Ryujinx/Ryujinx.Common/Configuration/ConfigurationState.cs

887 lines
41 KiB
C#
Raw Normal View History

using Ryujinx.Common;
using Ryujinx.Common.Configuration;
using Ryujinx.Common.Configuration.Hid;
Miria: The Death of OpenTK 3 (#2194) * openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
2021-04-14 06:28:43 -04:00
using Ryujinx.Common.Configuration.Hid.Keyboard;
using Ryujinx.Common.Logging;
using Ryujinx.Configuration.System;
using Ryujinx.Configuration.Ui;
using System;
using System.Collections.Generic;
namespace Ryujinx.Configuration
{
public class ConfigurationState
{
/// <summary>
/// UI configuration section
/// </summary>
public class UiSection
{
public class Columns
{
public ReactiveObject<bool> FavColumn { get; private set; }
public ReactiveObject<bool> IconColumn { get; private set; }
public ReactiveObject<bool> AppColumn { get; private set; }
public ReactiveObject<bool> DevColumn { get; private set; }
public ReactiveObject<bool> VersionColumn { get; private set; }
public ReactiveObject<bool> TimePlayedColumn { get; private set; }
public ReactiveObject<bool> LastPlayedColumn { get; private set; }
public ReactiveObject<bool> FileExtColumn { get; private set; }
public ReactiveObject<bool> FileSizeColumn { get; private set; }
public ReactiveObject<bool> PathColumn { get; private set; }
public Columns()
{
FavColumn = new ReactiveObject<bool>();
IconColumn = new ReactiveObject<bool>();
AppColumn = new ReactiveObject<bool>();
DevColumn = new ReactiveObject<bool>();
VersionColumn = new ReactiveObject<bool>();
TimePlayedColumn = new ReactiveObject<bool>();
LastPlayedColumn = new ReactiveObject<bool>();
FileExtColumn = new ReactiveObject<bool>();
FileSizeColumn = new ReactiveObject<bool>();
PathColumn = new ReactiveObject<bool>();
}
}
public class ColumnSortSettings
{
public ReactiveObject<int> SortColumnId { get; private set; }
public ReactiveObject<bool> SortAscending { get; private set; }
public ColumnSortSettings()
{
SortColumnId = new ReactiveObject<int>();
SortAscending = new ReactiveObject<bool>();
}
}
/// <summary>
/// Used to toggle columns in the GUI
/// </summary>
public Columns GuiColumns { get; private set; }
/// <summary>
/// Used to configure column sort settings in the GUI
/// </summary>
public ColumnSortSettings ColumnSort { get; private set; }
/// <summary>
/// A list of directories containing games to be used to load games into the games list
/// </summary>
public ReactiveObject<List<string>> GameDirs { get; private set; }
/// <summary>
/// Enable or disable custom themes in the GUI
/// </summary>
public ReactiveObject<bool> EnableCustomTheme { get; private set; }
/// <summary>
/// Path to custom GUI theme
/// </summary>
public ReactiveObject<string> CustomThemePath { get; private set; }
/// <summary>
/// Start games in fullscreen mode
/// </summary>
public ReactiveObject<bool> StartFullscreen { get; private set; }
public UiSection()
{
GuiColumns = new Columns();
ColumnSort = new ColumnSortSettings();
GameDirs = new ReactiveObject<List<string>>();
EnableCustomTheme = new ReactiveObject<bool>();
CustomThemePath = new ReactiveObject<string>();
StartFullscreen = new ReactiveObject<bool>();
}
}
/// <summary>
/// Logger configuration section
/// </summary>
public class LoggerSection
{
/// <summary>
/// Enables printing debug log messages
/// </summary>
public ReactiveObject<bool> EnableDebug { get; private set; }
/// <summary>
/// Enables printing stub log messages
/// </summary>
public ReactiveObject<bool> EnableStub { get; private set; }
/// <summary>
/// Enables printing info log messages
/// </summary>
public ReactiveObject<bool> EnableInfo { get; private set; }
/// <summary>
/// Enables printing warning log messages
/// </summary>
public ReactiveObject<bool> EnableWarn { get; private set; }
/// <summary>
/// Enables printing error log messages
/// </summary>
public ReactiveObject<bool> EnableError { get; private set; }
/// <summary>
/// Enables printing guest log messages
/// </summary>
public ReactiveObject<bool> EnableGuest { get; private set; }
/// <summary>
/// Enables printing FS access log messages
/// </summary>
public ReactiveObject<bool> EnableFsAccessLog { get; private set; }
/// <summary>
/// Controls which log messages are written to the log targets
/// </summary>
public ReactiveObject<LogClass[]> FilteredClasses { get; private set; }
/// <summary>
/// Enables or disables logging to a file on disk
/// </summary>
public ReactiveObject<bool> EnableFileLog { get; private set; }
/// <summary>
/// Controls which OpenGL log messages are recorded in the log
/// </summary>
public ReactiveObject<GraphicsDebugLevel> GraphicsDebugLevel { get; private set; }
public LoggerSection()
{
EnableDebug = new ReactiveObject<bool>();
EnableStub = new ReactiveObject<bool>();
EnableInfo = new ReactiveObject<bool>();
EnableWarn = new ReactiveObject<bool>();
EnableError = new ReactiveObject<bool>();
EnableGuest = new ReactiveObject<bool>();
EnableFsAccessLog = new ReactiveObject<bool>();
FilteredClasses = new ReactiveObject<LogClass[]>();
EnableFileLog = new ReactiveObject<bool>();
EnableFileLog.Event += static (sender, e) => LogValueChange(sender, e, nameof(EnableFileLog));
GraphicsDebugLevel = new ReactiveObject<GraphicsDebugLevel>();
}
}
/// <summary>
/// System configuration section
/// </summary>
public class SystemSection
{
/// <summary>
/// Change System Language
/// </summary>
public ReactiveObject<Language> Language { get; private set; }
/// <summary>
/// Change System Region
/// </summary>
public ReactiveObject<Region> Region { get; private set; }
/// <summary>
/// Change System TimeZone
/// </summary>
public ReactiveObject<string> TimeZone { get; private set; }
/// <summary>
/// System Time Offset in Seconds
/// </summary>
public ReactiveObject<long> SystemTimeOffset { get; private set; }
/// <summary>
/// Enables or disables Docked Mode
/// </summary>
public ReactiveObject<bool> EnableDockedMode { get; private set; }
Add Profiled Persistent Translation Cache. (#769) * Delete DelegateTypes.cs * Delete DelegateCache.cs * Add files via upload * Update Horizon.cs * Update Program.cs * Update MainWindow.cs * Update Aot.cs * Update RelocEntry.cs * Update Translator.cs * Update MemoryManager.cs * Update InstEmitMemoryHelper.cs * Update Delegates.cs * Nit. * Nit. * Nit. * 10 fewer MSIL bytes for us * Add comment. Nits. * Update Translator.cs * Update Aot.cs * Nits. * Opt.. * Opt.. * Opt.. * Opt.. * Allow to change compression level. * Update MemoryManager.cs * Update Translator.cs * Manage corner cases during the save phase. Nits. * Update Aot.cs * Translator response tweak for Aot disabled. Nit. * Nit. * Nits. * Create DelegateHelpers.cs * Update Delegates.cs * Nit. * Nit. * Nits. * Fix due to #784. * Fixes due to #757 & #841. * Fix due to #846. * Fix due to #847. * Use MethodInfo for managed method calls. Use IR methods instead of managed methods about Max/Min (S/U). Follow-ups & Nits. * Add missing exception messages. Reintroduce slow path for Fmov_Vi. Implement slow path for Fmov_Si. * Switch to the new folder structure. Nits. * Impl. index-based relocation information. Impl. cache file version field. * Nit. * Address gdkchan comments. Mainly: - fixed cache file corruption issue on exit; - exposed a way to disable AOT on the GUI. * Address AcK77 comment. * Address Thealexbarney, jduncanator & emmauss comments. Header magic, CpuId (FI) & Aot -> Ptc. * Adaptation to the new application reloading system. Improvements to the call system of managed methods. Follow-ups. Nits. * Get the same boot times as on master when PTC is disabled. * Profiled Aot. * A32 support (#897). * #975 support (1 of 2). * #975 support (2 of 2). * Rebase fix & nits. * Some fixes and nits (still one bug left). * One fix & nits. * Tests fix (by gdk) & nits. * Support translations not only in high quality and rejit. Nits. * Added possibility to skip translations and continue execution, using `ESC` key. * Update SettingsWindow.cs * Update GLRenderer.cs * Update Ptc.cs * Disabled Profiled PTC by default as requested in the past by gdk. * Fix rejit bug. Increased number of parallel translations. Add stack unwinding stuffs support (1 of 2). Nits. * Add stack unwinding stuffs support (2 of 2). Tuned number of parallel translations. * Restored the ability to assemble jumps with 8-bit offset when Profiled PTC is disabled or during profiling. Modifications due to rebase. Nits. * Limited profiling of the functions to be translated to the addresses belonging to the range of static objects only. * Nits. * Nits. * Update Delegates.cs * Nit. * Update InstEmitSimdArithmetic.cs * Address riperiperi comments. * Fixed the issue of unjustifiably longer boot times at the second boot than at the first boot, measured at the same time or reference point and with the same number of translated functions. * Implemented a simple redundant load/save mechanism. Halved the value of Decoder.MaxInstsPerFunction more appropriate for the current performance of the Translator. Replaced by Logger.PrintError to Logger.PrintDebug in TexturePool.cs about the supposed invalid texture format to avoid the spawn of the log. Nits. * Nit. Improved Logger.PrintError in TexturePool.cs to avoid log spawn. Added missing code for FZ handling (in output) for fp max/min instructions (slow paths). * Add configuration migration for PTC Co-authored-by: Thog <me@thog.eu>
2020-06-16 14:28:02 -04:00
/// <summary>
/// Enables or disables profiled translation cache persistency
/// </summary>
public ReactiveObject<bool> EnablePtc { get; private set; }
/// <summary>
/// Enables integrity checks on Game content files
/// </summary>
public ReactiveObject<bool> EnableFsIntegrityChecks { get; private set; }
/// <summary>
/// Enables FS access log output to the console. Possible modes are 0-3
/// </summary>
public ReactiveObject<int> FsGlobalAccessLogMode { get; private set; }
/// <summary>
/// The selected audio backend
/// </summary>
public ReactiveObject<AudioBackend> AudioBackend { get; private set; }
/// <summary>
/// Defines the amount of RAM available on the emulated system, and how it is distributed
/// </summary>
public ReactiveObject<bool> ExpandRam { get; private set; }
/// <summary>
/// Enable or disable ignoring missing services
/// </summary>
public ReactiveObject<bool> IgnoreMissingServices { get; private set; }
public SystemSection()
{
Language = new ReactiveObject<Language>();
Region = new ReactiveObject<Region>();
TimeZone = new ReactiveObject<string>();
SystemTimeOffset = new ReactiveObject<long>();
EnableDockedMode = new ReactiveObject<bool>();
EnableDockedMode.Event += static (sender, e) => LogValueChange(sender, e, nameof(EnableDockedMode));
EnablePtc = new ReactiveObject<bool>();
EnablePtc.Event += static (sender, e) => LogValueChange(sender, e, nameof(EnablePtc));
EnableFsIntegrityChecks = new ReactiveObject<bool>();
EnableFsIntegrityChecks.Event += static (sender, e) => LogValueChange(sender, e, nameof(EnableFsIntegrityChecks));
FsGlobalAccessLogMode = new ReactiveObject<int>();
FsGlobalAccessLogMode.Event += static (sender, e) => LogValueChange(sender, e, nameof(FsGlobalAccessLogMode));
AudioBackend = new ReactiveObject<AudioBackend>();
AudioBackend.Event += static (sender, e) => LogValueChange(sender, e, nameof(AudioBackend));
ExpandRam = new ReactiveObject<bool>();
ExpandRam.Event += static (sender, e) => LogValueChange(sender, e, nameof(ExpandRam));
IgnoreMissingServices = new ReactiveObject<bool>();
IgnoreMissingServices.Event += static (sender, e) => LogValueChange(sender, e, nameof(IgnoreMissingServices));
}
}
/// <summary>
/// Hid configuration section
/// </summary>
public class HidSection
{
/// <summary>
/// Enable or disable keyboard support (Independent from controllers binding)
/// </summary>
public ReactiveObject<bool> EnableKeyboard { get; private set; }
/// <summary>
/// Hotkey Keyboard Bindings
/// </summary>
public ReactiveObject<KeyboardHotkeys> Hotkeys { get; private set; }
/// <summary>
/// Input device configuration.
/// NOTE: This ReactiveObject won't issue an event when the List has elements added or removed.
/// TODO: Implement a ReactiveList class.
/// </summary>
public ReactiveObject<List<InputConfig>> InputConfig { get; private set; }
public HidSection()
{
EnableKeyboard = new ReactiveObject<bool>();
Hotkeys = new ReactiveObject<KeyboardHotkeys>();
InputConfig = new ReactiveObject<List<InputConfig>>();
}
}
/// <summary>
/// Graphics configuration section
/// </summary>
public class GraphicsSection
{
/// <summary>
/// Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide.
/// </summary>
public ReactiveObject<float> MaxAnisotropy { get; private set; }
/// <summary>
/// Aspect Ratio applied to the renderer window.
/// </summary>
public ReactiveObject<AspectRatio> AspectRatio { get; private set; }
/// <summary>
/// Resolution Scale. An integer scale applied to applicable render targets. Values 1-4, or -1 to use a custom floating point scale instead.
/// </summary>
public ReactiveObject<int> ResScale { get; private set; }
/// <summary>
/// Custom Resolution Scale. A custom floating point scale applied to applicable render targets. Only active when Resolution Scale is -1.
/// </summary>
public ReactiveObject<float> ResScaleCustom { get; private set; }
/// <summary>
/// Dumps shaders in this local directory
/// </summary>
public ReactiveObject<string> ShadersDumpPath { get; private set; }
/// <summary>
/// Enables or disables Vertical Sync
/// </summary>
public ReactiveObject<bool> EnableVsync { get; private set; }
/// <summary>
/// Enables or disables Shader cache
/// </summary>
public ReactiveObject<bool> EnableShaderCache { get; private set; }
public GraphicsSection()
{
ResScale = new ReactiveObject<int>();
ResScale.Event += static (sender, e) => LogValueChange(sender, e, nameof(ResScale));
ResScaleCustom = new ReactiveObject<float>();
ResScaleCustom.Event += static (sender, e) => LogValueChange(sender, e, nameof(ResScaleCustom));
MaxAnisotropy = new ReactiveObject<float>();
MaxAnisotropy.Event += static (sender, e) => LogValueChange(sender, e, nameof(MaxAnisotropy));
AspectRatio = new ReactiveObject<AspectRatio>();
AspectRatio.Event += static (sender, e) => LogValueChange(sender, e, nameof(AspectRatio));
ShadersDumpPath = new ReactiveObject<string>();
EnableVsync = new ReactiveObject<bool>();
EnableVsync.Event += static (sender, e) => LogValueChange(sender, e, nameof(EnableVsync));
EnableShaderCache = new ReactiveObject<bool>();
EnableShaderCache.Event += static (sender, e) => LogValueChange(sender, e, nameof(EnableShaderCache));
}
}
/// <summary>
/// The default configuration instance
/// </summary>
public static ConfigurationState Instance { get; private set; }
/// <summary>
/// The Ui section
/// </summary>
public UiSection Ui { get; private set; }
/// <summary>
/// The Logger section
/// </summary>
public LoggerSection Logger { get; private set; }
/// <summary>
/// The System section
/// </summary>
public SystemSection System { get; private set; }
/// <summary>
/// The Graphics section
/// </summary>
public GraphicsSection Graphics { get; private set; }
/// <summary>
/// The Hid section
/// </summary>
public HidSection Hid { get; private set; }
/// <summary>
/// Enables or disables Discord Rich Presence
/// </summary>
public ReactiveObject<bool> EnableDiscordIntegration { get; private set; }
/// <summary>
/// Checks for updates when Ryujinx starts when enabled
/// </summary>
public ReactiveObject<bool> CheckUpdatesOnStart { get; private set; }
/// <summary>
/// Show "Confirm Exit" Dialog
/// </summary>
public ReactiveObject<bool> ShowConfirmExit { get; private set; }
/// <summary>
/// Hide Cursor on Idle
/// </summary>
public ReactiveObject<bool> HideCursorOnIdle { get; private set; }
private ConfigurationState()
{
Ui = new UiSection();
Logger = new LoggerSection();
System = new SystemSection();
Graphics = new GraphicsSection();
Hid = new HidSection();
EnableDiscordIntegration = new ReactiveObject<bool>();
CheckUpdatesOnStart = new ReactiveObject<bool>();
ShowConfirmExit = new ReactiveObject<bool>();
HideCursorOnIdle = new ReactiveObject<bool>();
}
public ConfigurationFileFormat ToFileFormat()
{
ConfigurationFileFormat configurationFile = new ConfigurationFileFormat
{
Version = ConfigurationFileFormat.CurrentVersion,
ResScale = Graphics.ResScale,
ResScaleCustom = Graphics.ResScaleCustom,
MaxAnisotropy = Graphics.MaxAnisotropy,
AspectRatio = Graphics.AspectRatio,
GraphicsShadersDumpPath = Graphics.ShadersDumpPath,
LoggingEnableDebug = Logger.EnableDebug,
LoggingEnableStub = Logger.EnableStub,
LoggingEnableInfo = Logger.EnableInfo,
LoggingEnableWarn = Logger.EnableWarn,
LoggingEnableError = Logger.EnableError,
LoggingEnableGuest = Logger.EnableGuest,
LoggingEnableFsAccessLog = Logger.EnableFsAccessLog,
LoggingFilteredClasses = Logger.FilteredClasses,
LoggingGraphicsDebugLevel = Logger.GraphicsDebugLevel,
EnableFileLog = Logger.EnableFileLog,
SystemLanguage = System.Language,
SystemRegion = System.Region,
SystemTimeZone = System.TimeZone,
SystemTimeOffset = System.SystemTimeOffset,
DockedMode = System.EnableDockedMode,
EnableDiscordIntegration = EnableDiscordIntegration,
CheckUpdatesOnStart = CheckUpdatesOnStart,
ShowConfirmExit = ShowConfirmExit,
HideCursorOnIdle = HideCursorOnIdle,
EnableVsync = Graphics.EnableVsync,
EnableShaderCache = Graphics.EnableShaderCache,
Add Profiled Persistent Translation Cache. (#769) * Delete DelegateTypes.cs * Delete DelegateCache.cs * Add files via upload * Update Horizon.cs * Update Program.cs * Update MainWindow.cs * Update Aot.cs * Update RelocEntry.cs * Update Translator.cs * Update MemoryManager.cs * Update InstEmitMemoryHelper.cs * Update Delegates.cs * Nit. * Nit. * Nit. * 10 fewer MSIL bytes for us * Add comment. Nits. * Update Translator.cs * Update Aot.cs * Nits. * Opt.. * Opt.. * Opt.. * Opt.. * Allow to change compression level. * Update MemoryManager.cs * Update Translator.cs * Manage corner cases during the save phase. Nits. * Update Aot.cs * Translator response tweak for Aot disabled. Nit. * Nit. * Nits. * Create DelegateHelpers.cs * Update Delegates.cs * Nit. * Nit. * Nits. * Fix due to #784. * Fixes due to #757 & #841. * Fix due to #846. * Fix due to #847. * Use MethodInfo for managed method calls. Use IR methods instead of managed methods about Max/Min (S/U). Follow-ups & Nits. * Add missing exception messages. Reintroduce slow path for Fmov_Vi. Implement slow path for Fmov_Si. * Switch to the new folder structure. Nits. * Impl. index-based relocation information. Impl. cache file version field. * Nit. * Address gdkchan comments. Mainly: - fixed cache file corruption issue on exit; - exposed a way to disable AOT on the GUI. * Address AcK77 comment. * Address Thealexbarney, jduncanator & emmauss comments. Header magic, CpuId (FI) & Aot -> Ptc. * Adaptation to the new application reloading system. Improvements to the call system of managed methods. Follow-ups. Nits. * Get the same boot times as on master when PTC is disabled. * Profiled Aot. * A32 support (#897). * #975 support (1 of 2). * #975 support (2 of 2). * Rebase fix & nits. * Some fixes and nits (still one bug left). * One fix & nits. * Tests fix (by gdk) & nits. * Support translations not only in high quality and rejit. Nits. * Added possibility to skip translations and continue execution, using `ESC` key. * Update SettingsWindow.cs * Update GLRenderer.cs * Update Ptc.cs * Disabled Profiled PTC by default as requested in the past by gdk. * Fix rejit bug. Increased number of parallel translations. Add stack unwinding stuffs support (1 of 2). Nits. * Add stack unwinding stuffs support (2 of 2). Tuned number of parallel translations. * Restored the ability to assemble jumps with 8-bit offset when Profiled PTC is disabled or during profiling. Modifications due to rebase. Nits. * Limited profiling of the functions to be translated to the addresses belonging to the range of static objects only. * Nits. * Nits. * Update Delegates.cs * Nit. * Update InstEmitSimdArithmetic.cs * Address riperiperi comments. * Fixed the issue of unjustifiably longer boot times at the second boot than at the first boot, measured at the same time or reference point and with the same number of translated functions. * Implemented a simple redundant load/save mechanism. Halved the value of Decoder.MaxInstsPerFunction more appropriate for the current performance of the Translator. Replaced by Logger.PrintError to Logger.PrintDebug in TexturePool.cs about the supposed invalid texture format to avoid the spawn of the log. Nits. * Nit. Improved Logger.PrintError in TexturePool.cs to avoid log spawn. Added missing code for FZ handling (in output) for fp max/min instructions (slow paths). * Add configuration migration for PTC Co-authored-by: Thog <me@thog.eu>
2020-06-16 14:28:02 -04:00
EnablePtc = System.EnablePtc,
EnableFsIntegrityChecks = System.EnableFsIntegrityChecks,
FsGlobalAccessLogMode = System.FsGlobalAccessLogMode,
AudioBackend = System.AudioBackend,
ExpandRam = System.ExpandRam,
IgnoreMissingServices = System.IgnoreMissingServices,
GuiColumns = new GuiColumns
{
FavColumn = Ui.GuiColumns.FavColumn,
IconColumn = Ui.GuiColumns.IconColumn,
AppColumn = Ui.GuiColumns.AppColumn,
DevColumn = Ui.GuiColumns.DevColumn,
VersionColumn = Ui.GuiColumns.VersionColumn,
TimePlayedColumn = Ui.GuiColumns.TimePlayedColumn,
LastPlayedColumn = Ui.GuiColumns.LastPlayedColumn,
FileExtColumn = Ui.GuiColumns.FileExtColumn,
FileSizeColumn = Ui.GuiColumns.FileSizeColumn,
PathColumn = Ui.GuiColumns.PathColumn,
},
ColumnSort = new ColumnSort
{
SortColumnId = Ui.ColumnSort.SortColumnId,
SortAscending = Ui.ColumnSort.SortAscending
},
GameDirs = Ui.GameDirs,
EnableCustomTheme = Ui.EnableCustomTheme,
CustomThemePath = Ui.CustomThemePath,
StartFullscreen = Ui.StartFullscreen,
EnableKeyboard = Hid.EnableKeyboard,
Hotkeys = Hid.Hotkeys,
Miria: The Death of OpenTK 3 (#2194) * openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
2021-04-14 06:28:43 -04:00
KeyboardConfig = new List<object>(),
ControllerConfig = new List<object>(),
InputConfig = Hid.InputConfig,
};
return configurationFile;
}
public void LoadDefault()
{
Graphics.ResScale.Value = 1;
Graphics.ResScaleCustom.Value = 1.0f;
Graphics.MaxAnisotropy.Value = -1.0f;
Graphics.AspectRatio.Value = AspectRatio.Fixed16x9;
Graphics.ShadersDumpPath.Value = "";
Logger.EnableDebug.Value = false;
Logger.EnableStub.Value = true;
Logger.EnableInfo.Value = true;
Logger.EnableWarn.Value = true;
Logger.EnableError.Value = true;
Logger.EnableGuest.Value = true;
Logger.EnableFsAccessLog.Value = false;
Logger.FilteredClasses.Value = Array.Empty<LogClass>();
Logger.GraphicsDebugLevel.Value = GraphicsDebugLevel.None;
Logger.EnableFileLog.Value = true;
System.Language.Value = Language.AmericanEnglish;
System.Region.Value = Region.USA;
System.TimeZone.Value = "UTC";
System.SystemTimeOffset.Value = 0;
System.EnableDockedMode.Value = true;
EnableDiscordIntegration.Value = true;
CheckUpdatesOnStart.Value = true;
ShowConfirmExit.Value = true;
HideCursorOnIdle.Value = false;
Graphics.EnableVsync.Value = true;
Graphics.EnableShaderCache.Value = true;
System.EnablePtc.Value = true;
System.EnableFsIntegrityChecks.Value = true;
System.FsGlobalAccessLogMode.Value = 0;
System.AudioBackend.Value = AudioBackend.OpenAl;
System.ExpandRam.Value = false;
System.IgnoreMissingServices.Value = false;
Ui.GuiColumns.FavColumn.Value = true;
Ui.GuiColumns.IconColumn.Value = true;
Ui.GuiColumns.AppColumn.Value = true;
Ui.GuiColumns.DevColumn.Value = true;
Ui.GuiColumns.VersionColumn.Value = true;
Ui.GuiColumns.TimePlayedColumn.Value = true;
Ui.GuiColumns.LastPlayedColumn.Value = true;
Ui.GuiColumns.FileExtColumn.Value = true;
Ui.GuiColumns.FileSizeColumn.Value = true;
Ui.GuiColumns.PathColumn.Value = true;
Ui.ColumnSort.SortColumnId.Value = 0;
Ui.ColumnSort.SortAscending.Value = false;
Ui.GameDirs.Value = new List<string>();
Ui.EnableCustomTheme.Value = false;
Ui.CustomThemePath.Value = "";
Ui.StartFullscreen.Value = false;
Hid.EnableKeyboard.Value = false;
Hid.Hotkeys.Value = new KeyboardHotkeys
{
ToggleVsync = Key.Tab
};
Hid.InputConfig.Value = new List<InputConfig>
{
Miria: The Death of OpenTK 3 (#2194) * openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
2021-04-14 06:28:43 -04:00
new StandardKeyboardInputConfig
{
Version = InputConfig.CurrentVersion,
Backend = InputBackendType.WindowKeyboard,
Id = "0",
PlayerIndex = PlayerIndex.Player1,
ControllerType = ControllerType.JoyconPair,
LeftJoycon = new LeftJoyconCommonConfig<Key>
{
DpadUp = Key.Up,
DpadDown = Key.Down,
DpadLeft = Key.Left,
DpadRight = Key.Right,
ButtonMinus = Key.Minus,
ButtonL = Key.E,
ButtonZl = Key.Q,
ButtonSl = Key.Unbound,
ButtonSr = Key.Unbound
},
LeftJoyconStick = new JoyconConfigKeyboardStick<Key>
{
StickUp = Key.W,
StickDown = Key.S,
StickLeft = Key.A,
StickRight = Key.D,
StickButton = Key.F,
},
RightJoycon = new RightJoyconCommonConfig<Key>
{
ButtonA = Key.Z,
ButtonB = Key.X,
ButtonX = Key.C,
ButtonY = Key.V,
ButtonPlus = Key.Plus,
ButtonR = Key.U,
ButtonZr = Key.O,
ButtonSl = Key.Unbound,
ButtonSr = Key.Unbound
},
RightJoyconStick = new JoyconConfigKeyboardStick<Key>
{
StickUp = Key.I,
StickDown = Key.K,
StickLeft = Key.J,
StickRight = Key.L,
StickButton = Key.H,
}
}
};
}
public void Load(ConfigurationFileFormat configurationFileFormat, string configurationFilePath)
{
bool configurationFileUpdated = false;
if (configurationFileFormat.Version < 0 || configurationFileFormat.Version > ConfigurationFileFormat.CurrentVersion)
{
Common.Logging.Logger.Warning?.Print(LogClass.Application, $"Unsupported configuration version {configurationFileFormat.Version}, loading default.");
LoadDefault();
return;
}
if (configurationFileFormat.Version < 2)
{
Common.Logging.Logger.Warning?.Print(LogClass.Application, $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 2.");
configurationFileFormat.SystemRegion = Region.USA;
configurationFileUpdated = true;
}
if (configurationFileFormat.Version < 3)
{
Common.Logging.Logger.Warning?.Print(LogClass.Application, $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 3.");
configurationFileFormat.SystemTimeZone = "UTC";
configurationFileUpdated = true;
}
if (configurationFileFormat.Version < 4)
{
Common.Logging.Logger.Warning?.Print(LogClass.Application, $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 4.");
configurationFileFormat.MaxAnisotropy = -1;
configurationFileUpdated = true;
}
if (configurationFileFormat.Version < 5)
{
Common.Logging.Logger.Warning?.Print(LogClass.Application, $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 5.");
configurationFileFormat.SystemTimeOffset = 0;
configurationFileUpdated = true;
}
Add Profiled Persistent Translation Cache. (#769) * Delete DelegateTypes.cs * Delete DelegateCache.cs * Add files via upload * Update Horizon.cs * Update Program.cs * Update MainWindow.cs * Update Aot.cs * Update RelocEntry.cs * Update Translator.cs * Update MemoryManager.cs * Update InstEmitMemoryHelper.cs * Update Delegates.cs * Nit. * Nit. * Nit. * 10 fewer MSIL bytes for us * Add comment. Nits. * Update Translator.cs * Update Aot.cs * Nits. * Opt.. * Opt.. * Opt.. * Opt.. * Allow to change compression level. * Update MemoryManager.cs * Update Translator.cs * Manage corner cases during the save phase. Nits. * Update Aot.cs * Translator response tweak for Aot disabled. Nit. * Nit. * Nits. * Create DelegateHelpers.cs * Update Delegates.cs * Nit. * Nit. * Nits. * Fix due to #784. * Fixes due to #757 & #841. * Fix due to #846. * Fix due to #847. * Use MethodInfo for managed method calls. Use IR methods instead of managed methods about Max/Min (S/U). Follow-ups & Nits. * Add missing exception messages. Reintroduce slow path for Fmov_Vi. Implement slow path for Fmov_Si. * Switch to the new folder structure. Nits. * Impl. index-based relocation information. Impl. cache file version field. * Nit. * Address gdkchan comments. Mainly: - fixed cache file corruption issue on exit; - exposed a way to disable AOT on the GUI. * Address AcK77 comment. * Address Thealexbarney, jduncanator & emmauss comments. Header magic, CpuId (FI) & Aot -> Ptc. * Adaptation to the new application reloading system. Improvements to the call system of managed methods. Follow-ups. Nits. * Get the same boot times as on master when PTC is disabled. * Profiled Aot. * A32 support (#897). * #975 support (1 of 2). * #975 support (2 of 2). * Rebase fix & nits. * Some fixes and nits (still one bug left). * One fix & nits. * Tests fix (by gdk) & nits. * Support translations not only in high quality and rejit. Nits. * Added possibility to skip translations and continue execution, using `ESC` key. * Update SettingsWindow.cs * Update GLRenderer.cs * Update Ptc.cs * Disabled Profiled PTC by default as requested in the past by gdk. * Fix rejit bug. Increased number of parallel translations. Add stack unwinding stuffs support (1 of 2). Nits. * Add stack unwinding stuffs support (2 of 2). Tuned number of parallel translations. * Restored the ability to assemble jumps with 8-bit offset when Profiled PTC is disabled or during profiling. Modifications due to rebase. Nits. * Limited profiling of the functions to be translated to the addresses belonging to the range of static objects only. * Nits. * Nits. * Update Delegates.cs * Nit. * Update InstEmitSimdArithmetic.cs * Address riperiperi comments. * Fixed the issue of unjustifiably longer boot times at the second boot than at the first boot, measured at the same time or reference point and with the same number of translated functions. * Implemented a simple redundant load/save mechanism. Halved the value of Decoder.MaxInstsPerFunction more appropriate for the current performance of the Translator. Replaced by Logger.PrintError to Logger.PrintDebug in TexturePool.cs about the supposed invalid texture format to avoid the spawn of the log. Nits. * Nit. Improved Logger.PrintError in TexturePool.cs to avoid log spawn. Added missing code for FZ handling (in output) for fp max/min instructions (slow paths). * Add configuration migration for PTC Co-authored-by: Thog <me@thog.eu>
2020-06-16 14:28:02 -04:00
if (configurationFileFormat.Version < 8)
{
Common.Logging.Logger.Warning?.Print(LogClass.Application, $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 8.");
Add Profiled Persistent Translation Cache. (#769) * Delete DelegateTypes.cs * Delete DelegateCache.cs * Add files via upload * Update Horizon.cs * Update Program.cs * Update MainWindow.cs * Update Aot.cs * Update RelocEntry.cs * Update Translator.cs * Update MemoryManager.cs * Update InstEmitMemoryHelper.cs * Update Delegates.cs * Nit. * Nit. * Nit. * 10 fewer MSIL bytes for us * Add comment. Nits. * Update Translator.cs * Update Aot.cs * Nits. * Opt.. * Opt.. * Opt.. * Opt.. * Allow to change compression level. * Update MemoryManager.cs * Update Translator.cs * Manage corner cases during the save phase. Nits. * Update Aot.cs * Translator response tweak for Aot disabled. Nit. * Nit. * Nits. * Create DelegateHelpers.cs * Update Delegates.cs * Nit. * Nit. * Nits. * Fix due to #784. * Fixes due to #757 & #841. * Fix due to #846. * Fix due to #847. * Use MethodInfo for managed method calls. Use IR methods instead of managed methods about Max/Min (S/U). Follow-ups & Nits. * Add missing exception messages. Reintroduce slow path for Fmov_Vi. Implement slow path for Fmov_Si. * Switch to the new folder structure. Nits. * Impl. index-based relocation information. Impl. cache file version field. * Nit. * Address gdkchan comments. Mainly: - fixed cache file corruption issue on exit; - exposed a way to disable AOT on the GUI. * Address AcK77 comment. * Address Thealexbarney, jduncanator & emmauss comments. Header magic, CpuId (FI) & Aot -> Ptc. * Adaptation to the new application reloading system. Improvements to the call system of managed methods. Follow-ups. Nits. * Get the same boot times as on master when PTC is disabled. * Profiled Aot. * A32 support (#897). * #975 support (1 of 2). * #975 support (2 of 2). * Rebase fix & nits. * Some fixes and nits (still one bug left). * One fix & nits. * Tests fix (by gdk) & nits. * Support translations not only in high quality and rejit. Nits. * Added possibility to skip translations and continue execution, using `ESC` key. * Update SettingsWindow.cs * Update GLRenderer.cs * Update Ptc.cs * Disabled Profiled PTC by default as requested in the past by gdk. * Fix rejit bug. Increased number of parallel translations. Add stack unwinding stuffs support (1 of 2). Nits. * Add stack unwinding stuffs support (2 of 2). Tuned number of parallel translations. * Restored the ability to assemble jumps with 8-bit offset when Profiled PTC is disabled or during profiling. Modifications due to rebase. Nits. * Limited profiling of the functions to be translated to the addresses belonging to the range of static objects only. * Nits. * Nits. * Update Delegates.cs * Nit. * Update InstEmitSimdArithmetic.cs * Address riperiperi comments. * Fixed the issue of unjustifiably longer boot times at the second boot than at the first boot, measured at the same time or reference point and with the same number of translated functions. * Implemented a simple redundant load/save mechanism. Halved the value of Decoder.MaxInstsPerFunction more appropriate for the current performance of the Translator. Replaced by Logger.PrintError to Logger.PrintDebug in TexturePool.cs about the supposed invalid texture format to avoid the spawn of the log. Nits. * Nit. Improved Logger.PrintError in TexturePool.cs to avoid log spawn. Added missing code for FZ handling (in output) for fp max/min instructions (slow paths). * Add configuration migration for PTC Co-authored-by: Thog <me@thog.eu>
2020-06-16 14:28:02 -04:00
configurationFileFormat.EnablePtc = true;
Add Profiled Persistent Translation Cache. (#769) * Delete DelegateTypes.cs * Delete DelegateCache.cs * Add files via upload * Update Horizon.cs * Update Program.cs * Update MainWindow.cs * Update Aot.cs * Update RelocEntry.cs * Update Translator.cs * Update MemoryManager.cs * Update InstEmitMemoryHelper.cs * Update Delegates.cs * Nit. * Nit. * Nit. * 10 fewer MSIL bytes for us * Add comment. Nits. * Update Translator.cs * Update Aot.cs * Nits. * Opt.. * Opt.. * Opt.. * Opt.. * Allow to change compression level. * Update MemoryManager.cs * Update Translator.cs * Manage corner cases during the save phase. Nits. * Update Aot.cs * Translator response tweak for Aot disabled. Nit. * Nit. * Nits. * Create DelegateHelpers.cs * Update Delegates.cs * Nit. * Nit. * Nits. * Fix due to #784. * Fixes due to #757 & #841. * Fix due to #846. * Fix due to #847. * Use MethodInfo for managed method calls. Use IR methods instead of managed methods about Max/Min (S/U). Follow-ups & Nits. * Add missing exception messages. Reintroduce slow path for Fmov_Vi. Implement slow path for Fmov_Si. * Switch to the new folder structure. Nits. * Impl. index-based relocation information. Impl. cache file version field. * Nit. * Address gdkchan comments. Mainly: - fixed cache file corruption issue on exit; - exposed a way to disable AOT on the GUI. * Address AcK77 comment. * Address Thealexbarney, jduncanator & emmauss comments. Header magic, CpuId (FI) & Aot -> Ptc. * Adaptation to the new application reloading system. Improvements to the call system of managed methods. Follow-ups. Nits. * Get the same boot times as on master when PTC is disabled. * Profiled Aot. * A32 support (#897). * #975 support (1 of 2). * #975 support (2 of 2). * Rebase fix & nits. * Some fixes and nits (still one bug left). * One fix & nits. * Tests fix (by gdk) & nits. * Support translations not only in high quality and rejit. Nits. * Added possibility to skip translations and continue execution, using `ESC` key. * Update SettingsWindow.cs * Update GLRenderer.cs * Update Ptc.cs * Disabled Profiled PTC by default as requested in the past by gdk. * Fix rejit bug. Increased number of parallel translations. Add stack unwinding stuffs support (1 of 2). Nits. * Add stack unwinding stuffs support (2 of 2). Tuned number of parallel translations. * Restored the ability to assemble jumps with 8-bit offset when Profiled PTC is disabled or during profiling. Modifications due to rebase. Nits. * Limited profiling of the functions to be translated to the addresses belonging to the range of static objects only. * Nits. * Nits. * Update Delegates.cs * Nit. * Update InstEmitSimdArithmetic.cs * Address riperiperi comments. * Fixed the issue of unjustifiably longer boot times at the second boot than at the first boot, measured at the same time or reference point and with the same number of translated functions. * Implemented a simple redundant load/save mechanism. Halved the value of Decoder.MaxInstsPerFunction more appropriate for the current performance of the Translator. Replaced by Logger.PrintError to Logger.PrintDebug in TexturePool.cs about the supposed invalid texture format to avoid the spawn of the log. Nits. * Nit. Improved Logger.PrintError in TexturePool.cs to avoid log spawn. Added missing code for FZ handling (in output) for fp max/min instructions (slow paths). * Add configuration migration for PTC Co-authored-by: Thog <me@thog.eu>
2020-06-16 14:28:02 -04:00
configurationFileUpdated = true;
}
if (configurationFileFormat.Version < 9)
{
Common.Logging.Logger.Warning?.Print(LogClass.Application, $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 9.");
configurationFileFormat.ColumnSort = new ColumnSort
{
SortColumnId = 0,
SortAscending = false
};
configurationFileFormat.Hotkeys = new KeyboardHotkeys
{
ToggleVsync = Key.Tab
};
configurationFileUpdated = true;
}
if (configurationFileFormat.Version < 10)
{
Common.Logging.Logger.Warning?.Print(LogClass.Application, $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 10.");
configurationFileFormat.AudioBackend = AudioBackend.OpenAl;
configurationFileUpdated = true;
}
if (configurationFileFormat.Version < 11)
{
Common.Logging.Logger.Warning?.Print(LogClass.Application, $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 11.");
configurationFileFormat.ResScale = 1;
configurationFileFormat.ResScaleCustom = 1.0f;
configurationFileUpdated = true;
}
if (configurationFileFormat.Version < 12)
{
Common.Logging.Logger.Warning?.Print(LogClass.Application, $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 12.");
configurationFileFormat.LoggingGraphicsDebugLevel = GraphicsDebugLevel.None;
configurationFileUpdated = true;
}
if (configurationFileFormat.Version < 14)
{
Common.Logging.Logger.Warning?.Print(LogClass.Application, $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 14.");
configurationFileFormat.CheckUpdatesOnStart = true;
configurationFileUpdated = true;
}
if (configurationFileFormat.Version < 16)
{
Common.Logging.Logger.Warning?.Print(LogClass.Application, $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 16.");
configurationFileFormat.EnableShaderCache = true;
configurationFileUpdated = true;
}
if (configurationFileFormat.Version < 17)
{
Common.Logging.Logger.Warning?.Print(LogClass.Application, $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 17.");
configurationFileFormat.StartFullscreen = false;
configurationFileUpdated = true;
}
if (configurationFileFormat.Version < 18)
{
Common.Logging.Logger.Warning?.Print(LogClass.Application, $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 18.");
configurationFileFormat.AspectRatio = AspectRatio.Fixed16x9;
configurationFileUpdated = true;
}
if (configurationFileFormat.Version < 20)
{
Common.Logging.Logger.Warning?.Print(LogClass.Application, $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 20.");
configurationFileFormat.ShowConfirmExit = true;
configurationFileUpdated = true;
}
if (configurationFileFormat.Version < 22)
{
Common.Logging.Logger.Warning?.Print(LogClass.Application, $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 22.");
configurationFileFormat.HideCursorOnIdle = false;
configurationFileUpdated = true;
}
Miria: The Death of OpenTK 3 (#2194) * openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
2021-04-14 06:28:43 -04:00
if (configurationFileFormat.Version < 24)
{
Common.Logging.Logger.Warning?.Print(LogClass.Application, $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 24.");
configurationFileFormat.InputConfig = new List<InputConfig>
{
new StandardKeyboardInputConfig
{
Version = InputConfig.CurrentVersion,
Backend = InputBackendType.WindowKeyboard,
Id = "0",
PlayerIndex = PlayerIndex.Player1,
ControllerType = ControllerType.JoyconPair,
LeftJoycon = new LeftJoyconCommonConfig<Key>
{
DpadUp = Key.Up,
DpadDown = Key.Down,
DpadLeft = Key.Left,
DpadRight = Key.Right,
ButtonMinus = Key.Minus,
ButtonL = Key.E,
ButtonZl = Key.Q,
ButtonSl = Key.Unbound,
ButtonSr = Key.Unbound
},
LeftJoyconStick = new JoyconConfigKeyboardStick<Key>
{
StickUp = Key.W,
StickDown = Key.S,
StickLeft = Key.A,
StickRight = Key.D,
StickButton = Key.F,
},
RightJoycon = new RightJoyconCommonConfig<Key>
{
ButtonA = Key.Z,
ButtonB = Key.X,
ButtonX = Key.C,
ButtonY = Key.V,
ButtonPlus = Key.Plus,
ButtonR = Key.U,
ButtonZr = Key.O,
ButtonSl = Key.Unbound,
ButtonSr = Key.Unbound
},
RightJoyconStick = new JoyconConfigKeyboardStick<Key>
{
StickUp = Key.I,
StickDown = Key.K,
StickLeft = Key.J,
StickRight = Key.L,
StickButton = Key.H,
}
}
};
configurationFileUpdated = true;
}
Graphics.ResScale.Value = configurationFileFormat.ResScale;
Graphics.ResScaleCustom.Value = configurationFileFormat.ResScaleCustom;
Graphics.MaxAnisotropy.Value = configurationFileFormat.MaxAnisotropy;
Graphics.AspectRatio.Value = configurationFileFormat.AspectRatio;
Graphics.ShadersDumpPath.Value = configurationFileFormat.GraphicsShadersDumpPath;
Logger.EnableDebug.Value = configurationFileFormat.LoggingEnableDebug;
Logger.EnableStub.Value = configurationFileFormat.LoggingEnableStub;
Logger.EnableInfo.Value = configurationFileFormat.LoggingEnableInfo;
Logger.EnableWarn.Value = configurationFileFormat.LoggingEnableWarn;
Logger.EnableError.Value = configurationFileFormat.LoggingEnableError;
Logger.EnableGuest.Value = configurationFileFormat.LoggingEnableGuest;
Logger.EnableFsAccessLog.Value = configurationFileFormat.LoggingEnableFsAccessLog;
Logger.FilteredClasses.Value = configurationFileFormat.LoggingFilteredClasses;
Logger.GraphicsDebugLevel.Value = configurationFileFormat.LoggingGraphicsDebugLevel;
Logger.EnableFileLog.Value = configurationFileFormat.EnableFileLog;
System.Language.Value = configurationFileFormat.SystemLanguage;
System.Region.Value = configurationFileFormat.SystemRegion;
System.TimeZone.Value = configurationFileFormat.SystemTimeZone;
System.SystemTimeOffset.Value = configurationFileFormat.SystemTimeOffset;
System.EnableDockedMode.Value = configurationFileFormat.DockedMode;
EnableDiscordIntegration.Value = configurationFileFormat.EnableDiscordIntegration;
CheckUpdatesOnStart.Value = configurationFileFormat.CheckUpdatesOnStart;
ShowConfirmExit.Value = configurationFileFormat.ShowConfirmExit;
HideCursorOnIdle.Value = configurationFileFormat.HideCursorOnIdle;
Graphics.EnableVsync.Value = configurationFileFormat.EnableVsync;
Graphics.EnableShaderCache.Value = configurationFileFormat.EnableShaderCache;
Add Profiled Persistent Translation Cache. (#769) * Delete DelegateTypes.cs * Delete DelegateCache.cs * Add files via upload * Update Horizon.cs * Update Program.cs * Update MainWindow.cs * Update Aot.cs * Update RelocEntry.cs * Update Translator.cs * Update MemoryManager.cs * Update InstEmitMemoryHelper.cs * Update Delegates.cs * Nit. * Nit. * Nit. * 10 fewer MSIL bytes for us * Add comment. Nits. * Update Translator.cs * Update Aot.cs * Nits. * Opt.. * Opt.. * Opt.. * Opt.. * Allow to change compression level. * Update MemoryManager.cs * Update Translator.cs * Manage corner cases during the save phase. Nits. * Update Aot.cs * Translator response tweak for Aot disabled. Nit. * Nit. * Nits. * Create DelegateHelpers.cs * Update Delegates.cs * Nit. * Nit. * Nits. * Fix due to #784. * Fixes due to #757 & #841. * Fix due to #846. * Fix due to #847. * Use MethodInfo for managed method calls. Use IR methods instead of managed methods about Max/Min (S/U). Follow-ups & Nits. * Add missing exception messages. Reintroduce slow path for Fmov_Vi. Implement slow path for Fmov_Si. * Switch to the new folder structure. Nits. * Impl. index-based relocation information. Impl. cache file version field. * Nit. * Address gdkchan comments. Mainly: - fixed cache file corruption issue on exit; - exposed a way to disable AOT on the GUI. * Address AcK77 comment. * Address Thealexbarney, jduncanator & emmauss comments. Header magic, CpuId (FI) & Aot -> Ptc. * Adaptation to the new application reloading system. Improvements to the call system of managed methods. Follow-ups. Nits. * Get the same boot times as on master when PTC is disabled. * Profiled Aot. * A32 support (#897). * #975 support (1 of 2). * #975 support (2 of 2). * Rebase fix & nits. * Some fixes and nits (still one bug left). * One fix & nits. * Tests fix (by gdk) & nits. * Support translations not only in high quality and rejit. Nits. * Added possibility to skip translations and continue execution, using `ESC` key. * Update SettingsWindow.cs * Update GLRenderer.cs * Update Ptc.cs * Disabled Profiled PTC by default as requested in the past by gdk. * Fix rejit bug. Increased number of parallel translations. Add stack unwinding stuffs support (1 of 2). Nits. * Add stack unwinding stuffs support (2 of 2). Tuned number of parallel translations. * Restored the ability to assemble jumps with 8-bit offset when Profiled PTC is disabled or during profiling. Modifications due to rebase. Nits. * Limited profiling of the functions to be translated to the addresses belonging to the range of static objects only. * Nits. * Nits. * Update Delegates.cs * Nit. * Update InstEmitSimdArithmetic.cs * Address riperiperi comments. * Fixed the issue of unjustifiably longer boot times at the second boot than at the first boot, measured at the same time or reference point and with the same number of translated functions. * Implemented a simple redundant load/save mechanism. Halved the value of Decoder.MaxInstsPerFunction more appropriate for the current performance of the Translator. Replaced by Logger.PrintError to Logger.PrintDebug in TexturePool.cs about the supposed invalid texture format to avoid the spawn of the log. Nits. * Nit. Improved Logger.PrintError in TexturePool.cs to avoid log spawn. Added missing code for FZ handling (in output) for fp max/min instructions (slow paths). * Add configuration migration for PTC Co-authored-by: Thog <me@thog.eu>
2020-06-16 14:28:02 -04:00
System.EnablePtc.Value = configurationFileFormat.EnablePtc;
System.EnableFsIntegrityChecks.Value = configurationFileFormat.EnableFsIntegrityChecks;
System.FsGlobalAccessLogMode.Value = configurationFileFormat.FsGlobalAccessLogMode;
System.AudioBackend.Value = configurationFileFormat.AudioBackend;
System.ExpandRam.Value = configurationFileFormat.ExpandRam;
System.IgnoreMissingServices.Value = configurationFileFormat.IgnoreMissingServices;
Ui.GuiColumns.FavColumn.Value = configurationFileFormat.GuiColumns.FavColumn;
Ui.GuiColumns.IconColumn.Value = configurationFileFormat.GuiColumns.IconColumn;
Ui.GuiColumns.AppColumn.Value = configurationFileFormat.GuiColumns.AppColumn;
Ui.GuiColumns.DevColumn.Value = configurationFileFormat.GuiColumns.DevColumn;
Ui.GuiColumns.VersionColumn.Value = configurationFileFormat.GuiColumns.VersionColumn;
Ui.GuiColumns.TimePlayedColumn.Value = configurationFileFormat.GuiColumns.TimePlayedColumn;
Ui.GuiColumns.LastPlayedColumn.Value = configurationFileFormat.GuiColumns.LastPlayedColumn;
Ui.GuiColumns.FileExtColumn.Value = configurationFileFormat.GuiColumns.FileExtColumn;
Ui.GuiColumns.FileSizeColumn.Value = configurationFileFormat.GuiColumns.FileSizeColumn;
Ui.GuiColumns.PathColumn.Value = configurationFileFormat.GuiColumns.PathColumn;
Ui.ColumnSort.SortColumnId.Value = configurationFileFormat.ColumnSort.SortColumnId;
Ui.ColumnSort.SortAscending.Value = configurationFileFormat.ColumnSort.SortAscending;
Ui.GameDirs.Value = configurationFileFormat.GameDirs;
Ui.EnableCustomTheme.Value = configurationFileFormat.EnableCustomTheme;
Ui.CustomThemePath.Value = configurationFileFormat.CustomThemePath;
Ui.StartFullscreen.Value = configurationFileFormat.StartFullscreen;
Hid.EnableKeyboard.Value = configurationFileFormat.EnableKeyboard;
Hid.Hotkeys.Value = configurationFileFormat.Hotkeys;
Miria: The Death of OpenTK 3 (#2194) * openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
2021-04-14 06:28:43 -04:00
Hid.InputConfig.Value = configurationFileFormat.InputConfig;
if (Hid.InputConfig.Value == null)
{
Hid.InputConfig.Value = new List<InputConfig>();
}
if (configurationFileUpdated)
{
ToFileFormat().SaveConfig(configurationFilePath);
Common.Logging.Logger.Notice.Print(LogClass.Application, $"Configuration file updated to version {ConfigurationFileFormat.CurrentVersion}");
}
}
private static void LogValueChange<T>(object sender, ReactiveEventArgs<T> eventArgs, string valueName)
{
Common.Logging.Logger.Info?.Print(LogClass.Configuration, $"{valueName} set to: {eventArgs.NewValue}");
}
public static void Initialize()
{
if (Instance != null)
{
throw new InvalidOperationException("Configuration is already initialized");
}
Instance = new ConfigurationState();
}
}
}