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New NVDEC and VIC implementation (#1384)
* Initial NVDEC and VIC implementation

* Update FFmpeg.AutoGen to 4.3.0

* Add nvdec dependencies for Windows

* Unify some VP9 structures

* Rename VP9 structure fields

* Improvements to Video API

* XML docs for Common.Memory

* Remove now unused or redundant overloads from MemoryAccessor

* NVDEC UV surface read/write scalar paths

* Add FIXME comments about hacky things/stuff that will need to be fixed in the future

* Cleaned up VP9 memory allocation

* Remove some debug logs

* Rename some VP9 structs

* Remove unused struct

* No need to compile Ryujinx.Graphics.Host1x with unsafe anymore

* Name AsyncWorkQueue threads to make debugging easier

* Make Vp9PictureInfo a ref struct

* LayoutConverter no longer needs the depth argument (broken by rebase)

* Pooling of VP9 buffers, plus fix a memory leak on VP9

* Really wish VS could rename projects properly...

* Address feedback

* Remove using

* Catch OperationCanceledException

* Add licensing informations

* Add THIRDPARTY.md to release too

Co-authored-by: Thog <me@thog.eu>
2020-07-12 05:07:01 +02:00
.github Also use Github Actions as a CI" (#847) 2019-12-23 06:36:24 +11:00
ARMeilleure Mask shift constants on x86 backend (#1382) 2020-07-11 15:52:38 +10:00
Ryujinx New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
Ryujinx.Audio Upgrade projects to C#8 (#1193) 2020-05-04 12:14:48 +10:00
Ryujinx.Common New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
Ryujinx.Cpu New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
Ryujinx.Debugger Upgrade projects to C#8 (#1193) 2020-05-04 12:14:48 +10:00
Ryujinx.Graphics.Device New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
Ryujinx.Graphics.GAL Implement Logical Operation registers and functionality (#1380) 2020-07-10 14:23:15 -03:00
Ryujinx.Graphics.Gpu New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
Ryujinx.Graphics.Host1x New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
Ryujinx.Graphics.Nvdec New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
Ryujinx.Graphics.Nvdec.H264 New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
Ryujinx.Graphics.Nvdec.Vp9 New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
Ryujinx.Graphics.OpenGL Implement Logical Operation registers and functionality (#1380) 2020-07-10 14:23:15 -03:00
Ryujinx.Graphics.Shader Implement Zero-Configuration Resolution Scaling (#1365) 2020-07-07 04:41:07 +02:00
Ryujinx.Graphics.Texture New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
Ryujinx.Graphics.Vic New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
Ryujinx.Graphics.Video New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
Ryujinx.HLE New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
Ryujinx.Memory New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
Ryujinx.Memory.Tests Implement a new physical memory manager and replace DeviceMemory (#856) 2020-05-04 08:54:50 +10:00
Ryujinx.ShaderTools Refactor shader GPU state and memory access (#1203) 2020-05-06 11:02:28 +10:00
Ryujinx.Tests Fix VMVN (immediate), Add VPMIN, VPMAX, VMVN (register) (#1303) 2020-06-24 10:43:44 +10:00
Ryujinx.Tests.Unicorn Upgrade projects to C#8 (#1193) 2020-05-04 12:14:48 +10:00
.editorconfig Adding .editorconfig so code style can be consistent and localized (#1131) 2020-05-03 00:58:58 +02:00
.gitattributes aloha 2018-02-04 20:08:20 -03:00
.gitignore Implement ContentManager and related services (#438) 2018-11-18 17:37:41 -02:00
appveyor.yml Remove profiled build task from AppVeyor (#1319) 2020-06-23 16:46:23 +02:00
CONFIG.md Add Profiled Persistent Translation Cache. (#769) 2020-06-16 20:28:02 +02:00
KEYS.md Rename "RyuFs" directory to "Ryujinx" and use the same savedata system the Switch uses (#801) 2020-01-05 12:49:44 +01:00
LICENSE.txt Update license (#788) 2019-10-12 23:48:31 -03:00
README.md New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
Ryujinx.sln New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
Ryujinx.sln.DotSettings Add features to GUI (#757) 2019-11-29 15:32:51 +11:00

Ryujinx

An experimental Switch emulator written in C#

As of June 2020, Ryujinx goes past menus and in-game on over 1,000 commercial titles. Of those, roughly half are considered playable. See the compatiblity list here.

Usage

To run this emulator, we recommend that your PC have at least 8GB of RAM; less than this amount can result in unpredictable behavior and may cause crashes or unacceptable performance. If you use a pre-built version, you can use the graphical interface to run your games and homebrew: simply add the directory containing your homebrew or games in the Options > Settings > General tab > Game Directories menu item.

If you build it yourself you will need to: Step one: Install the .NET Core 3.1 (or higher) SDK.

Step two (choose one):
(Variant one)

After the installation of the Net Core SDK is done; go ahead and copy the Clone link from GitHub from here (via Clone or Download --> Copy HTTPS Link. You can Git Clone the repo by using Git Bash or Git CMD.

(Variant two):

Download the ZIP Tarball. Then extract it to a directory of your choice.

Step three:

Build the App using a Command prompt in the project directory. You can quickly access it by holding shift in explorer (in the Ryujinx directory) then right clicking, and typing the following command:
Run dotnet build -c Release -r win10-x64 inside the Ryujinx project folder to build Ryujinx binaries.

Every file related to Ryujinx is stored in the Ryujinx folder. This folder is located in the user folder, which can be accessed by clicking Open Ryujinx Folder under the File menu in the GUI.

Latest build

These builds are compiled automatically for each commit on the master branch. While we strive to ensure optimal stability and performance prior to pushing an update, our automated builds may be unstable or completely broken.

The latest automatic build for Windows, macOS, and Linux can be found on the Official Website.

Requirements

  • Switch Keys

    Everything on the Switch is encrypted, so if you want to run anything other than homebrew, you have to dump encryption keys from your console. To get more information please take a look at our Keys Documentation.

  • Firmware

    You need an official Switch firmware by either dumping directly from your Switch, or dumping your game cartridge to an XCI file; you may install firmware in Ryujinx directly from an XCI file as long as it has not been trimmed. Install the firmware, after you've installed your keys, from the Tools > Install Firmware menu item.

  • Executables

    Ryujinx is able to run both official games and homebrew.

    Homebrew is available on many websites, such as the Switch Appstore.

    A hacked Nintendo Switch is needed to dump games, which you can learn how to do here. Once you have hacked your Nintendo Switch, you will need to dump your own games with NxDumpTool to get an XCI or NSP dump.

Features

  • Audio

    Audio is partially supported. We use C# wrappers for OpenAL (installation needed), the main audio backend, and libsoundio as the fallback. Our current Opus implementation is incomplete.

  • CPU

    The CPU emulator, ARMeilleure, emulates an ARMv8 CPU and currently has support for most 64-bit ARMv8 and some of the ARMv7 (and older) instructions, including partial 32-bit support. It translates the ARM code to a custom IR, performs a few optimizations, and turns that into x86 code. To handle that, we use our own JIT called ARMeilleure, which uses a custom IR and compiles the code to x86.
    Ryujinx also features an optional Profiled Persistent Translation Cache, which essentially caches translated functions so that they do not need to be translated every time the game loads. The net result is a significant reduction in load times (the amount of time between launching a game and arriving at the title screen) for nearly every game. NOTE: this feature is disabled by default and must be enabled in the Options menu > System tab. You must launch the game at least twice to the title screen or beyond before performance improvements are unlocked on the third launch! These improvements are permanent and do not require any extra launches going forward.

  • GPU

    The GPU emulator emulates the Switch's Maxwell GPU using the OpenGL API (version 4.4 minimum) through a custom build of OpenTK.

  • Input

    We currently have support for keyboard, mouse, touch input, JoyCon input support emulated through the keyboard, and most controllers. Controller support varies by operating system, as outlined below.
    Windows: Xinput-compatible controllers are supported natively; other controllers can be supported with the help of Xinput wrappers such as x360ce.
    Linux: most modern controllers are supported.
    In either case, you can set up everything inside the input configuration menu.

  • Configuration

    The emulator has settings for enabling or disabling some logging, remapping controllers, and more. You can configure all of them through the graphical interface or manually through the config file, Config.json, found in the user folder which can be accessed by clicking Open Ryujinx Folder under the File menu in the GUI.

    For more information you can go here (Outdated).

Compatibility

You can check out the compatibility list here.

Don't hesitate to open a new issue if a game isn't already on there.

Help

If you have homebrew or a particular game marked playable or in-game in our compatibility list that doesn't work within the emulator, you can contact us through our Discord. We'll take note of whatever is causing the app/game to not work, put it on the watch list and fix it at a later date.

If you need help with setting up Ryujinx, you can ask questions in the #support channel of our Discord server.

Contact

If you have contributions, need support, have suggestions, or just want to get in touch with the team, join our Discord server!

If you'd like to donate, please take a look at our Patreon.

License

This software is licensed under the terms of the MIT license. This project makes use of code authored by the libvpx project, licensed under BSD and the ffmpeg project, licensed under LGPLv3. See LICENSE.txt and THIRDPARTY.md for more details.