{
AudioChannelLayoutTag = kAudioChannelLayoutTag_MPEG_5_1_A,
AudioChannelBitmap = 0,
NumberChannelDescriptions = 0
};
int layoutResult = AudioQueueSetProperty(
testQueue,
kAudioQueueProperty_ChannelLayout,
ref layout,
(uint)Marshal.SizeOf<AudioChannelLayout>());
if (layoutResult == 0)
{
AudioQueueDispose(testQueue, true);
return true;
}
AudioQueueDispose(testQueue, true);
}
return false;
}
catch
{
return false;
}
}
public static bool IsSupported => OperatingSystem.IsMacOSVersionAtLeast(10, 5);
public ManualResetEvent GetUpdateRequiredEvent()
=> _updateRequiredEvent;
public ManualResetEvent GetPauseEvent()
=> _pauseEvent;
public IHardwareDeviceSession OpenDeviceSession(Direction direction, IVirtualMemoryManager memoryManager,
SampleFormat sampleFormat, uint sampleRate, uint channelCount)
{
if (channelCount == 0)
{
channelCount = 2;
}
if (sampleRate == 0)
{
sampleRate = Constants.TargetSampleRate;
}
if (direction != Direction.Output)
{
throw new NotImplementedException("Input direction is currently not implemented on Apple backend!");
}
AppleHardwareDeviceSession session = new(this, memoryManager, sampleFormat, sampleRate, channelCount);
_sessions.TryAdd(session, 0);
return session;
}
internal bool Unregister(AppleHardwareDeviceSession session)
=> _sessions.TryRemove(session, out _);
internal static AudioStreamBasicDescription GetAudioFormat(SampleFormat sampleFormat, uint sampleRate,
uint channelCount)
{
uint formatFlags;
uint bitsPerChannel;
switch (sampleFormat)
{
case SampleFormat.PcmInt8:
formatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
bitsPerChannel = 8;
break;
case SampleFormat.PcmInt16:
formatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
bitsPerChannel = 16;
break;
case SampleFormat.PcmInt32:
formatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
bitsPerChannel = 32;
break;
case SampleFormat.PcmFloat:
formatFlags = kAudioFormatFlagIsFloat | kAudioFormatFlagIsPacked;
bitsPerChannel = 32;
break;
default:
throw new ArgumentException($"Unsupported sample format {sampleFormat}");
}
uint bytesPerFrame = (bitsPerChannel / 8) * channelCount;
return new AudioStreamBasicDescription
{
SampleRate = sampleRate,
FormatID = kAudioFormatLinearPCM,
FormatFlags = formatFlags,
BytesPerPacket = bytesPerFrame,
FramesPerPacket = 1,
BytesPerFrame = bytesPerFrame,
ChannelsPerFrame = channelCount,
BitsPerChannel = bitsPerChannel,
Reserved = 0
};
}
public void Dispose()
{
GC.SuppressFinalize(this);
Dispose(true);
}
private void Dispose(bool disposing)
{
if (disposing)
{
foreach (AppleHardwareDeviceSession session in _sessions.Keys)
{
session.Dispose();
}
_pauseEvent.Dispose();
}
}
public bool SupportsDirection(Direction direction)
=> direction != Direction.Input;
public bool SupportsSampleRate(uint sampleRate) => true;
public bool SupportsSampleFormat(SampleFormat sampleFormat)
=> sampleFormat != SampleFormat.PcmInt24;
public bool SupportsChannelCount(uint channelCount)
=> channelCount != 6 || _supportSurroundConfiguration;
}
}

View file

@ -0,0 +1,285 @@
using Ryujinx.Audio.Backends.Common;
using Ryujinx.Audio.Common;
using Ryujinx.Memory;
using System;
using System.Collections.Concurrent;
using System.Runtime.InteropServices;
using System.Threading;
using System.Runtime.Versioning;
using static Ryujinx.Audio.Backends.Apple.Native.AudioToolbox;
namespace Ryujinx.Audio.Backends.Apple
{
[SupportedOSPlatform("macos")]
[SupportedOSPlatform("ios")]
class AppleHardwareDeviceSession : HardwareDeviceSessionOutputBase
{
private const int NumBuffers = 3;
private readonly AppleHardwareDeviceDriver _driver;
private readonly ConcurrentQueue<AppleAudioBuffer> _queuedBuffers = new();
private readonly DynamicRingBuffer _ringBuffer = new();
private readonly ManualResetEvent _updateRequiredEvent;
private readonly AudioQueueOutputCallback _callbackDelegate;
private readonly GCHandle _gcHandle;
private nint _audioQueue;
private readonly nint[] _audioQueueBuffers = new nint[NumBuffers];
private readonly int[] _bufferBytesFilled = new int[NumBuffers];
private readonly int _bytesPerFrame;
private ulong _playedSampleCount;
private bool _started;
private float _volume = 1f;
private readonly object _lock = new();
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate void AudioQueueOutputCallback(
nint userData,
nint audioQueue,
nint buffer);
public AppleHardwareDeviceSession(
AppleHardwareDeviceDriver driver,
IVirtualMemoryManager memoryManager,
SampleFormat requestedSampleFormat,
uint requestedSampleRate,
uint requestedChannelCount)
: base(memoryManager, requestedSampleFormat, requestedSampleRate, requestedChannelCount)
{
_driver = driver;
_updateRequiredEvent = driver.GetUpdateRequiredEvent();
_callbackDelegate = OutputCallback;
_bytesPerFrame = BackendHelper.GetSampleSize(requestedSampleFormat) * (int)requestedChannelCount;
_gcHandle = GCHandle.Alloc(this, GCHandleType.Normal);
SetupAudioQueue();
}
private void SetupAudioQueue()
{
lock (_lock)
{
AudioStreamBasicDescription format = AppleHardwareDeviceDriver.GetAudioFormat(
RequestedSampleFormat,
RequestedSampleRate,
RequestedChannelCount);
nint callbackPtr = Marshal.GetFunctionPointerForDelegate(_callbackDelegate);
nint userData = GCHandle.ToIntPtr(_gcHandle);
int result = AudioQueueNewOutput(
ref format,
callbackPtr,
userData,
nint.Zero,
nint.Zero,
0,
out _audioQueue);
if (result != 0)
{
throw new InvalidOperationException($"AudioQueueNewOutput failed: {result}");
}
uint framesPerBuffer = RequestedSampleRate / 100;
uint bufferSize = framesPerBuffer * (uint)_bytesPerFrame;
for (int i = 0; i < NumBuffers; i++)
{
AudioQueueAllocateBuffer(_audioQueue, bufferSize, out _audioQueueBuffers[i]);
_bufferBytesFilled[i] = 0;
PrimeBuffer(_audioQueueBuffers[i], i);
}
}
}
private unsafe void PrimeBuffer(nint bufferPtr, int bufferIndex)
{
AudioQueueBuffer* buffer = (AudioQueueBuffer*)bufferPtr;
int capacityBytes = (int)buffer->AudioDataBytesCapacity;
int framesPerBuffer = capacityBytes / _bytesPerFrame;
int availableFrames = _ringBuffer.Length / _bytesPerFrame;
int framesToRead = Math.Min(availableFrames, framesPerBuffer);
int bytesToRead = framesToRead * _bytesPerFrame;
Span<byte> dst = new((void*)buffer->AudioData, capacityBytes);
dst.Clear();
if (bytesToRead > 0)
{
Span<byte> audio = dst.Slice(0, bytesToRead);
_ringBuffer.Read(audio, 0, bytesToRead);
ApplyVolume(buffer->AudioData, bytesToRead);
}
buffer->AudioDataByteSize = (uint)capacityBytes;
_bufferBytesFilled[bufferIndex] = bytesToRead;
AudioQueueEnqueueBuffer(_audioQueue, bufferPtr, 0, nint.Zero);
}
private void OutputCallback(nint userData, nint audioQueue, nint bufferPtr)
{
if (!_started || bufferPtr == nint.Zero)
return;
int bufferIndex = Array.IndexOf(_audioQueueBuffers, bufferPtr);
if (bufferIndex < 0)
return;
int bytesPlayed = _bufferBytesFilled[bufferIndex];
if (bytesPlayed > 0)
{
ProcessPlayedSamples(bytesPlayed);
}
PrimeBuffer(bufferPtr, bufferIndex);
}
private void ProcessPlayedSamples(int bytesPlayed)
{
ulong samplesPlayed = GetSampleCount(bytesPlayed);
ulong remaining = samplesPlayed;
bool needUpdate = false;
while (remaining > 0 && _queuedBuffers.TryPeek(out AppleAudioBuffer buffer))
{
ulong needed = buffer.SampleCount - Interlocked.Read(ref buffer.SamplePlayed);
ulong take = Math.Min(needed, remaining);
ulong played = Interlocked.Add(ref buffer.SamplePlayed, take);
remaining -= take;
if (played == buffer.SampleCount)
{
_queuedBuffers.TryDequeue(out _);
needUpdate = true;
}
Interlocked.Add(ref _playedSampleCount, take);
}
if (needUpdate)
{
_updateRequiredEvent.Set();
}
}
private unsafe void ApplyVolume(nint dataPtr, int byteSize)
{
float volume = Math.Clamp(_volume * _driver.Volume, 0f, 1f);
if (volume >= 0.999f)
return;
int sampleCount = byteSize / BackendHelper.GetSampleSize(RequestedSampleFormat);
switch (RequestedSampleFormat)
{
case SampleFormat.PcmInt16:
short* s16 = (short*)dataPtr;
for (int i = 0; i < sampleCount; i++)
s16[i] = (short)(s16[i] * volume);
break;
case SampleFormat.PcmFloat:
float* f32 = (float*)dataPtr;
for (int i = 0; i < sampleCount; i++)
f32[i] *= volume;
break;
case SampleFormat.PcmInt32:
int* s32 = (int*)dataPtr;
for (int i = 0; i < sampleCount; i++)
s32[i] = (int)(s32[i] * volume);
break;
case SampleFormat.PcmInt8:
sbyte* s8 = (sbyte*)dataPtr;
for (int i = 0; i < sampleCount; i++)
s8[i] = (sbyte)(s8[i] * volume);
break;
}
}
public override void QueueBuffer(AudioBuffer buffer)
{
_ringBuffer.Write(buffer.Data, 0, buffer.Data.Length);
_queuedBuffers.Enqueue(new AppleAudioBuffer(buffer.DataPointer, GetSampleCount(buffer)));
}
public override void Start()
{
lock (_lock)
{
if (_started)
return;
_started = true;
AudioQueueStart(_audioQueue, nint.Zero);
}
}
public override void Stop()
{
lock (_lock)
{
if (!_started)
return;
_started = false;
AudioQueuePause(_audioQueue);
}
}
public override ulong GetPlayedSampleCount()
=> Interlocked.Read(ref _playedSampleCount);
public override float GetVolume() => _volume;
public override void SetVolume(float volume) => _volume = volume;
public override bool WasBufferFullyConsumed(AudioBuffer buffer)
{
if (!_queuedBuffers.TryPeek(out AppleAudioBuffer driverBuffer))
return true;
return driverBuffer.DriverIdentifier != buffer.DataPointer;
}
public override void PrepareToClose() { }
public override void UnregisterBuffer(AudioBuffer buffer) { }
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
Stop();
if (_audioQueue != nint.Zero)
{
AudioQueueStop(_audioQueue, true);
AudioQueueDispose(_audioQueue, true);
_audioQueue = nint.Zero;
}
if (_gcHandle.IsAllocated)
{
_gcHandle.Free();
}
}
}
public override void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
}

View file

@ -0,0 +1,102 @@
using System.Runtime.InteropServices;
// ReSharper disable InconsistentNaming
namespace Ryujinx.Audio.Backends.Apple.Native
{
public static partial class AudioToolbox
{
[StructLayout(LayoutKind.Sequential)]
internal struct AudioStreamBasicDescription
{
public double SampleRate;
public uint FormatID;
public uint FormatFlags;
public uint BytesPerPacket;
public uint FramesPerPacket;
public uint BytesPerFrame;
public uint ChannelsPerFrame;
public uint BitsPerChannel;
public uint Reserved;
}
[StructLayout(LayoutKind.Sequential)]
internal struct AudioChannelLayout
{
public uint AudioChannelLayoutTag;
public uint AudioChannelBitmap;
public uint NumberChannelDescriptions;
}
internal const uint kAudioFormatLinearPCM = 0x6C70636D;
internal const uint kAudioQueueProperty_ChannelLayout = 0x6171636c;
internal const uint kAudioChannelLayoutTag_MPEG_5_1_A = 0x650006;
internal const uint kAudioFormatFlagIsFloat = (1 << 0);
internal const uint kAudioFormatFlagIsSignedInteger = (1 << 2);
internal const uint kAudioFormatFlagIsPacked = (1 << 3);
internal const uint kAudioFormatFlagIsBigEndian = (1 << 1);
internal const uint kAudioFormatFlagIsAlignedHigh = (1 << 4);
internal const uint kAudioFormatFlagIsNonInterleaved = (1 << 5);
[LibraryImport("/System/Library/Frameworks/AudioToolbox.framework/AudioToolbox")]
internal static partial int AudioQueueNewOutput(
ref AudioStreamBasicDescription format,
nint callback,
nint userData,
nint callbackRunLoop,
nint callbackRunLoopMode,
uint flags,
out nint audioQueue);
[LibraryImport("/System/Library/Frameworks/AudioToolbox.framework/AudioToolbox")]
internal static partial int AudioQueueSetProperty(
nint audioQueue,
uint propertyID,
ref AudioChannelLayout layout,
uint layoutSize);
[LibraryImport("/System/Library/Frameworks/AudioToolbox.framework/AudioToolbox")]
internal static partial int AudioQueueDispose(nint audioQueue, [MarshalAs(UnmanagedType.I1)] bool immediate);
[LibraryImport("/System/Library/Frameworks/AudioToolbox.framework/AudioToolbox")]
internal static partial int AudioQueueAllocateBuffer(
nint audioQueue,
uint bufferByteSize,
out nint buffer);
[LibraryImport("/System/Library/Frameworks/AudioToolbox.framework/AudioToolbox")]
internal static partial int AudioQueueStart(nint audioQueue, nint startTime);
[LibraryImport("/System/Library/Frameworks/AudioToolbox.framework/AudioToolbox")]
internal static partial int AudioQueuePause(nint audioQueue);
[LibraryImport("/System/Library/Frameworks/AudioToolbox.framework/AudioToolbox")]
internal static partial int AudioQueueStop(nint audioQueue, [MarshalAs(UnmanagedType.I1)] bool immediate);
[LibraryImport("/System/Library/Frameworks/AudioToolbox.framework/AudioToolbox")]
internal static partial int AudioQueueSetParameter(
nint audioQueue,
uint parameterID,
float value);
[LibraryImport("/System/Library/Frameworks/AudioToolbox.framework/AudioToolbox")]
internal static partial int AudioQueueEnqueueBuffer(
nint audioQueue,
nint buffer,
uint numPacketDescs,
nint packetDescs);
[StructLayout(LayoutKind.Sequential)]
internal struct AudioQueueBuffer
{
public uint AudioDataBytesCapacity;
public nint AudioData;
public uint AudioDataByteSize;
public nint UserData;
public uint PacketDescriptionCapacity;
public nint PacketDescriptions;
public uint PacketDescriptionCount;
}
internal const uint kAudioQueueParam_Volume = 1;
}
}

View file

@ -0,0 +1,13 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net10.0</TargetFramework>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\Ryujinx.Audio\Ryujinx.Audio.csproj" />
<ProjectReference Include="..\Ryujinx.Common\Ryujinx.Common.csproj" />
</ItemGroup>
</Project>

View file

@ -10,7 +10,8 @@ using static Ryujinx.Audio.Integration.IHardwareDeviceDriver;
namespace Ryujinx.Audio.Backends.OpenAL namespace Ryujinx.Audio.Backends.OpenAL
{ {
public class OpenALHardwareDeviceDriver : IHardwareDeviceDriver // ReSharper disable once InconsistentNaming
public sealed class OpenALHardwareDeviceDriver : IHardwareDeviceDriver
{ {
private readonly ALDevice _device; private readonly ALDevice _device;
private readonly ALContext _context; private readonly ALContext _context;
@ -148,7 +149,7 @@ namespace Ryujinx.Audio.Backends.OpenAL
Dispose(true); Dispose(true);
} }
protected virtual void Dispose(bool disposing) private void Dispose(bool disposing)
{ {
if (disposing) if (disposing)
{ {

View file

@ -9,7 +9,8 @@ using System.Threading;
namespace Ryujinx.Audio.Backends.OpenAL namespace Ryujinx.Audio.Backends.OpenAL
{ {
class OpenALHardwareDeviceSession : HardwareDeviceSessionOutputBase // ReSharper disable once InconsistentNaming
sealed class OpenALHardwareDeviceSession : HardwareDeviceSessionOutputBase
{ {
private readonly OpenALHardwareDeviceDriver _driver; private readonly OpenALHardwareDeviceDriver _driver;
private readonly int _sourceId; private readonly int _sourceId;
@ -190,7 +191,7 @@ namespace Ryujinx.Audio.Backends.OpenAL
} }
} }
protected virtual void Dispose(bool disposing) private void Dispose(bool disposing)
{ {
if (disposing && _driver.Unregister(this)) if (disposing && _driver.Unregister(this))
{ {

View file

@ -17,7 +17,7 @@ namespace Ryujinx.Audio.Backends.SDL3
using unsafe SDL_AudioStreamCallbackPointer = delegate* unmanaged[Cdecl]<nint, SDL_AudioStream*, int, int, void>; using unsafe SDL_AudioStreamCallbackPointer = delegate* unmanaged[Cdecl]<nint, SDL_AudioStream*, int, int, void>;
public class SDL3HardwareDeviceDriver : IHardwareDeviceDriver public sealed class SDL3HardwareDeviceDriver : IHardwareDeviceDriver
{ {
private readonly ManualResetEvent _updateRequiredEvent; private readonly ManualResetEvent _updateRequiredEvent;
private readonly ManualResetEvent _pauseEvent; private readonly ManualResetEvent _pauseEvent;
@ -162,7 +162,7 @@ namespace Ryujinx.Audio.Backends.SDL3
Dispose(true); Dispose(true);
} }
protected virtual void Dispose(bool disposing) private void Dispose(bool disposing)
{ {
if (disposing) if (disposing)
{ {

View file

@ -12,10 +12,7 @@ using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Backends.SDL3 namespace Ryujinx.Audio.Backends.SDL3
{ {
sealed unsafe class SDL3HardwareDeviceSession : HardwareDeviceSessionOutputBase
unsafe class SDL3HardwareDeviceSession : HardwareDeviceSessionOutputBase
{ {
private readonly SDL3HardwareDeviceDriver _driver; private readonly SDL3HardwareDeviceDriver _driver;
private readonly ConcurrentQueue<SDL3AudioBuffer> _queuedBuffers; private readonly ConcurrentQueue<SDL3AudioBuffer> _queuedBuffers;
@ -226,7 +223,7 @@ namespace Ryujinx.Audio.Backends.SDL3
return driverBuffer.DriverIdentifier != buffer.DataPointer; return driverBuffer.DriverIdentifier != buffer.DataPointer;
} }
protected virtual void Dispose(bool disposing) private void Dispose(bool disposing)
{ {
if (disposing && _driver.Unregister(this)) if (disposing && _driver.Unregister(this))
{ {

View file

@ -130,7 +130,7 @@ namespace Ryujinx.Audio.Backends.SoundIo.Native
unsafe unsafe
{ {
int* frameCountPtr = &nativeFrameCount; int* frameCountPtr = &nativeFrameCount;
IntPtr* arenasPtr = &arenas; nint* arenasPtr = &arenas;
CheckError(soundio_outstream_begin_write(_context, (nint)arenasPtr, (nint)frameCountPtr)); CheckError(soundio_outstream_begin_write(_context, (nint)arenasPtr, (nint)frameCountPtr));
frameCount = *frameCountPtr; frameCount = *frameCountPtr;

View file

@ -10,7 +10,7 @@ using static Ryujinx.Audio.Integration.IHardwareDeviceDriver;
namespace Ryujinx.Audio.Backends.SoundIo namespace Ryujinx.Audio.Backends.SoundIo
{ {
public class SoundIoHardwareDeviceDriver : IHardwareDeviceDriver public sealed class SoundIoHardwareDeviceDriver : IHardwareDeviceDriver
{ {
private readonly SoundIoContext _audioContext; private readonly SoundIoContext _audioContext;
private readonly SoundIoDeviceContext _audioDevice; private readonly SoundIoDeviceContext _audioDevice;
@ -227,7 +227,7 @@ namespace Ryujinx.Audio.Backends.SoundIo
} }
} }
protected virtual void Dispose(bool disposing) private void Dispose(bool disposing)
{ {
if (disposing) if (disposing)
{ {

View file

@ -11,7 +11,7 @@ using static Ryujinx.Audio.Backends.SoundIo.Native.SoundIo;
namespace Ryujinx.Audio.Backends.SoundIo namespace Ryujinx.Audio.Backends.SoundIo
{ {
class SoundIoHardwareDeviceSession : HardwareDeviceSessionOutputBase sealed class SoundIoHardwareDeviceSession : HardwareDeviceSessionOutputBase
{ {
private readonly SoundIoHardwareDeviceDriver _driver; private readonly SoundIoHardwareDeviceDriver _driver;
private readonly ConcurrentQueue<SoundIoAudioBuffer> _queuedBuffers; private readonly ConcurrentQueue<SoundIoAudioBuffer> _queuedBuffers;
@ -428,7 +428,7 @@ namespace Ryujinx.Audio.Backends.SoundIo
} }
} }
protected virtual void Dispose(bool disposing) private void Dispose(bool disposing)
{ {
if (disposing && _driver.Unregister(this)) if (disposing && _driver.Unregister(this))
{ {

View file

@ -17,7 +17,7 @@ namespace Ryujinx.Audio.Renderer.Common
public uint MixesSize; public uint MixesSize;
public uint SinksSize; public uint SinksSize;
public uint PerformanceBufferSize; public uint PerformanceBufferSize;
public uint Unknown24; public uint SplitterSize;
public uint RenderInfoSize; public uint RenderInfoSize;
#pragma warning disable IDE0051, CS0169 // Remove unused field #pragma warning disable IDE0051, CS0169 // Remove unused field

View file

@ -19,6 +19,11 @@ namespace Ryujinx.Audio.Renderer.Parameter.Effect
/// The output channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>. /// The output channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
/// </summary> /// </summary>
public Array6<byte> Output; public Array6<byte> Output;
/// <summary>
/// Reserved/unused.
/// </summary>
private readonly uint _padding;
/// <summary> /// <summary>
/// Biquad filter numerator (b0, b1, b2). /// Biquad filter numerator (b0, b1, b2).

View file

@ -433,8 +433,12 @@ namespace Ryujinx.Audio.Renderer.Server
public ResultCode UpdateSplitter(SplitterContext context) public ResultCode UpdateSplitter(SplitterContext context)
{ {
long initialInputConsumed = _inputReader.Consumed;
if (context.Update(ref _inputReader)) if (context.Update(ref _inputReader))
{ {
_inputReader.SetConsumed(initialInputConsumed + _inputHeader.SplitterSize);
return ResultCode.Success; return ResultCode.Success;
} }

View file

@ -11,9 +11,7 @@ namespace Ryujinx.BuildValidationTasks
{ {
static readonly JsonSerializerOptions _jsonOptions = new() static readonly JsonSerializerOptions _jsonOptions = new()
{ {
WriteIndented = true, WriteIndented = true, NewLine = "\n", Encoder = JavaScriptEncoder.UnsafeRelaxedJsonEscaping
NewLine = "\n",
Encoder = JavaScriptEncoder.UnsafeRelaxedJsonEscaping
}; };
public LocalesValidationTask() { } public LocalesValidationTask() { }
@ -22,77 +20,116 @@ namespace Ryujinx.BuildValidationTasks
{ {
Console.WriteLine("Running Locale Validation Task..."); Console.WriteLine("Running Locale Validation Task...");
string path = projectPath + "assets/locales.json"; bool encounteredIssue = false;
string langPath = projectPath + "assets/Languages.json";
string data; string data;
using (StreamReader sr = new(path)) using (StreamReader sr = new(langPath))
{ {
data = sr.ReadToEnd(); data = sr.ReadToEnd();
} }
LocalesJson json;
if (isGitRunner && data.Contains("\r\n")) if (isGitRunner && data.Contains("\r\n"))
throw new FormatException("locales.json is using CRLF line endings! It should be using LF line endings, rebuild locally to fix..."); throw new FormatException("Languages.json is using CRLF line endings! It should be using LF line endings, rebuild locally to fix...");
LanguagesJson langJson;
try try
{ {
json = JsonSerializer.Deserialize<LocalesJson>(data); langJson = JsonSerializer.Deserialize<LanguagesJson>(data);
} }
catch (JsonException e) catch (JsonException e)
{ {
throw new JsonException(e.Message); //shorter and easier stacktrace throw new JsonException(e.Message); //shorter and easier stacktrace
} }
bool encounteredIssue = false; foreach ((string code, string lang) in langJson.Languages)
for (int i = 0; i < json.Locales.Count; i++)
{ {
LocalesEntry locale = json.Locales[i]; if (string.IsNullOrEmpty(lang))
foreach (string langCode in json.Languages.Where(lang => !locale.Translations.ContainsKey(lang)))
{ {
encounteredIssue = true; throw new JsonException($"{code} language name missing!");
if (!isGitRunner)
{
locale.Translations.Add(langCode, string.Empty);
Console.WriteLine($"Added '{langCode}' to Locale '{locale.ID}'");
}
else
{
Console.WriteLine($"Missing '{langCode}' in Locale '{locale.ID}'!");
}
} }
foreach (string langCode in json.Languages.Where(lang => locale.Translations.ContainsKey(lang) && lang != "en_US" && locale.Translations[lang] == locale.Translations["en_US"]))
{
encounteredIssue = true;
if (!isGitRunner)
{
locale.Translations[langCode] = string.Empty;
Console.WriteLine($"Lanugage '{langCode}' is a duplicate of en_US in Locale '{locale.ID}'! Resetting it...");
}
else
{
Console.WriteLine($"Lanugage '{langCode}' is a duplicate of en_US in Locale '{locale.ID}'!");
}
}
locale.Translations = locale.Translations.OrderBy(pair => pair.Key).ToDictionary(pair => pair.Key, pair => pair.Value);
json.Locales[i] = locale;
} }
if (isGitRunner && encounteredIssue) string folderPath = projectPath + "assets/Locales/";
throw new JsonException("1 or more locales are invalid! Rebuild locally to fix...");
string jsonString = JsonSerializer.Serialize(json, _jsonOptions); string[] paths = Directory.GetFiles(folderPath, "*.json", SearchOption.AllDirectories);
using (StreamWriter sw = new(path)) foreach (string path in paths)
{ {
sw.Write(jsonString); using (StreamReader sr = new(path))
{
data = sr.ReadToEnd();
}
if (isGitRunner && data.Contains("\r\n"))
throw new FormatException($"{Path.GetFileName(path)} is using CRLF line endings! It should be using LF line endings, rebuild locally to fix...");
LocalesJson json;
try
{
json = JsonSerializer.Deserialize<LocalesJson>(data);
}
catch (JsonException e)
{
throw new JsonException(e.Message); //shorter and easier stacktrace
}
for (int i = 0; i < json.Locales.Count; i++)
{
LocalesEntry locale = json.Locales[i];
foreach (string langCode in
langJson.Languages.Keys.Where(lang => !locale.Translations.ContainsKey(lang)))
{
encounteredIssue = true;
if (!isGitRunner)
{
locale.Translations.Add(langCode, string.Empty);
Console.WriteLine($"Added '{langCode}' to Locale '{locale.ID}'");
}
else
{
Console.WriteLine($"Missing '{langCode}' in Locale '{locale.ID}'!");
}
}
foreach (string langCode in langJson.Languages.Keys.Where(lang =>
locale.Translations.ContainsKey(lang) && lang != "en_US" &&
locale.Translations[lang] == locale.Translations["en_US"]))
{
encounteredIssue = true;
if (!isGitRunner)
{
locale.Translations[langCode] = string.Empty;
Console.WriteLine(
$"Language '{langCode}' is a duplicate of en_US in Locale '{locale.ID}'! Resetting it...");
}
else
{
Console.WriteLine(
$"Language '{langCode}' is a duplicate of en_US in Locale '{locale.ID}'!");
}
}
locale.Translations = locale.Translations.OrderBy(pair => pair.Key)
.ToDictionary(pair => pair.Key, pair => pair.Value);
json.Locales[i] = locale;
}
if (isGitRunner && encounteredIssue)
throw new JsonException("1 or more locales are invalid! Rebuild locally to fix...");
string jsonString = JsonSerializer.Serialize(json, _jsonOptions);
using (StreamWriter sw = new(path))
{
sw.Write(jsonString);
}
} }
Console.WriteLine("Finished Locale Validation Task!"); Console.WriteLine("Finished Locale Validation Task!");
@ -100,10 +137,13 @@ namespace Ryujinx.BuildValidationTasks
return true; return true;
} }
struct LanguagesJson
{
public Dictionary<string, string> Languages { get; set; }
}
struct LocalesJson struct LocalesJson
{ {
public Dictionary<string, string> Info { get; set; }
public List<string> Languages { get; set; }
public List<LocalesEntry> Locales { get; set; } public List<LocalesEntry> Locales { get; set; }
} }

View file

@ -386,10 +386,7 @@ namespace Ryujinx.Common.Collections
IntervalTreeNode<TKey, TValue> tmp = LeftOf(replacementNode) ?? RightOf(replacementNode); IntervalTreeNode<TKey, TValue> tmp = LeftOf(replacementNode) ?? RightOf(replacementNode);
if (tmp != null) tmp?.Parent = ParentOf(replacementNode);
{
tmp.Parent = ParentOf(replacementNode);
}
if (ParentOf(replacementNode) == null) if (ParentOf(replacementNode) == null)
{ {

View file

@ -235,10 +235,7 @@ namespace Ryujinx.Common.Collections
parent = ParentOf(element); parent = ParentOf(element);
color = ColorOf(element); color = ColorOf(element);
if (child != null) child?.Parent = parent;
{
child.Parent = parent;
}
if (parent == null) if (parent == null)
{ {
@ -258,8 +255,7 @@ namespace Ryujinx.Common.Collections
element.Right = old.Right; element.Right = old.Right;
element.Parent = old.Parent; element.Parent = old.Parent;
element.Predecessor = old.Predecessor; element.Predecessor = old.Predecessor;
if (element.Predecessor != null) element.Predecessor?.Successor = element;
element.Predecessor.Successor = element;
if (ParentOf(old) == null) if (ParentOf(old) == null)
{ {
@ -292,10 +288,7 @@ namespace Ryujinx.Common.Collections
parent = ParentOf(nodeToDelete); parent = ParentOf(nodeToDelete);
color = ColorOf(nodeToDelete); color = ColorOf(nodeToDelete);
if (child != null) child?.Parent = parent;
{
child.Parent = parent;
}
if (parent == null) if (parent == null)
{ {
@ -314,11 +307,9 @@ namespace Ryujinx.Common.Collections
{ {
RestoreBalanceAfterRemoval(child); RestoreBalanceAfterRemoval(child);
} }
if (old.Successor != null) old.Successor?.Predecessor = old.Predecessor;
old.Successor.Predecessor = old.Predecessor; old.Predecessor?.Successor = old.Successor;
if (old.Predecessor != null)
old.Predecessor.Successor = old.Successor;
return old; return old;
} }

View file

@ -250,10 +250,7 @@ namespace Ryujinx.Common.Collections
{ {
T right = RightOf(node); T right = RightOf(node);
node.Right = LeftOf(right); node.Right = LeftOf(right);
if (node.Right != null) node.Right?.Parent = node;
{
node.Right.Parent = node;
}
T nodeParent = ParentOf(node); T nodeParent = ParentOf(node);
right.Parent = nodeParent; right.Parent = nodeParent;
@ -281,10 +278,7 @@ namespace Ryujinx.Common.Collections
{ {
T left = LeftOf(node); T left = LeftOf(node);
node.Left = RightOf(left); node.Left = RightOf(left);
if (node.Left != null) node.Left?.Parent = node;
{
node.Left.Parent = node;
}
T nodeParent = ParentOf(node); T nodeParent = ParentOf(node);
left.Parent = nodeParent; left.Parent = nodeParent;
@ -329,10 +323,7 @@ namespace Ryujinx.Common.Collections
/// <param name="color">Color (Boolean)</param> /// <param name="color">Color (Boolean)</param>
protected static void SetColor(T node, bool color) protected static void SetColor(T node, bool color)
{ {
if (node != null) node?.Color = color;
{
node.Color = color;
}
} }
/// <summary> /// <summary>

View file

@ -328,10 +328,7 @@ namespace Ryujinx.Common.Collections
Node<TKey, TValue> tmp = LeftOf(replacementNode) ?? RightOf(replacementNode); Node<TKey, TValue> tmp = LeftOf(replacementNode) ?? RightOf(replacementNode);
if (tmp != null) tmp?.Parent = ParentOf(replacementNode);
{
tmp.Parent = ParentOf(replacementNode);
}
if (ParentOf(replacementNode) == null) if (ParentOf(replacementNode) == null)
{ {

View file

@ -1,9 +1,8 @@
using Ryujinx.Common.Utilities;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
namespace Ryujinx.Common.Configuration namespace Ryujinx.Common.Configuration
{ {
[JsonConverter(typeof(TypedStringEnumConverter<AntiAliasing>))] [JsonConverter(typeof(JsonStringEnumConverter<AntiAliasing>))]
public enum AntiAliasing public enum AntiAliasing
{ {
None, None,

View file

@ -1,9 +1,8 @@
using Ryujinx.Common.Utilities;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
namespace Ryujinx.Common.Configuration namespace Ryujinx.Common.Configuration
{ {
[JsonConverter(typeof(TypedStringEnumConverter<AspectRatio>))] [JsonConverter(typeof(JsonStringEnumConverter<AspectRatio>))]
public enum AspectRatio public enum AspectRatio
{ {
Fixed4x3, Fixed4x3,

View file

@ -1,9 +1,8 @@
using Ryujinx.Common.Utilities;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
namespace Ryujinx.Common.Configuration namespace Ryujinx.Common.Configuration
{ {
[JsonConverter(typeof(TypedStringEnumConverter<BackendThreading>))] [JsonConverter(typeof(JsonStringEnumConverter<BackendThreading>))]
public enum BackendThreading public enum BackendThreading
{ {
Auto, Auto,

View file

@ -1,9 +1,8 @@
using Ryujinx.Common.Utilities;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
namespace Ryujinx.Common.Configuration namespace Ryujinx.Common.Configuration
{ {
[JsonConverter(typeof(TypedStringEnumConverter<GraphicsBackend>))] [JsonConverter(typeof(JsonStringEnumConverter<GraphicsBackend>))]
public enum GraphicsBackend public enum GraphicsBackend
{ {
Vulkan, Vulkan,

View file

@ -1,9 +1,8 @@
using Ryujinx.Common.Utilities;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
namespace Ryujinx.Common.Configuration namespace Ryujinx.Common.Configuration
{ {
[JsonConverter(typeof(TypedStringEnumConverter<GraphicsDebugLevel>))] [JsonConverter(typeof(JsonStringEnumConverter<GraphicsDebugLevel>))]
public enum GraphicsDebugLevel public enum GraphicsDebugLevel
{ {
None, None,

View file

@ -1,9 +1,8 @@
using Ryujinx.Common.Utilities;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
namespace Ryujinx.Common.Configuration.Hid.Controller namespace Ryujinx.Common.Configuration.Hid.Controller
{ {
[JsonConverter(typeof(TypedStringEnumConverter<GamepadInputId>))] [JsonConverter(typeof(JsonStringEnumConverter<GamepadInputId>))]
public enum GamepadInputId : byte public enum GamepadInputId : byte
{ {
Unbound, Unbound,

View file

@ -1,9 +1,8 @@
using Ryujinx.Common.Utilities;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
namespace Ryujinx.Common.Configuration.Hid.Controller.Motion namespace Ryujinx.Common.Configuration.Hid.Controller.Motion
{ {
[JsonConverter(typeof(TypedStringEnumConverter<MotionInputBackendType>))] [JsonConverter(typeof(JsonStringEnumConverter<MotionInputBackendType>))]
public enum MotionInputBackendType : byte public enum MotionInputBackendType : byte
{ {
Invalid, Invalid,

View file

@ -1,15 +1,14 @@
using Ryujinx.Common.Utilities;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
namespace Ryujinx.Common.Configuration.Hid.Controller namespace Ryujinx.Common.Configuration.Hid.Controller
{ {
[JsonConverter(typeof(TypedStringEnumConverter<StickInputId>))] [JsonConverter(typeof(JsonStringEnumConverter<StickInputId>))]
public enum StickInputId : byte public enum StickInputId : byte
{ {
Unbound, Unbound,
Left, Left,
Right, Right,
Count, Count,
} }
} }

View file

@ -1,4 +1,3 @@
using Ryujinx.Common.Utilities;
using System; using System;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
@ -6,7 +5,7 @@ namespace Ryujinx.Common.Configuration.Hid
{ {
// This enum was duplicated from Ryujinx.HLE.HOS.Services.Hid.PlayerIndex and should be kept identical // This enum was duplicated from Ryujinx.HLE.HOS.Services.Hid.PlayerIndex and should be kept identical
[Flags] [Flags]
[JsonConverter(typeof(TypedStringEnumConverter<ControllerType>))] [JsonConverter(typeof(JsonStringEnumConverter<ControllerType>))]
public enum ControllerType public enum ControllerType
{ {
None, None,

View file

@ -1,9 +1,8 @@
using Ryujinx.Common.Utilities;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
namespace Ryujinx.Common.Configuration.Hid namespace Ryujinx.Common.Configuration.Hid
{ {
[JsonConverter(typeof(TypedStringEnumConverter<InputBackendType>))] [JsonConverter(typeof(JsonStringEnumConverter<InputBackendType>))]
public enum InputBackendType public enum InputBackendType
{ {
Invalid, Invalid,

View file

@ -1,9 +1,8 @@
using Ryujinx.Common.Utilities;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
namespace Ryujinx.Common.Configuration.Hid namespace Ryujinx.Common.Configuration.Hid
{ {
[JsonConverter(typeof(TypedStringEnumConverter<Key>))] [JsonConverter(typeof(JsonStringEnumConverter<Key>))]
public enum Key public enum Key
{ {
Unknown, Unknown,

View file

@ -1,10 +1,9 @@
using Ryujinx.Common.Utilities;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
namespace Ryujinx.Common.Configuration.Hid namespace Ryujinx.Common.Configuration.Hid
{ {
// This enum was duplicated from Ryujinx.HLE.HOS.Services.Hid.PlayerIndex and should be kept identical // This enum was duplicated from Ryujinx.HLE.HOS.Services.Hid.PlayerIndex and should be kept identical
[JsonConverter(typeof(TypedStringEnumConverter<PlayerIndex>))] [JsonConverter(typeof(JsonStringEnumConverter<PlayerIndex>))]
public enum PlayerIndex public enum PlayerIndex
{ {
Player1 = 0, Player1 = 0,

View file

@ -1,9 +1,8 @@
using Ryujinx.Common.Utilities;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
namespace Ryujinx.Common.Configuration namespace Ryujinx.Common.Configuration
{ {
[JsonConverter(typeof(TypedStringEnumConverter<MemoryManagerMode>))] [JsonConverter(typeof(JsonStringEnumConverter<MemoryManagerMode>))]
public enum MemoryManagerMode : byte public enum MemoryManagerMode : byte
{ {
SoftwarePageTable, SoftwarePageTable,

View file

@ -1,9 +1,8 @@
using Ryujinx.Common.Utilities;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
namespace Ryujinx.Common.Configuration namespace Ryujinx.Common.Configuration
{ {
[JsonConverter(typeof(TypedStringEnumConverter<ScalingFilter>))] [JsonConverter(typeof(JsonStringEnumConverter<ScalingFilter>))]
public enum ScalingFilter public enum ScalingFilter
{ {
Bilinear, Bilinear,

View file

@ -1,9 +1,8 @@
using Ryujinx.Common.Utilities;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
namespace Ryujinx.Common.Logging namespace Ryujinx.Common.Logging
{ {
[JsonConverter(typeof(TypedStringEnumConverter<LogClass>))] [JsonConverter(typeof(JsonStringEnumConverter<LogClass>))]
public enum LogClass public enum LogClass
{ {
Application, Application,

View file

@ -1,9 +1,8 @@
using Ryujinx.Common.Utilities;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
namespace Ryujinx.Common.Logging namespace Ryujinx.Common.Logging
{ {
[JsonConverter(typeof(TypedStringEnumConverter<LogLevel>))] [JsonConverter(typeof(JsonStringEnumConverter<LogLevel>))]
public enum LogLevel public enum LogLevel
{ {
Debug, Debug,

View file

@ -7,6 +7,9 @@ namespace Ryujinx.Common.Memory
{ {
private static readonly RecyclableMemoryStreamManager _shared = new(); private static readonly RecyclableMemoryStreamManager _shared = new();
private static readonly ObjectPool<RecyclableMemoryStream> _streamPool =
new(() => new RecyclableMemoryStream(_shared, Guid.NewGuid(), null, 0));
/// <summary> /// <summary>
/// We don't expose the <c>RecyclableMemoryStreamManager</c> directly because version 2.x /// We don't expose the <c>RecyclableMemoryStreamManager</c> directly because version 2.x
/// returns them as <c>MemoryStream</c>. This Shared class is here to a) offer only the GetStream() versions we use /// returns them as <c>MemoryStream</c>. This Shared class is here to a) offer only the GetStream() versions we use
@ -19,7 +22,12 @@ namespace Ryujinx.Common.Memory
/// </summary> /// </summary>
/// <returns>A <c>RecyclableMemoryStream</c></returns> /// <returns>A <c>RecyclableMemoryStream</c></returns>
public static RecyclableMemoryStream GetStream() public static RecyclableMemoryStream GetStream()
=> new(_shared); {
RecyclableMemoryStream stream = _streamPool.Allocate();
stream.SetLength(0);
return stream;
}
/// <summary> /// <summary>
/// Retrieve a new <c>MemoryStream</c> object with the contents copied from the provided /// Retrieve a new <c>MemoryStream</c> object with the contents copied from the provided
@ -55,7 +63,8 @@ namespace Ryujinx.Common.Memory
RecyclableMemoryStream stream = null; RecyclableMemoryStream stream = null;
try try
{ {
stream = new RecyclableMemoryStream(_shared, id, tag, buffer.Length); stream = _streamPool.Allocate();
stream.SetLength(0);
stream.Write(buffer); stream.Write(buffer);
stream.Position = 0; stream.Position = 0;
return stream; return stream;
@ -83,7 +92,8 @@ namespace Ryujinx.Common.Memory
RecyclableMemoryStream stream = null; RecyclableMemoryStream stream = null;
try try
{ {
stream = new RecyclableMemoryStream(_shared, id, tag, count); stream = _streamPool.Allocate();
stream.SetLength(0);
stream.Write(buffer, offset, count); stream.Write(buffer, offset, count);
stream.Position = 0; stream.Position = 0;
return stream; return stream;
@ -94,6 +104,11 @@ namespace Ryujinx.Common.Memory
throw; throw;
} }
} }
public static void ReleaseStream(RecyclableMemoryStream stream)
{
_streamPool.Release(stream);
}
} }
} }
} }

View file

@ -29,8 +29,8 @@ namespace Ryujinx.Common
public static string GetChangelogUrl(Version currentVersion, Version newVersion) => public static string GetChangelogUrl(Version currentVersion, Version newVersion) =>
IsCanaryBuild IsCanaryBuild
? $"https://git.ryujinx.app/ryubing/ryujinx/-/compare/Canary-{currentVersion}...Canary-{newVersion}" ? $"https://git.ryujinx.app/projects/Ryubing/compare/Canary-{currentVersion}...Canary-{newVersion}"
: $"https://git.ryujinx.app/ryubing/ryujinx/-/releases/{newVersion}"; : $"https://git.ryujinx.app/projects/Ryubing/releases/tag/{newVersion}";
} }

View file

@ -10,7 +10,6 @@
<ItemGroup> <ItemGroup>
<PackageReference Include="Microsoft.IO.RecyclableMemoryStream" /> <PackageReference Include="Microsoft.IO.RecyclableMemoryStream" />
<PackageReference Include="MsgPack.Cli" /> <PackageReference Include="MsgPack.Cli" />
<PackageReference Include="System.Management" />
<PackageReference Include="Humanizer" /> <PackageReference Include="Humanizer" />
<PackageReference Include="Gommon" /> <PackageReference Include="Gommon" />
</ItemGroup> </ItemGroup>

View file

@ -8,12 +8,12 @@ namespace Ryujinx.Common
public const string AmiiboTagsUrl = "https://raw.githubusercontent.com/Ryubing/Nfc/refs/heads/main/tags.json"; public const string AmiiboTagsUrl = "https://raw.githubusercontent.com/Ryubing/Nfc/refs/heads/main/tags.json";
public const string FaqWikiUrl = "https://git.ryujinx.app/ryubing/ryujinx/-/wikis/FAQ-&-Troubleshooting"; public const string FaqWikiUrl = "https://git.ryujinx.app/projects/Ryubing/wiki/FAQ-%26-Troubleshooting";
public const string SetupGuideWikiUrl = public const string SetupGuideWikiUrl =
"https://git.ryujinx.app/ryubing/ryujinx/-/wikis/Setup-&-Configuration-Guide"; "https://git.ryujinx.app/projects/Ryubing/wiki/Setup-%26-Configuration-Guide";
public const string MultiplayerWikiUrl = public const string MultiplayerWikiUrl =
"https://git.ryujinx.app/ryubing/ryujinx/-/wikis/Multiplayer-(LDN-Local-Wireless)-Guide"; "https://git.ryujinx.app/projects/Ryubing/wiki/Multiplayer-(LDN-Local-Wireless)-Guide";
} }
} }

View file

@ -184,6 +184,7 @@ namespace Ryujinx.Common
"01001b300b9be000", // Diablo III: Eternal Collection "01001b300b9be000", // Diablo III: Eternal Collection
"010027400cdc6000", // Divinity Original 2 - Definitive Edition "010027400cdc6000", // Divinity Original 2 - Definitive Edition
"01008c8012920000", // Dying Light Platinum Edition "01008c8012920000", // Dying Light Platinum Edition
"0100d11013e6a000", // Eschatos
"01001cc01b2d4000", // Goat Simulator 3 "01001cc01b2d4000", // Goat Simulator 3
"01003620068ea000", // Hand of Fate 2 "01003620068ea000", // Hand of Fate 2
"0100f7e00c70e000", // Hogwarts Legacy "0100f7e00c70e000", // Hogwarts Legacy
@ -193,9 +194,15 @@ namespace Ryujinx.Common
"0100d71004694000", // Minecraft "0100d71004694000", // Minecraft
"01007430037f6000", // Monopoly "01007430037f6000", // Monopoly
"0100853015e86000", // No Man's Sky "0100853015e86000", // No Man's Sky
"0100f85014ed0000", // No More Heroes
"0100463014ed4000", // No More Heroes 2
"0100e570094e8000", // Owlboy
"01007bb017812000", // Portal "01007bb017812000", // Portal
"0100abd01785c000", // Portal 2 "0100abd01785c000", // Portal 2
"01009f100bc52000", // Psikyo Collection 1
"01009d400c4a8000", // Psikyo Collection 2
"01008e200c5c2000", // Muse Dash "01008e200c5c2000", // Muse Dash
"01005ff002e2a000", // Rayman Legends
"01007820196a6000", // Red Dead Redemption "01007820196a6000", // Red Dead Redemption
"0100e8300a67a000", // Risk "0100e8300a67a000", // Risk
"01002f7013224000", // Rune Factory 5 "01002f7013224000", // Rune Factory 5

View file

@ -127,7 +127,7 @@ namespace Ryujinx.Common
public static string[] GetAllAvailableResources(string path, string ext = "") public static string[] GetAllAvailableResources(string path, string ext = "")
{ {
return ResolveManifestPath(path).Item1.GetManifestResourceNames() return ResolveManifestPath(path).Item1.GetManifestResourceNames()
.Where(r => r.EndsWith(ext)) .Where(r => r.StartsWith(path.Replace('/', '.')) && r.EndsWith(ext))
.ToArray(); .ToArray();
} }

View file

@ -20,5 +20,30 @@ namespace Ryujinx.Common.Utilities
Debug.Assert(res != -1); Debug.Assert(res != -1);
} }
} }
// "dumpable" attribute of the calling process
private const int PR_GET_DUMPABLE = 3;
private const int PR_SET_DUMPABLE = 4;
[LibraryImport("libc", SetLastError = true)]
private static partial int prctl(int option, int arg2);
public static void SetCoreDumpable(bool dumpable)
{
if (OperatingSystem.IsLinux())
{
int dumpableInt = dumpable ? 1 : 0;
int result = prctl(PR_SET_DUMPABLE, dumpableInt);
Debug.Assert(result == 0);
}
}
// Use the below line to display dumpable status in the console:
// Console.WriteLine($"{OsUtils.IsCoreDumpable()}");
public static bool IsCoreDumpable()
{
int result = prctl(PR_GET_DUMPABLE, 0);
return result == 1;
}
} }
} }

View file

@ -1,37 +0,0 @@
#nullable enable
using Ryujinx.Common.Logging;
using System;
using System.Text.Json;
using System.Text.Json.Serialization;
namespace Ryujinx.Common.Utilities
{
/// <summary>
/// Specifies that value of <see cref="TEnum"/> will be serialized as string in JSONs
/// </summary>
/// <remarks>
/// Trimming friendly alternative to <see cref="JsonStringEnumConverter"/>.
/// Get rid of this converter if dotnet supports similar functionality out of the box.
/// </remarks>
/// <typeparam name="TEnum">Type of enum to serialize</typeparam>
public sealed class TypedStringEnumConverter<TEnum> : JsonConverter<TEnum> where TEnum : struct, Enum
{
public override TEnum Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options)
{
string? enumValue = reader.GetString();
if (Enum.TryParse(enumValue, out TEnum value))
{
return value;
}
Logger.Warning?.Print(LogClass.Configuration, $"Failed to parse enum value \"{enumValue}\" for {typeof(TEnum)}, using default \"{default(TEnum)}\"");
return default;
}
public override void Write(Utf8JsonWriter writer, TEnum value, JsonSerializerOptions options)
{
writer.WriteStringValue(value.ToString());
}
}
}

View file

@ -30,9 +30,9 @@ namespace ARMeilleure.Common
/// <summary> /// <summary>
/// Base address for the page. /// Base address for the page.
/// </summary> /// </summary>
public readonly IntPtr Address; public readonly nint Address;
public AddressTablePage(bool isSparse, IntPtr address) public AddressTablePage(bool isSparse, nint address)
{ {
IsSparse = isSparse; IsSparse = isSparse;
Address = address; Address = address;
@ -47,20 +47,20 @@ namespace ARMeilleure.Common
public readonly SparseMemoryBlock Block; public readonly SparseMemoryBlock Block;
private readonly TrackingEventDelegate _trackingEvent; private readonly TrackingEventDelegate _trackingEvent;
public TableSparseBlock(ulong size, Action<IntPtr> ensureMapped, PageInitDelegate pageInit) public TableSparseBlock(ulong size, Action<nint> ensureMapped, PageInitDelegate pageInit)
{ {
SparseMemoryBlock block = new(size, pageInit, null); SparseMemoryBlock block = new(size, pageInit, null);
_trackingEvent = (address, size, write) => _trackingEvent = (address, size, write) =>
{ {
ulong pointer = (ulong)block.Block.Pointer + address; ulong pointer = (ulong)block.Block.Pointer + address;
ensureMapped((IntPtr)pointer); ensureMapped((nint)pointer);
return pointer; return pointer;
}; };
bool added = NativeSignalHandler.AddTrackedRegion( bool added = NativeSignalHandler.AddTrackedRegion(
(nuint)block.Block.Pointer, (nuint)block.Block.Pointer,
(nuint)(block.Block.Pointer + (IntPtr)block.Block.Size), (nuint)(block.Block.Pointer + (nint)block.Block.Size),
Marshal.GetFunctionPointerForDelegate(_trackingEvent)); Marshal.GetFunctionPointerForDelegate(_trackingEvent));
if (!added) if (!added)
@ -116,7 +116,7 @@ namespace ARMeilleure.Common
} }
/// <inheritdoc/> /// <inheritdoc/>
public IntPtr Base public nint Base
{ {
get get
{ {
@ -124,7 +124,7 @@ namespace ARMeilleure.Common
lock (_pages) lock (_pages)
{ {
return (IntPtr)GetRootPage(); return (nint)GetRootPage();
} }
} }
} }
@ -240,7 +240,7 @@ namespace ARMeilleure.Common
long index = Levels[^1].GetValue(address); long index = Levels[^1].GetValue(address);
EnsureMapped((IntPtr)(page + index)); EnsureMapped((nint)(page + index));
return ref page[index]; return ref page[index];
} }
@ -284,7 +284,7 @@ namespace ARMeilleure.Common
/// Ensure the given pointer is mapped in any overlapping sparse reservations. /// Ensure the given pointer is mapped in any overlapping sparse reservations.
/// </summary> /// </summary>
/// <param name="ptr">Pointer to be mapped</param> /// <param name="ptr">Pointer to be mapped</param>
private void EnsureMapped(IntPtr ptr) private void EnsureMapped(nint ptr)
{ {
if (Sparse) if (Sparse)
{ {
@ -299,7 +299,7 @@ namespace ARMeilleure.Common
{ {
SparseMemoryBlock sparse = reserved.Block; SparseMemoryBlock sparse = reserved.Block;
if (ptr >= sparse.Block.Pointer && ptr < sparse.Block.Pointer + (IntPtr)sparse.Block.Size) if (ptr >= sparse.Block.Pointer && ptr < sparse.Block.Pointer + (nint)sparse.Block.Size)
{ {
sparse.EnsureMapped((ulong)(ptr - sparse.Block.Pointer)); sparse.EnsureMapped((ulong)(ptr - sparse.Block.Pointer));
@ -319,15 +319,15 @@ namespace ARMeilleure.Common
/// </summary> /// </summary>
/// <param name="level">Level to get the fill value for</param> /// <param name="level">Level to get the fill value for</param>
/// <returns>The fill value</returns> /// <returns>The fill value</returns>
private IntPtr GetFillValue(int level) private nint GetFillValue(int level)
{ {
if (_fillBottomLevel != null && level == Levels.Length - 2) if (_fillBottomLevel != null && level == Levels.Length - 2)
{ {
return (IntPtr)_fillBottomLevelPtr; return (nint)_fillBottomLevelPtr;
} }
else else
{ {
return IntPtr.Zero; return nint.Zero;
} }
} }
@ -379,7 +379,7 @@ namespace ARMeilleure.Common
/// <param name="fill">Fill value</param> /// <param name="fill">Fill value</param>
/// <param name="leaf"><see langword="true"/> if leaf; otherwise <see langword="false"/></param> /// <param name="leaf"><see langword="true"/> if leaf; otherwise <see langword="false"/></param>
/// <returns>Allocated block</returns> /// <returns>Allocated block</returns>
private IntPtr Allocate<T>(int length, T fill, bool leaf) where T : unmanaged private nint Allocate<T>(int length, T fill, bool leaf) where T : unmanaged
{ {
int size = sizeof(T) * length; int size = sizeof(T) * length;
@ -405,7 +405,7 @@ namespace ARMeilleure.Common
} }
} }
page = new AddressTablePage(true, block.Block.Pointer + (IntPtr)_sparseReservedOffset); page = new AddressTablePage(true, block.Block.Pointer + (nint)_sparseReservedOffset);
_sparseReservedOffset += (ulong)size; _sparseReservedOffset += (ulong)size;
@ -413,7 +413,7 @@ namespace ARMeilleure.Common
} }
else else
{ {
IntPtr address = (IntPtr)NativeAllocator.Instance.Allocate((uint)size); nint address = (nint)NativeAllocator.Instance.Allocate((uint)size);
page = new AddressTablePage(false, address); page = new AddressTablePage(false, address);
Span<T> span = new((void*)page.Address, length); Span<T> span = new((void*)page.Address, length);

View file

@ -82,7 +82,7 @@ namespace Ryujinx.Graphics.GAL
void SetRasterizerDiscard(bool discard); void SetRasterizerDiscard(bool discard);
void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask); void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask);
void SetRenderTargets(ITexture[] colors, ITexture depthStencil); void SetRenderTargets(Span<ITexture> colors, ITexture depthStencil);
void SetScissors(ReadOnlySpan<Rectangle<int>> regions); void SetScissors(ReadOnlySpan<Rectangle<int>> regions);

View file

@ -1,5 +1,6 @@
using Ryujinx.Graphics.GAL.Multithreading.Model; using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources; using Ryujinx.Graphics.GAL.Multithreading.Resources;
using System;
using System.Buffers; using System.Buffers;
namespace Ryujinx.Graphics.GAL.Multithreading.Commands namespace Ryujinx.Graphics.GAL.Multithreading.Commands
@ -8,11 +9,13 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands
{ {
public static readonly ArrayPool<ITexture> ArrayPool = ArrayPool<ITexture>.Create(512, 50); public static readonly ArrayPool<ITexture> ArrayPool = ArrayPool<ITexture>.Create(512, 50);
public readonly CommandType CommandType => CommandType.SetRenderTargets; public readonly CommandType CommandType => CommandType.SetRenderTargets;
private int _colorsCount;
private TableRef<ITexture[]> _colors; private TableRef<ITexture[]> _colors;
private TableRef<ITexture> _depthStencil; private TableRef<ITexture> _depthStencil;
public void Set(TableRef<ITexture[]> colors, TableRef<ITexture> depthStencil) public void Set(int colorsCount, TableRef<ITexture[]> colors, TableRef<ITexture> depthStencil)
{ {
_colorsCount = colorsCount;
_colors = colors; _colors = colors;
_depthStencil = depthStencil; _depthStencil = depthStencil;
} }
@ -20,16 +23,15 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands
public static void Run(ref SetRenderTargetsCommand command, ThreadedRenderer threaded, IRenderer renderer) public static void Run(ref SetRenderTargetsCommand command, ThreadedRenderer threaded, IRenderer renderer)
{ {
ITexture[] colors = command._colors.Get(threaded); ITexture[] colors = command._colors.Get(threaded);
ITexture[] colorsCopy = ArrayPool.Rent(colors.Length); Span<ITexture> colorsSpan = colors.AsSpan(0, command._colorsCount);
for (int i = 0; i < colors.Length; i++) for (int i = 0; i < colorsSpan.Length; i++)
{ {
colorsCopy[i] = ((ThreadedTexture)colors[i])?.Base; colorsSpan[i] = ((ThreadedTexture)colorsSpan[i])?.Base;
} }
renderer.Pipeline.SetRenderTargets(colorsCopy, command._depthStencil.GetAs<ThreadedTexture>(threaded)?.Base); renderer.Pipeline.SetRenderTargets(colorsSpan, command._depthStencil.GetAs<ThreadedTexture>(threaded)?.Base);
ArrayPool.Return(colorsCopy);
ArrayPool.Return(colors); ArrayPool.Return(colors);
} }
} }

View file

@ -267,12 +267,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading
_renderer.QueueCommand(); _renderer.QueueCommand();
} }
public unsafe void SetRenderTargets(ITexture[] colors, ITexture depthStencil) public unsafe void SetRenderTargets(Span<ITexture> colors, ITexture depthStencil)
{ {
ITexture[] colorsCopy = SetRenderTargetsCommand.ArrayPool.Rent(colors.Length); ITexture[] colorsCopy = SetRenderTargetsCommand.ArrayPool.Rent(colors.Length);
colors.CopyTo(colorsCopy, 0); colors.CopyTo(colorsCopy.AsSpan());
_renderer.New<SetRenderTargetsCommand>()->Set(Ref(colorsCopy), Ref(depthStencil)); _renderer.New<SetRenderTargetsCommand>()->Set(colors.Length, Ref(colorsCopy), Ref(depthStencil));
_renderer.QueueCommand(); _renderer.QueueCommand();
} }

View file

@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
/// </summary> /// </summary>
public class ThreadedRenderer : IRenderer public class ThreadedRenderer : IRenderer
{ {
private const int SpanPoolBytes = 4 * 1024 * 1024; private const int SpanPoolBytes = 8 * 1024 * 1024;
private const int MaxRefsPerCommand = 2; private const int MaxRefsPerCommand = 2;
private const int QueueCount = 10000; private const int QueueCount = 10000;

View file

@ -404,9 +404,12 @@ namespace Ryujinx.Graphics.Gpu
if (force || _pendingSync || (syncPoint && SyncpointActions.Count > 0)) if (force || _pendingSync || (syncPoint && SyncpointActions.Count > 0))
{ {
foreach (ISyncActionHandler action in SyncActions) for (int i = 0; i < SyncActions.Count; i++)
{ {
action.SyncPreAction(syncPoint); if (SyncActions[i].SyncPreAction(syncPoint))
{
SyncActions.RemoveAt(i--);
}
} }
foreach (ISyncActionHandler action in SyncpointActions) foreach (ISyncActionHandler action in SyncpointActions)

View file

@ -658,7 +658,7 @@ namespace Ryujinx.Graphics.Gpu.Image
bool canImport = Storage.Info.IsLinear && Storage.Info.Stride >= Storage.Info.Width * Storage.Info.FormatInfo.BytesPerPixel; bool canImport = Storage.Info.IsLinear && Storage.Info.Stride >= Storage.Info.Width * Storage.Info.FormatInfo.BytesPerPixel;
IntPtr hostPointer = canImport ? _physicalMemory.GetHostPointer(Storage.Range) : 0; nint hostPointer = canImport ? _physicalMemory.GetHostPointer(Storage.Range) : 0;
if (hostPointer != 0 && _context.Renderer.PrepareHostMapping(hostPointer, Storage.Size)) if (hostPointer != 0 && _context.Renderer.PrepareHostMapping(hostPointer, Storage.Size))
{ {

View file

@ -411,7 +411,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// flushes often enough, which is determined by the flush balance. /// flushes often enough, which is determined by the flush balance.
/// </summary> /// </summary>
/// <inheritdoc/> /// <inheritdoc/>
public void SyncPreAction(bool syncpoint) public bool SyncPreAction(bool syncpoint)
{ {
if (syncpoint || NextSyncCopies()) if (syncpoint || NextSyncCopies())
{ {
@ -421,6 +421,8 @@ namespace Ryujinx.Graphics.Gpu.Image
_registeredBufferSync = _modifiedSync; _registeredBufferSync = _modifiedSync;
} }
} }
return true;
} }
/// <summary> /// <summary>

View file

@ -15,7 +15,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <summary> /// <summary>
/// Buffer, used to store vertex and index data, uniform and storage buffers, and others. /// Buffer, used to store vertex and index data, uniform and storage buffers, and others.
/// </summary> /// </summary>
class Buffer : INonOverlappingRange, ISyncActionHandler, IDisposable class Buffer : INonOverlappingRange<Buffer>, ISyncActionHandler, IDisposable
{ {
private const ulong GranularBufferThreshold = 4096; private const ulong GranularBufferThreshold = 4096;
@ -41,6 +41,9 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// End address of the buffer in guest memory. /// End address of the buffer in guest memory.
/// </summary> /// </summary>
public ulong EndAddress => Address + Size; public ulong EndAddress => Address + Size;
public Buffer Next { get; set; }
public Buffer Previous { get; set; }
/// <summary> /// <summary>
/// Increments when the buffer is (partially) unmapped or disposed. /// Increments when the buffer is (partially) unmapped or disposed.
@ -87,6 +90,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
private readonly bool _useGranular; private readonly bool _useGranular;
private bool _syncActionRegistered; private bool _syncActionRegistered;
private bool _bufferInherited;
private int _referenceCount = 1; private int _referenceCount = 1;
@ -113,7 +117,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
ulong size, ulong size,
BufferStage stage, BufferStage stage,
bool sparseCompatible, bool sparseCompatible,
RangeItem<Buffer>[] baseBuffers) Buffer[] baseBuffers)
{ {
_context = context; _context = context;
_physicalMemory = physicalMemory; _physicalMemory = physicalMemory;
@ -134,15 +138,15 @@ namespace Ryujinx.Graphics.Gpu.Memory
if (baseBuffers.Length != 0) if (baseBuffers.Length != 0)
{ {
baseHandles = new List<IRegionHandle>(); baseHandles = new List<IRegionHandle>();
foreach (RangeItem<Buffer> item in baseBuffers) foreach (Buffer item in baseBuffers)
{ {
if (item.Value._useGranular) if (item._useGranular)
{ {
baseHandles.AddRange(item.Value._memoryTrackingGranular.Handles); baseHandles.AddRange(item._memoryTrackingGranular.Handles);
} }
else else
{ {
baseHandles.Add(item.Value._memoryTracking); baseHandles.Add(item._memoryTracking);
} }
} }
} }
@ -247,14 +251,14 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// Checks if a given range overlaps with the buffer. /// Checks if a given range overlaps with the buffer.
/// </summary> /// </summary>
/// <param name="address">Start address of the range</param> /// <param name="address">Start address of the range</param>
/// <param name="size">Size in bytes of the range</param> /// <param name="endAddress">End address of the range</param>
/// <returns>True if the range overlaps, false otherwise</returns> /// <returns>True if the range overlaps, false otherwise</returns>
public bool OverlapsWith(ulong address, ulong size) public bool OverlapsWith(ulong address, ulong endAddress)
{ {
return Address < address + size && address < EndAddress; return Address < endAddress && address < EndAddress;
} }
public INonOverlappingRange Split(ulong splitAddress) public INonOverlappingRange<Buffer> Split(ulong splitAddress)
{ {
throw new NotImplementedException(); throw new NotImplementedException();
} }
@ -389,11 +393,16 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// This will copy any buffer ranges designated for pre-flushing. /// This will copy any buffer ranges designated for pre-flushing.
/// </summary> /// </summary>
/// <param name="syncpoint">True if the action is a guest syncpoint</param> /// <param name="syncpoint">True if the action is a guest syncpoint</param>
public void SyncPreAction(bool syncpoint) public bool SyncPreAction(bool syncpoint)
{ {
if (_bufferInherited)
{
return true;
}
if (_referenceCount == 0) if (_referenceCount == 0)
{ {
return; return false;
} }
if (BackingState.ShouldChangeBacking()) if (BackingState.ShouldChangeBacking())
@ -410,6 +419,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
_modifiedRanges?.GetRangesAtSync(Address, Size, _context.SyncNumber, _syncPreRangeAction); _modifiedRanges?.GetRangesAtSync(Address, Size, _context.SyncNumber, _syncPreRangeAction);
} }
} }
return false;
} }
void SyncPreRangeAction(ulong address, ulong size) void SyncPreRangeAction(ulong address, ulong size)
@ -426,10 +437,13 @@ namespace Ryujinx.Graphics.Gpu.Memory
{ {
_syncActionRegistered = false; _syncActionRegistered = false;
if (_bufferInherited)
{
return true;
}
if (_useGranular) if (_useGranular)
{ {
_modifiedRanges?.GetRanges(Address, Size, _syncRangeAction); _modifiedRanges?.GetRanges(Address, Size, _syncRangeAction);
} }
else else
@ -453,6 +467,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="from">The buffer to inherit from</param> /// <param name="from">The buffer to inherit from</param>
public void InheritModifiedRanges(Buffer from) public void InheritModifiedRanges(Buffer from)
{ {
from._bufferInherited = true;
if (from._modifiedRanges is { HasRanges: true }) if (from._modifiedRanges is { HasRanges: true })
{ {
if (from._syncActionRegistered && !_syncActionRegistered) if (from._syncActionRegistered && !_syncActionRegistered)

View file

@ -56,7 +56,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="parent">Parent buffer</param> /// <param name="parent">Parent buffer</param>
/// <param name="stage">Initial buffer stage</param> /// <param name="stage">Initial buffer stage</param>
/// <param name="baseBuffers">Buffers to inherit state from</param> /// <param name="baseBuffers">Buffers to inherit state from</param>
public BufferBackingState(GpuContext context, Buffer parent, BufferStage stage, RangeItem<Buffer>[] baseBuffers) public BufferBackingState(GpuContext context, Buffer parent, BufferStage stage, Buffer[] baseBuffers)
{ {
_size = (int)parent.Size; _size = (int)parent.Size;
_systemMemoryType = context.Capabilities.MemoryType; _systemMemoryType = context.Capabilities.MemoryType;
@ -102,9 +102,9 @@ namespace Ryujinx.Graphics.Gpu.Memory
if (baseBuffers.Length != 0) if (baseBuffers.Length != 0)
{ {
foreach (RangeItem<Buffer> item in baseBuffers) foreach (Buffer item in baseBuffers)
{ {
CombineState(item.Value.BackingState); CombineState(item.BackingState);
} }
} }
} }

View file

@ -79,16 +79,13 @@ namespace Ryujinx.Graphics.Gpu.Memory
for (int index = 0; index < range.Count; index++) for (int index = 0; index < range.Count; index++)
{ {
MemoryRange subRange = range.GetSubRange(index); MemoryRange subRange = range.GetSubRange(index);
_buffers.Lock.EnterReadLock(); ReadOnlySpan<Buffer> overlaps = _buffers.FindOverlapsAsSpan(subRange.Address, subRange.Size);
Span<RangeItem<Buffer>> overlaps = _buffers.FindOverlapsAsSpan(subRange.Address, subRange.Size);
for (int i = 0; i < overlaps.Length; i++) for (int i = 0; i < overlaps.Length; i++)
{ {
overlaps[i].Value.Unmapped(subRange.Address, subRange.Size); overlaps[i].Unmapped(subRange.Address, subRange.Size);
} }
_buffers.Lock.ExitReadLock();
} }
} }
@ -328,7 +325,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
ulong alignedEndAddress = (endAddress + alignmentMask) & ~alignmentMask; ulong alignedEndAddress = (endAddress + alignmentMask) & ~alignmentMask;
ulong alignedSize = alignedEndAddress - alignedAddress; ulong alignedSize = alignedEndAddress - alignedAddress;
Buffer buffer = _buffers.FindOverlap(alignedAddress, alignedSize).Value; Buffer buffer = _buffers.FindOverlap(alignedAddress, alignedSize);
BufferRange bufferRange = buffer.GetRange(alignedAddress, alignedSize, false); BufferRange bufferRange = buffer.GetRange(alignedAddress, alignedSize, false);
alignedSubRanges[i] = new MemoryRange(alignedAddress, alignedSize); alignedSubRanges[i] = new MemoryRange(alignedAddress, alignedSize);
@ -395,7 +392,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
if (subRange.Address != MemoryManager.PteUnmapped) if (subRange.Address != MemoryManager.PteUnmapped)
{ {
Buffer buffer = _buffers.FindOverlap(subRange.Address, subRange.Size).Value; Buffer buffer = _buffers.FindOverlap(subRange.Address, subRange.Size);
virtualBuffer.AddPhysicalDependency(buffer, subRange.Address, dstOffset, subRange.Size); virtualBuffer.AddPhysicalDependency(buffer, subRange.Address, dstOffset, subRange.Size);
physicalBuffers.Add(buffer); physicalBuffers.Add(buffer);
@ -487,10 +484,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="stage">The type of usage that created the buffer</param> /// <param name="stage">The type of usage that created the buffer</param>
private void CreateBufferAligned(ulong address, ulong size, BufferStage stage) private void CreateBufferAligned(ulong address, ulong size, BufferStage stage)
{ {
Buffer newBuffer = null; ReadOnlySpan<Buffer> overlaps = _buffers.FindOverlapsAsSpan(address, size);
_buffers.Lock.EnterWriteLock();
Span<RangeItem<Buffer>> overlaps = _buffers.FindOverlapsAsSpan(address, size);
if (overlaps.Length != 0) if (overlaps.Length != 0)
{ {
@ -521,7 +515,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
{ {
// Try to grow the buffer by 1.5x of its current size. // Try to grow the buffer by 1.5x of its current size.
// This improves performance in the cases where the buffer is resized often by small amounts. // This improves performance in the cases where the buffer is resized often by small amounts.
ulong existingSize = overlaps[0].Value.Size; ulong existingSize = overlaps[0].Size;
ulong growthSize = (existingSize + Math.Min(existingSize >> 1, MaxDynamicGrowthSize)) & ~BufferAlignmentMask; ulong growthSize = (existingSize + Math.Min(existingSize >> 1, MaxDynamicGrowthSize)) & ~BufferAlignmentMask;
size = Math.Max(size, growthSize); size = Math.Max(size, growthSize);
@ -535,39 +529,22 @@ namespace Ryujinx.Graphics.Gpu.Memory
for (int i = 0; i < overlaps.Length; i++) for (int i = 0; i < overlaps.Length; i++)
{ {
anySparseCompatible |= overlaps[i].Value.SparseCompatible; anySparseCompatible |= overlaps[i].SparseCompatible;
} }
RangeItem<Buffer>[] overlapsArray = overlaps.ToArray(); Buffer[] overlapsArray = overlaps.ToArray();
_buffers.RemoveRange(overlaps[0], overlaps[^1]); _buffers.RemoveRange(overlaps[0], overlaps[^1]);
_buffers.Lock.ExitWriteLock();
ulong newSize = endAddress - address; ulong newSize = endAddress - address;
newBuffer = CreateBufferAligned(address, newSize, stage, anySparseCompatible, overlapsArray); _buffers.Add(CreateBufferAligned(address, newSize, stage, anySparseCompatible, overlapsArray));
}
else
{
_buffers.Lock.ExitWriteLock();
} }
} }
else else
{ {
_buffers.Lock.ExitWriteLock();
// No overlap, just create a new buffer. // No overlap, just create a new buffer.
newBuffer = new(_context, _physicalMemory, address, size, stage, sparseCompatible: false, []); _buffers.Add(new(_context, _physicalMemory, address, size, stage, sparseCompatible: false, []));
}
if (newBuffer is not null)
{
_buffers.Lock.EnterWriteLock();
_buffers.Add(newBuffer);
_buffers.Lock.ExitWriteLock();
} }
} }
@ -583,10 +560,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
private void CreateBufferAligned(ulong address, ulong size, BufferStage stage, ulong alignment) private void CreateBufferAligned(ulong address, ulong size, BufferStage stage, ulong alignment)
{ {
bool sparseAligned = alignment >= SparseBufferAlignmentSize; bool sparseAligned = alignment >= SparseBufferAlignmentSize;
Buffer newBuffer = null;
_buffers.Lock.EnterWriteLock(); ReadOnlySpan<Buffer> overlaps = _buffers.FindOverlapsAsSpan(address, size);
Span<RangeItem<Buffer>> overlaps = _buffers.FindOverlapsAsSpan(address, size);
if (overlaps.Length != 0) if (overlaps.Length != 0)
{ {
@ -598,7 +573,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
if (overlaps[0].Address > address || if (overlaps[0].Address > address ||
overlaps[0].EndAddress < endAddress || overlaps[0].EndAddress < endAddress ||
(overlaps[0].Address & (alignment - 1)) != 0 || (overlaps[0].Address & (alignment - 1)) != 0 ||
(!overlaps[0].Value.SparseCompatible && sparseAligned)) (!overlaps[0].SparseCompatible && sparseAligned))
{ {
// We need to make sure the new buffer is properly aligned. // We need to make sure the new buffer is properly aligned.
// However, after the range is aligned, it is possible that it // However, after the range is aligned, it is possible that it
@ -622,35 +597,18 @@ namespace Ryujinx.Graphics.Gpu.Memory
ulong newSize = endAddress - address; ulong newSize = endAddress - address;
RangeItem<Buffer>[] overlapsArray = overlaps.ToArray(); Buffer[] overlapsArray = overlaps.ToArray();
_buffers.RemoveRange(overlaps[0], overlaps[^1]); _buffers.RemoveRange(overlaps[0], overlaps[^1]);
_buffers.Lock.ExitWriteLock(); _buffers.Add(CreateBufferAligned(address, newSize, stage, sparseAligned, overlapsArray));
newBuffer = CreateBufferAligned(address, newSize, stage, sparseAligned, overlapsArray);
}
else
{
_buffers.Lock.ExitWriteLock();
} }
} }
else else
{ {
_buffers.Lock.ExitWriteLock();
// No overlap, just create a new buffer. // No overlap, just create a new buffer.
newBuffer = new(_context, _physicalMemory, address, size, stage, sparseAligned, []); _buffers.Add(new(_context, _physicalMemory, address, size, stage, sparseAligned, []));
} }
if (newBuffer is not null)
{
_buffers.Lock.EnterWriteLock();
_buffers.Add(newBuffer);
_buffers.Lock.ExitWriteLock();
}
} }
/// <summary> /// <summary>
@ -663,13 +621,13 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="stage">The type of usage that created the buffer</param> /// <param name="stage">The type of usage that created the buffer</param>
/// <param name="sparseCompatible">Indicates if the buffer can be used in a sparse buffer mapping</param> /// <param name="sparseCompatible">Indicates if the buffer can be used in a sparse buffer mapping</param>
/// <param name="overlaps">Buffers overlapping the range</param> /// <param name="overlaps">Buffers overlapping the range</param>
private Buffer CreateBufferAligned(ulong address, ulong size, BufferStage stage, bool sparseCompatible, RangeItem<Buffer>[] overlaps) private Buffer CreateBufferAligned(ulong address, ulong size, BufferStage stage, bool sparseCompatible, Buffer[] overlaps)
{ {
Buffer newBuffer = new(_context, _physicalMemory, address, size, stage, sparseCompatible, overlaps); Buffer newBuffer = new(_context, _physicalMemory, address, size, stage, sparseCompatible, overlaps);
for (int index = 0; index < overlaps.Length; index++) for (int index = 0; index < overlaps.Length; index++)
{ {
Buffer buffer = overlaps[index].Value; Buffer buffer = overlaps[index];
int dstOffset = (int)(buffer.Address - newBuffer.Address); int dstOffset = (int)(buffer.Address - newBuffer.Address);
@ -897,7 +855,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
{ {
MemoryRange subRange = range.GetSubRange(i); MemoryRange subRange = range.GetSubRange(i);
Buffer subBuffer = _buffers.FindOverlap(subRange.Address, subRange.Size).Value; Buffer subBuffer = _buffers.FindOverlap(subRange.Address, subRange.Size);
subBuffer.SynchronizeMemory(subRange.Address, subRange.Size); subBuffer.SynchronizeMemory(subRange.Address, subRange.Size);
@ -945,7 +903,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
if (size != 0) if (size != 0)
{ {
buffer = _buffers.FindOverlap(address, size).Value; buffer = _buffers.FindOverlap(address, size);
buffer.CopyFromDependantVirtualBuffers(); buffer.CopyFromDependantVirtualBuffers();
buffer.SynchronizeMemory(address, size); buffer.SynchronizeMemory(address, size);
@ -957,7 +915,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
} }
else else
{ {
buffer = _buffers.FindOverlapFast(address, 1).Value; buffer = _buffers.FindOverlapFast(address, 1);
} }
return buffer; return buffer;
@ -995,7 +953,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
{ {
if (size != 0) if (size != 0)
{ {
Buffer buffer = _buffers.FindOverlap(address, size).Value; Buffer buffer = _buffers.FindOverlap(address, size);
if (copyBackVirtual) if (copyBackVirtual)
{ {

View file

@ -8,7 +8,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <summary> /// <summary>
/// A range within a buffer that has been modified by the GPU. /// A range within a buffer that has been modified by the GPU.
/// </summary> /// </summary>
class BufferModifiedRange : INonOverlappingRange class BufferModifiedRange : INonOverlappingRange<BufferModifiedRange>
{ {
/// <summary> /// <summary>
/// Start address of the range in guest memory. /// Start address of the range in guest memory.
@ -24,6 +24,9 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// End address of the range in guest memory. /// End address of the range in guest memory.
/// </summary> /// </summary>
public ulong EndAddress => Address + Size; public ulong EndAddress => Address + Size;
public BufferModifiedRange Next { get; set; }
public BufferModifiedRange Previous { get; set; }
/// <summary> /// <summary>
/// The GPU sync number at the time of the last modification. /// The GPU sync number at the time of the last modification.
@ -54,14 +57,14 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// Checks if a given range overlaps with the modified range. /// Checks if a given range overlaps with the modified range.
/// </summary> /// </summary>
/// <param name="address">Start address of the range</param> /// <param name="address">Start address of the range</param>
/// <param name="size">Size in bytes of the range</param> /// <param name="endAddress">End address of the range</param>
/// <returns>True if the range overlaps, false otherwise</returns> /// <returns>True if the range overlaps, false otherwise</returns>
public bool OverlapsWith(ulong address, ulong size) public bool OverlapsWith(ulong address, ulong endAddress)
{ {
return Address < address + size && address < EndAddress; return Address < endAddress && address < EndAddress;
} }
public INonOverlappingRange Split(ulong splitAddress) public INonOverlappingRange<BufferModifiedRange> Split(ulong splitAddress)
{ {
throw new NotImplementedException(); throw new NotImplementedException();
} }
@ -119,11 +122,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
// Slices a given region using the modified regions in the list. Calls the action for the new slices. // Slices a given region using the modified regions in the list. Calls the action for the new slices.
Lock.EnterReadLock(); Lock.EnterReadLock();
Span<RangeItem<BufferModifiedRange>> overlaps = FindOverlapsAsSpan(address, size); ReadOnlySpan<BufferModifiedRange> overlaps = FindOverlapsAsSpan(address, size);
for (int i = 0; i < overlaps.Length; i++) for (int i = 0; i < overlaps.Length; i++)
{ {
BufferModifiedRange overlap = overlaps[i].Value; BufferModifiedRange overlap = overlaps[i];
if (overlap.Address > address) if (overlap.Address > address)
{ {
@ -157,7 +160,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
ulong syncNumber = _context.SyncNumber; ulong syncNumber = _context.SyncNumber;
// We may overlap with some existing modified regions. They must be cut into by the new entry. // We may overlap with some existing modified regions. They must be cut into by the new entry.
Lock.EnterWriteLock(); Lock.EnterWriteLock();
(RangeItem<BufferModifiedRange> first, RangeItem<BufferModifiedRange> last) = FindOverlapsAsNodes(address, size); (BufferModifiedRange first, BufferModifiedRange last) = FindOverlapsAsNodes(address, size);
if (first is null) if (first is null)
{ {
@ -170,34 +173,39 @@ namespace Ryujinx.Graphics.Gpu.Memory
{ {
if (first.Address == address && first.EndAddress == endAddress) if (first.Address == address && first.EndAddress == endAddress)
{ {
first.Value.SyncNumber = syncNumber; first.SyncNumber = syncNumber;
first.Value.Parent = this; first.Parent = this;
Lock.ExitWriteLock(); Lock.ExitWriteLock();
return; return;
} }
if (first.Address < address) if (first.Address < address)
{ {
first.Value.Size = address - first.Address;
Update(first);
if (first.EndAddress > endAddress) if (first.EndAddress > endAddress)
{ {
Add(new BufferModifiedRange(endAddress, first.EndAddress - endAddress, Add(new BufferModifiedRange(endAddress, first.EndAddress - endAddress,
first.Value.SyncNumber, first.Value.Parent)); first.SyncNumber, first.Parent));
} }
first.Size = address - first.Address;
} }
else else
{ {
if (first.EndAddress > endAddress) if (first.EndAddress > endAddress)
{ {
first.Value.Size = first.EndAddress - endAddress; first.Size = first.EndAddress - endAddress;
first.Value.Address = endAddress; first.Address = endAddress;
Update(first);
} }
else else
{ {
Remove(first.Value); first.Address = address;
first.Size = size;
first.SyncNumber = syncNumber;
first.Parent = this;
Lock.ExitWriteLock();
return;
} }
} }
@ -207,38 +215,39 @@ namespace Ryujinx.Graphics.Gpu.Memory
return; return;
} }
BufferModifiedRange buffPre = null;
BufferModifiedRange buffPost = null;
bool extendsPost = false;
bool extendsPre = false;
if (first.Address < address) if (first.Address < address)
{ {
buffPre = new BufferModifiedRange(first.Address, address - first.Address, first.Size = address - first.Address;
first.Value.SyncNumber, first.Value.Parent); first = first.Next;
extendsPre = true;
} }
if (last.EndAddress > endAddress) if (last.EndAddress > endAddress)
{ {
buffPost = new BufferModifiedRange(endAddress, last.EndAddress - endAddress, last.Size = last.EndAddress - endAddress;
last.Value.SyncNumber, last.Value.Parent); last.Address = endAddress;
extendsPost = true; last = last.Previous;
} }
RemoveRange(first, last); if (first.Address < last.Address)
if (extendsPre)
{ {
Add(buffPre); RemoveRange(first.Next, last);
first.Address = address;
first.Size = size;
first.SyncNumber = syncNumber;
first.Parent = this;
} }
else if (first.Address == last.Address)
if (extendsPost)
{ {
Add(buffPost); first.Address = address;
first.Size = size;
first.SyncNumber = syncNumber;
first.Parent = this;
} }
else
Add(new BufferModifiedRange(address, size, syncNumber, this)); {
Add(new BufferModifiedRange(address, size, syncNumber, this));
}
Lock.ExitWriteLock(); Lock.ExitWriteLock();
} }
@ -252,11 +261,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
public void GetRangesAtSync(ulong address, ulong size, ulong syncNumber, Action<ulong, ulong> rangeAction) public void GetRangesAtSync(ulong address, ulong size, ulong syncNumber, Action<ulong, ulong> rangeAction)
{ {
Lock.EnterReadLock(); Lock.EnterReadLock();
Span<RangeItem<BufferModifiedRange>> overlaps = FindOverlapsAsSpan(address, size); ReadOnlySpan<BufferModifiedRange> overlaps = FindOverlapsAsSpan(address, size);
for (int i = 0; i < overlaps.Length; i++) for (int i = 0; i < overlaps.Length; i++)
{ {
BufferModifiedRange overlap = overlaps[i].Value; BufferModifiedRange overlap = overlaps[i];
if (overlap.SyncNumber == syncNumber) if (overlap.SyncNumber == syncNumber)
{ {
@ -277,18 +286,18 @@ namespace Ryujinx.Graphics.Gpu.Memory
{ {
// We use the non-span method here because keeping the lock will cause a deadlock. // We use the non-span method here because keeping the lock will cause a deadlock.
Lock.EnterReadLock(); Lock.EnterReadLock();
RangeItem<BufferModifiedRange>[] overlaps = FindOverlapsAsArray(address, size, out int length); BufferModifiedRange[] overlaps = FindOverlapsAsArray(address, size, out int length);
Lock.ExitReadLock(); Lock.ExitReadLock();
if (length != 0) if (length != 0)
{ {
for (int i = 0; i < length; i++) for (int i = 0; i < length; i++)
{ {
BufferModifiedRange overlap = overlaps[i].Value; BufferModifiedRange overlap = overlaps[i];
rangeAction(overlap.Address, overlap.Size); rangeAction(overlap.Address, overlap.Size);
} }
ArrayPool<RangeItem<BufferModifiedRange>>.Shared.Return(overlaps); ArrayPool<BufferModifiedRange>.Shared.Return(overlaps);
} }
} }
@ -301,7 +310,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
public bool HasRange(ulong address, ulong size) public bool HasRange(ulong address, ulong size)
{ {
Lock.EnterReadLock(); Lock.EnterReadLock();
RangeItem<BufferModifiedRange> first = FindOverlapFast(address, size); BufferModifiedRange first = FindOverlapFast(address, size);
bool result = first is not null; bool result = first is not null;
Lock.ExitReadLock(); Lock.ExitReadLock();
return result; return result;
@ -336,7 +345,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="address">The start address of the flush range</param> /// <param name="address">The start address of the flush range</param>
/// <param name="endAddress">The end address of the flush range</param> /// <param name="endAddress">The end address of the flush range</param>
private void RemoveRangesAndFlush( private void RemoveRangesAndFlush(
RangeItem<BufferModifiedRange>[] overlaps, BufferModifiedRange[] overlaps,
int rangeCount, int rangeCount,
long highestDiff, long highestDiff,
ulong currentSync, ulong currentSync,
@ -349,7 +358,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
for (int i = 0; i < rangeCount; i++) for (int i = 0; i < rangeCount; i++)
{ {
BufferModifiedRange overlap = overlaps[i].Value; BufferModifiedRange overlap = overlaps[i];
long diff = (long)(overlap.SyncNumber - currentSync); long diff = (long)(overlap.SyncNumber - currentSync);
@ -358,7 +367,14 @@ namespace Ryujinx.Graphics.Gpu.Memory
ulong clampAddress = Math.Max(address, overlap.Address); ulong clampAddress = Math.Max(address, overlap.Address);
ulong clampEnd = Math.Min(endAddress, overlap.EndAddress); ulong clampEnd = Math.Min(endAddress, overlap.EndAddress);
ClearPart(overlap, clampAddress, clampEnd); if (i == 0 || i == rangeCount - 1)
{
ClearPart(overlap, clampAddress, clampEnd);
}
else
{
Remove(overlap);
}
RangeActionWithMigration(clampAddress, clampEnd - clampAddress, waitSync, _flushAction); RangeActionWithMigration(clampAddress, clampEnd - clampAddress, waitSync, _flushAction);
} }
@ -398,7 +414,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
Lock.EnterWriteLock(); Lock.EnterWriteLock();
// We use the non-span method here because the array is partially modified by the code, which would invalidate a span. // We use the non-span method here because the array is partially modified by the code, which would invalidate a span.
RangeItem<BufferModifiedRange>[] overlaps = FindOverlapsAsArray(address, size, out int rangeCount); BufferModifiedRange[] overlaps = FindOverlapsAsArray(address, size, out int rangeCount);
if (rangeCount == 0) if (rangeCount == 0)
{ {
@ -414,7 +430,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
for (int i = 0; i < rangeCount; i++) for (int i = 0; i < rangeCount; i++)
{ {
BufferModifiedRange overlap = overlaps![i].Value; BufferModifiedRange overlap = overlaps![i];
long diff = (long)(overlap.SyncNumber - currentSync); long diff = (long)(overlap.SyncNumber - currentSync);
@ -436,7 +452,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
RemoveRangesAndFlush(overlaps, rangeCount, highestDiff, currentSync, address, endAddress); RemoveRangesAndFlush(overlaps, rangeCount, highestDiff, currentSync, address, endAddress);
ArrayPool<RangeItem<BufferModifiedRange>>.Shared.Return(overlaps!); ArrayPool<BufferModifiedRange>.Shared.Return(overlaps!);
Lock.ExitWriteLock(); Lock.ExitWriteLock();
} }
@ -452,7 +468,9 @@ namespace Ryujinx.Graphics.Gpu.Memory
public void InheritRanges(BufferModifiedRangeList ranges, Action<ulong, ulong> registerRangeAction) public void InheritRanges(BufferModifiedRangeList ranges, Action<ulong, ulong> registerRangeAction)
{ {
ranges.Lock.EnterReadLock(); ranges.Lock.EnterReadLock();
BufferModifiedRange[] inheritRanges = ranges.ToArray(); int rangesCount = ranges.Count;
BufferModifiedRange[] inheritRanges = ArrayPool<BufferModifiedRange>.Shared.Rent(ranges.Count);
ranges.Items.AsSpan(0, ranges.Count).CopyTo(inheritRanges);
ranges.Lock.ExitReadLock(); ranges.Lock.ExitReadLock();
// Copy over the migration from the previous range list // Copy over the migration from the previous range list
@ -478,22 +496,26 @@ namespace Ryujinx.Graphics.Gpu.Memory
ranges._migrationTarget = this; ranges._migrationTarget = this;
Lock.EnterWriteLock(); Lock.EnterWriteLock();
foreach (BufferModifiedRange range in inheritRanges) for (int i = 0; i < rangesCount; i++)
{ {
BufferModifiedRange range = inheritRanges[i];
Add(range); Add(range);
} }
Lock.ExitWriteLock(); Lock.ExitWriteLock();
ulong currentSync = _context.SyncNumber; ulong currentSync = _context.SyncNumber;
foreach (BufferModifiedRange range in inheritRanges) for (int i = 0; i < rangesCount; i++)
{ {
BufferModifiedRange range = inheritRanges[i];
if (range.SyncNumber != currentSync) if (range.SyncNumber != currentSync)
{ {
registerRangeAction(range.Address, range.Size); registerRangeAction(range.Address, range.Size);
} }
} }
ArrayPool<BufferModifiedRange>.Shared.Return(inheritRanges);
} }
/// <summary> /// <summary>
@ -534,18 +556,25 @@ namespace Ryujinx.Graphics.Gpu.Memory
private void ClearPart(BufferModifiedRange overlap, ulong address, ulong endAddress) private void ClearPart(BufferModifiedRange overlap, ulong address, ulong endAddress)
{ {
Remove(overlap);
// If the overlap extends outside of the clear range, make sure those parts still exist. // If the overlap extends outside of the clear range, make sure those parts still exist.
if (overlap.Address < address) if (overlap.Address < address)
{ {
Add(new BufferModifiedRange(overlap.Address, address - overlap.Address, overlap.SyncNumber, overlap.Parent)); if (overlap.EndAddress > endAddress)
{
Add(new BufferModifiedRange(endAddress, overlap.EndAddress - endAddress, overlap.SyncNumber, overlap.Parent));
}
overlap.Size = address - overlap.Address;
} }
else if (overlap.EndAddress > endAddress)
if (overlap.EndAddress > endAddress)
{ {
Add(new BufferModifiedRange(endAddress, overlap.EndAddress - endAddress, overlap.SyncNumber, overlap.Parent)); overlap.Size = overlap.EndAddress - endAddress;
overlap.Address = endAddress;
}
else
{
Remove(overlap);
} }
} }
@ -558,7 +587,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
{ {
ulong endAddress = address + size; ulong endAddress = address + size;
Lock.EnterWriteLock(); Lock.EnterWriteLock();
(RangeItem<BufferModifiedRange> first, RangeItem<BufferModifiedRange> last) = FindOverlapsAsNodes(address, size); (BufferModifiedRange first, BufferModifiedRange last) = FindOverlapsAsNodes(address, size);
if (first is null) if (first is null)
{ {
@ -570,26 +599,24 @@ namespace Ryujinx.Graphics.Gpu.Memory
{ {
if (first.Address < address) if (first.Address < address)
{ {
first.Value.Size = address - first.Address; first.Size = address - first.Address;
Update(first);
if (first.EndAddress > endAddress) if (first.EndAddress > endAddress)
{ {
Add(new BufferModifiedRange(endAddress, first.EndAddress - endAddress, Add(new BufferModifiedRange(endAddress, first.EndAddress - endAddress,
first.Value.SyncNumber, first.Value.Parent)); first.SyncNumber, first.Parent));
} }
} }
else else
{ {
if (first.EndAddress > endAddress) if (first.EndAddress > endAddress)
{ {
first.Value.Size = first.EndAddress - endAddress; first.Size = first.EndAddress - endAddress;
first.Value.Address = endAddress; first.Address = endAddress;
Update(first);
} }
else else
{ {
Remove(first.Value); Remove(first);
} }
} }
@ -605,14 +632,14 @@ namespace Ryujinx.Graphics.Gpu.Memory
if (first.Address < address) if (first.Address < address)
{ {
buffPre = new BufferModifiedRange(first.Address, address - first.Address, buffPre = new BufferModifiedRange(first.Address, address - first.Address,
first.Value.SyncNumber, first.Value.Parent); first.SyncNumber, first.Parent);
extendsPre = true; extendsPre = true;
} }
if (last.EndAddress > endAddress) if (last.EndAddress > endAddress)
{ {
buffPost = new BufferModifiedRange(endAddress, last.EndAddress - endAddress, buffPost = new BufferModifiedRange(endAddress, last.EndAddress - endAddress,
last.Value.SyncNumber, last.Value.Parent); last.SyncNumber, last.Parent);
extendsPost = true; extendsPost = true;
} }

View file

@ -84,10 +84,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
for (int i = 0; i < count; i++) for (int i = 0; i < count; i++)
{ {
ICounterEvent evt = _items[index + i].Event; ICounterEvent evt = _items[index + i].Event;
if (evt != null) evt?.Invalid = true;
{
evt.Invalid = true;
}
} }
_items.RemoveRange(index, count); _items.RemoveRange(index, count);

View file

@ -15,7 +15,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <summary> /// <summary>
/// Represents a GPU virtual memory range. /// Represents a GPU virtual memory range.
/// </summary> /// </summary>
private class VirtualRange : INonOverlappingRange private class VirtualRange : INonOverlappingRange<VirtualRange>
{ {
/// <summary> /// <summary>
/// GPU virtual address where the range starts. /// GPU virtual address where the range starts.
@ -32,6 +32,9 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// </summary> /// </summary>
public ulong EndAddress => Address + Size; public ulong EndAddress => Address + Size;
public VirtualRange Next { get; set; }
public VirtualRange Previous { get; set; }
/// <summary> /// <summary>
/// Physical regions where the GPU virtual region is mapped. /// Physical regions where the GPU virtual region is mapped.
/// </summary> /// </summary>
@ -54,14 +57,14 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// Checks if a given range overlaps with the buffer. /// Checks if a given range overlaps with the buffer.
/// </summary> /// </summary>
/// <param name="address">Start address of the range</param> /// <param name="address">Start address of the range</param>
/// <param name="size">Size in bytes of the range</param> /// <param name="endAddress">End address of the range</param>
/// <returns>True if the range overlaps, false otherwise</returns> /// <returns>True if the range overlaps, false otherwise</returns>
public bool OverlapsWith(ulong address, ulong size) public bool OverlapsWith(ulong address, ulong endAddress)
{ {
return Address < address + size && address < EndAddress; return Address < endAddress && address < EndAddress;
} }
public INonOverlappingRange Split(ulong splitAddress) public INonOverlappingRange<VirtualRange> Split(ulong splitAddress)
{ {
throw new NotImplementedException(); throw new NotImplementedException();
} }
@ -122,7 +125,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
ulong originalVa = gpuVa; ulong originalVa = gpuVa;
_virtualRanges.Lock.EnterWriteLock(); _virtualRanges.Lock.EnterWriteLock();
(RangeItem<VirtualRange> first, RangeItem<VirtualRange> last) = _virtualRanges.FindOverlapsAsNodes(gpuVa, size); (VirtualRange first, VirtualRange last) = _virtualRanges.FindOverlapsAsNodes(gpuVa, size);
if (first is not null) if (first is not null)
{ {
@ -147,8 +150,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
} }
else else
{ {
found = first.Value.Range.Count == 1 || IsSparseAligned(first.Value.Range); found = first.Range.Count == 1 || IsSparseAligned(first.Range);
range = first.Value.Range.Slice(gpuVa - first.Address, size); range = first.Range.Slice(gpuVa - first.Address, size);
} }
} }
else else

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