Commit Graph
1022 Commits
Author SHA1 Message Date
KeatonTheBot 97f0336aa2 Raise application pool sizes for DRAM selections
- Fixes crash with BotW and possibly other games

(cherry picked from commit e07f333a31)
2026-09-05 14:33:15 -05:00
Neo 53d32a761e Improve "Add raw copy dependencies for incompatible textures"
Initial PR was made by Avan for Ryubing.

This allows for Trails in the Sky 1st Chapter (and by extension Trails through Daybreak, Trails through Daybreak II, Trails Beyond the Horizon, and the future Trails in the Sky 2nd Chapter – tested via demo – to be fully playable.

Initial PR caused issues on macOS devices, specifically crashing in certain games (such as Mario Kart 8 Deluxe and the aforementioned Trails games). It was reverted on the original Ryubing project (at the time of writing this description) for causing small rendering issues on The Legend of Zelda: Breath of the Wild.

The rendering issues do not appear on macOS.

This commit improves the original PR by eliminating said macOS crash.

Trails in the Sky 1st writes its exposure/brightness value through an R32G32Float 1x1 texture and later reads the raw bits back through an R32Uint 2x1 texture mapped to the same guest memory. The two texture formats/dimensions are fully incompatible as texture views, so they end
up as separate host textures, and nothing kept their contents coherent - the reader saw stale zeroed data, making the exposure calculation (and the rendered image) too dark. (This is the initial fix for the game)

TextureGroup already had a raw-copy dependency mechanism intended to
handle this class of alias (TextureDependency, TextureGroupHandle
raw-copy plumbing), gated by CanCreateRawCopyDependency's strict same-guest-memory checks. This commit fixes three bugs that kept that mechanism from working correctly (and thus crashing Trails and other games, such as Mario Kart 8 Deluxe):

(1) TextureGroup.InitializeOverlaps() and TextureGroup.RegisterIncompatibleOverlap() only forwarded overlaps to CreateCopyDependency() when compatibility was LayoutIncompatible or better, silently excluding the fully Incompatible case the raw-copy path exists for. Widened both guards to let Incompatible overlaps through so CanCreateRawCopyDependency actually gets a chance to run.

(2) Once Incompatible overlaps were allowed through, CreateCopyDependency(TextureGroup, ...) could still fall back to a regular, non-raw textureCopy for such pairs, since ViewLayoutCompatible/CopySizeMatches only check byte size and were never meant to reason about fully incompatible pairs (e.g. a depth format aliasing a color format with the same byte size). On Vulkan running through MoltenVK on macOS, that non-raw copy path requires a pixel-format-reinterpreting texture view, and MoltenVK/Metal refuses to create any view onto a depth-format texture ("not castable"), aborting emulation. textureCopy is now forced false for Incompatible pairs, leaving raw copy (which already excludes depth/stencil formats) as the only route for that severity level.

(3) TextureGroupHandle.Inherit() copied a handle's pending DeferredCopy to the new handle when a view was recreated, but did not copy DeferredCopyRaw alongside it. A handle that inherited a pending raw copy would then execute it through the regular (non-raw) CopyTo path once acknowledged, reinterpreting the source bytes with the wrong row layout and corrupting the image - visible as vertical flickering stripes whenever a view happened to be recreated with a raw copy still pending. DeferredCopyRaw is now carried over together with DeferredCopy.

(As mentioned earlier, vertical stripes aren't present on macOS, so (3) doesn't negatively have an effect on macOS in any way).
2026-08-29 10:49:56 -05:00
MaxandMythrax 02d8eeb18f HLE: Implemented ILockAccessor and ICommonStateGetter commands and stubs for Virtual Boy – Nintendo Classics #3
- Moves emulation past the initial frame by providing the necessary inputs the game expects. Apparently games like to spin until they get what they want.

Co-authored-by: Mythrax <mythrax@mythrax-rs.org>
2026-08-29 10:49:56 -05:00
Babib3l 54e2f79c16 Hotfix for the PTC version, it's adjacent comment and PTC writer logging 2026-08-29 10:49:21 -05:00
Babib3l 77277442a9 Wire "Start games in fullscreen" option to use the new fullscreen behaviour
Final (hopefully) fix for https://github.com/Ryubing/Issues/issues/415

(cherry picked from commit 7be8829b0a)
2026-08-29 10:39:39 -05:00
Babib3l b707c73f83 River 2 : HLE: Use per-program ownership for PTC disk caches
This PR threads process/program identity into PTC disk cache initialization so cache ownership is selected from the launched process rather than global/shared application state.

Previously, the PTC initialization path only propagated loose title/version information into the CPU layer. That was mostly fine for a single launched application, but will introduce many problems once multiple programs can be launched during the same session, given later processes could inherit cache identity from the first loaded application.
To address this issue, this PR introduces a `PtcCacheInfo` payload and applies it through the process context, CPU context, translator, and PTC initialization paths. Cache ownership is now resolved once the kernel process PID is known and includes:

- PID
- Program ID / Title ID
- Application ID
- Program index
- Display version
- Process kind
- Cache selector

`PtcCacheInfo` now owns its default title/application/version values, and `Ptc` uses that cache info directly instead of mirroring title/version fields internally.

The persistent cache key itself does remains title/version/selector based rather than PID based, so caches remain reusable across launches while still being selected from the correct process context. PID is only used for diagnostics and ownership tracing in logs.

Additional PTC logging has also been added to report cache ownership and selected paths during PTC initialization, Profiling info load/save and translation cache load/save

Both the PTC and profiler internal versions were bumped (a bunch of times lol).

(cherry picked from commit 7101f52c01)
2026-08-24 13:58:01 -05:00
avan 235fb5f8c2 Fix view compatibility for compressed textures with different logical sizes
It has been confirmed that Divinity: Original Sin 2 may describe the same or overlapping guest GPU memory using BCn-compressed textures with different logical dimensions, such as 104×104 and 102×102.

BCn formats store texture data in blocks, with each BC block covering 4×4 texels. After rounding the dimensions up to complete blocks, both 104×104 and 102×102 textures require a 26×26 grid of BC blocks. As a result, they have the same block footprint at the base mip level. Ryujinx originally determined size compatibility in TextureCompatibility.ViewSizeMatches() primarily from this block footprint, which could cause these textures to be classified as Full view-compatible and allowed to share the same Vulkan VkImage directly.

However, because the two textures have different logical dimensions, their mip chains are also different. For example, at mip level 3, a 104×104 texture is reduced to 13×13, while a 102×102 texture is reduced to 12×12. If a 104×104 child texture view shares the backing image of a 102×102 parent texture, a subsequent full mip upload may attempt to write 13×13 compressed data into a Vulkan image subresource whose actual dimensions are only 12×12.

This produces a compressed buffer-to-image copy that does not match the geometry of the backing image. After the invalid command is submitted to the GPU, the Vulkan driver may asynchronously report VK_ERROR_DEVICE_LOST during command buffer submission, waiting, or presentation. In Ryujinx, this eventually appears as: VulkanException: Unexpected API error "ErrorDeviceLost".

The fix adds a logical-dimension check to TextureCompatibility.ViewSizeMatches(). If either the parent or child uses a compressed texture format, and the actual width or height of the corresponding parent mip does not match the logical width or height of the child, the relationship is no longer classified as Full view-compatible. Instead, it is downgraded to CopyOnly.

CopyOnly indicates that the two textures may still describe the same or overlapping guest memory and that their contents must remain synchronized, but they cannot directly share a single fixed-size Vulkan image. Ryujinx instead allows each texture to retain a host texture matching its own logical dimensions and synchronizes their contents through the existing copy-dependency mechanism.

As a result, the 13×13 mip of the 104×104 texture is uploaded to an actual 13×13 destination mip, while the 12×12 mip of the 102×102 texture is uploaded to an actual 12×12 destination mip.

(cherry picked from commit e80fc00462)
2026-08-24 13:58:01 -05:00
avan c2cbd53235 Fix bindless elimination failures observed in OCTOPATH TRAVELER 0:
Failed to find handle source for bindless access of type "textureBuffer".

(cherry picked from commit 33cbd29c23)
2026-08-24 13:58:01 -05:00
avan 4f3c3a7b5d Fix OpenGL program relaunch
The Enhanced and Classic versions of FFT are different program indices within the same application. When the Classic version is launched, the game uses ExecuteProgram to stop the current program, trigger DisposeGpu, create a new renderer and OpenGL context, and then launch the requested program.

Previously, when AppHost executed DisposeGpu, it attempted to bind the old OpenGL context and then called Device.DisposeGpu to destroy GPU resources. During the program relaunch flow, however, the old RendererHost may already have been removed from the visual tree, causing its native window to become detached.

If the old OpenGL context can no longer be bound, a ContextException is thrown, preventing the subsequent AppExit and program relaunch flow from continuing.

The updated implementation handles this case by detecting a ContextException while binding the OpenGL context when ShouldRestart is true. It then skips the destruction of GPU resources that depend on the old OpenGL context, allowing the old context to be released together with the old window. The AppExit and program relaunch flow can then continue without being interrupted.

(cherry picked from commit cfc7c6039f)
2026-08-24 13:58:01 -05:00
avan 2dc1894e1e Fix Vulkan/OpenGL attachmentless rendering
Some fragment passes used by FFT do not have any color or depth/stencil attachments. Instead, the fragment shader writes the results directly to storage images (on OpenGL: through imageStore).

### Vulkan
When SetImage is called and FramebufferParams has no attachments, its virtual size must be updated using the width, height, and layer count of the fragment storage image. Otherwise, the attachmentless framebuffer may retain an incorrect 1x1 extent, causing backgrounds, logos, UI elements, and other rendered content to be missing.

If the first draw occurs before the storage-image descriptor is rebound, SetImage cannot yet provide the correct storage-image dimensions. Therefore, when RecreateGraphicsPipelineIfNeeded finds that FramebufferParams has no attachments and still uses the default 1x1 extent, it initializes the framebuffer dimensions from the active viewport. Otherwise, the first Vulkan draw may be restricted to a 1x1 area and render incorrectly.

The storage-image extent is therefore used as the authoritative size for FramebufferParams, while the active viewport is used as a fallback when the storage-image extent is not yet available before the first draw.

### OpenGL
A storage image is not a framebuffer attachment, so OpenGL cannot derive the framebuffer width and height from it. When the framebuffer has no attachments but a viewport with valid dimensions has already been defined, Pipeline.PreDraw must set the default framebuffer width and height from the active viewport.

Without non-zero default width and height values, the attachmentless framebuffer remains incomplete. Drawing with that framebuffer results in InvalidFramebufferOperation, so rasterization and fragment shader execution do not occur even when the storage images are bound correctly.

(cherry picked from commit ac6db0fe76)
2026-08-24 13:58:00 -05:00
Babib3l db4799e7ab feature: Add GpuDriverVersion to GPU info logging
- The Vulkan backend now reports the driver name and version using VK_KHR_driver_properties when available, with fallbacks for raw Vulkan driverVersion parsing. Intel Windows drivers also get the full package-style version from the driver UUID when exposed by the driver.
  OpenGL now carries its existing OpenGL version string through HardwareInfo.GpuDriverVersion.
2026-08-24 13:58:00 -05:00
LotP 06f049b874 Fix a crash when no controller is connected
Co-authored-by: LotP1 <68976644+LotP1@users.noreply.github.com>
(cherry picked from commit 1a1fe53535)
2026-08-24 13:58:00 -05:00
KeatonTheBot 58f9b6106f Upgrade Android Gradle Plugin to 9.3.1, Gradle to 9.6.1, update dependencies 2026-08-12 21:47:51 -05:00
KeatonTheBot 5422aa35b9 Fix errors in 88cef7e8: misc: chore: Use explicit types & fix object creation 2026-08-12 15:45:13 -05:00
gdkchan 8ccf83d9a3 Prevent waits with zero timeout on Turnip 2026-08-12 14:00:36 -05:00
avan 2eecc18dc7 Reject texture descriptors with unmapped addresses
Fix an "Invalid texture format 0x25A5A (sRGB: True)" error that occurs when running OCTOPATH TRAVELER 0.

The game may leave texture descriptor heap entries filled with 0x5A. Interpreting such uninitialized entries as valid texture descriptors produces an invalid format and causes texture creation to proceed with garbage descriptor data.

Validate the texture address before decoding the descriptor. Descriptors with a zero or unmapped address are marked as invalid and skipped. The invalid state is cleared when the corresponding texture pool entry is modified, allowing the descriptor to be evaluated again.
2026-08-12 13:57:34 -05:00
avan 3ceca9c381 Fix shadow state handling for blend enable updates
Incorrect rendering was observed during loading transitions in Trails in the Sky 1st Chapter. Testing showed that routing the first render target's RT0 BlendEnable transition from disabled to enabled through the normal register write path prevented the issue.

Further investigation found that the normal register write was restoring Shadow RAM behavior that was missing from UpdateBlendEnable.

UpdateBlendEnable uses a fast bulk update path instead of issuing a normal register write for each render target. As a result, it bypasses the Shadow RAM handling provided by DeviceStateWithShadow.WriteWithRedundancyCheck.

A normal register write updates both State and ShadowState in MethodTrack and MethodTrackWithFilter modes. In MethodReplay mode, it ignores the incoming value and restores the value previously stored in ShadowState to State.

UpdateBlendEnable must reproduce the same behavior while retaining its bulk comparison and copy path. In track modes, copy the incoming enable values to shadowState. In replay mode, copy shadowState to the incoming enable span, then let the existing comparison and copy logic update state and mark BlendState dirty when necessary.

The original implementation incorrectly used state for both track and replay handling. This prevented Shadow RAM from correctly recording or replaying BlendEnable values, which could cause rendering state synchronization errors.

Correct the bulk update path to use ShadowState for tracking and replay. This preserves the optimized bulk operation while addressing the underlying issue without requiring an RT0-specific compatibility workaround.

(cherry picked from commit 733bd0951b)
2026-08-12 13:57:34 -05:00
avan a4412346a7 Add raw copy dependencies for incompatible textures
Trails in the Sky 1st uses texture descriptors with different formats and dimensions that map to the same region of guest GPU memory. For example, the game interprets the same underlying data as both an R32Uint 2x1 texture and an R32G32Float 1x1 texture. Both textures have an 8-byte logical payload, but their texel formats and dimensions are different.

Ryubing cannot represent these two descriptors as normally compatible texture views, so it creates separate host texture objects for them. Since these host textures represent the same guest memory, a modification made to one of them should become visible to the other before the other texture is read. However, the existing synchronization mechanism does not fully handle this situation.

The game uses this pattern for its exposure or brightness history. A compute shader first writes the updated exposure data to the R32G32Float 1x1 host texture. A later operation then reads the raw bits of the same data through the R32Uint 2x1 host texture. The original Ryubing implementation did not synchronize the contents of these two separate host textures. As a result, the reading texture received stale zero values, which caused the shader to calculate an incorrectly low exposure value and made the rendered image appear too dark.

TextureGroup already has a guest-memory synchronization mechanism for incompatible overlaps. When _flushIncompatibleOverlaps is enabled, the most recent texture contents are written back to guest memory, after which the other texture reloads the data. However, this mechanism was primarily enabled through IsFormatHostIncompatible, which checks whether an individual texture format can be correctly supported by the host GPU.

In this case, both R32Uint and R32G32Float are individually supported by the host GPU. Therefore, IsFormatHostIncompatible does not enable this synchronization path. The issue is not that either format is unsupported. The issue is that two individually supported aliases, represented by separate host textures, do not maintain coherent contents.

In theory, the latest contents could be flushed to guest memory immediately after every GPU write to a host texture, allowing other textures that map to the same guest memory to reload the updated data. However, doing so could frequently trigger expensive operations such as GPU waits, data readbacks, guest texture layout conversions, and memory-tracking updates. This would be particularly costly for textures that are updated every frame or during every compute dispatch.

For this reason, the fix does not require an immediate flush after every write. Instead, it extends Ryubing's existing TextureDependency and TextureGroupHandle mechanisms. When two fully incompatible textures map to exactly the same guest memory and satisfy a strict set of raw-copy requirements, the program creates a raw-copy dependency between them.

When the source texture is modified, the target texture is only marked as requiring a raw copy. The latest logical raw bytes are copied from the source only when the target texture is actually about to be used. This keeps the contents of the separate host texture aliases coherent while avoiding unnecessary round trips through guest memory.
2026-08-12 13:57:33 -05:00
KeatonTheBot b0eb271b5b SDL: Update game controller database on launch
- Downloads updated gamecontrollerdb.txt file on launch, only updates when a new file is available. This keeps the database updated between SDL releases.

(cherry picked from commit 0657b00622)
2026-08-12 13:57:33 -05:00
KeatonTheBot 88cef7e853 misc: chore: Use explicit types & fix object creation 2026-08-12 13:57:33 -05:00
KeatonTheBot d3bd888885 Fix MemoryMap/MemoryUnmap/MemoryProtect in UnicornAArch32 and UnicornAArch64
(cherry picked from commit b362f837c5)
2026-08-12 13:52:41 -05:00
LotP b615f50701 fix-tests
- downgrade unicorn to last working version
- update to new cp reg struct system
- remove nonexistent register (used to silently continue)
- fix partial unmap tests
    - InitializeSignalHandler() was moved out of the translator (almost 2.5 years ago), but the test code was never updated to manually call the function as it was changed to do in the real cpu context, so the tests just started failing.
    - by manually initializing the handler we no longer cause tests to fail.
2026-08-12 13:52:41 -05:00
LotPandLotP1 43b4f3bf12 check for HandleDesc
HandleDesc can be null, make sure to check for that.

Co-authored-by: LotP1 <68976644+LotP1@users.noreply.github.com>
2026-07-15 11:27:06 -05:00
Xam 8d7d8f344c HLE: Applets: Software keyboard: update cursor position on SetInputText
fixes cursor being at 0 position even when text is present, especially annoying for handheld devices with kde virtual keyboard, which is pretty bad, with no way to move the cursor or delete text backward
2026-05-27 18:18:42 -05:00
Babib3l 047dbf3db7 River : HLE: Make process identity explicit for service metadata resolution
This PR is the first in a batch of structural changes to Ryujinx.

**Changes**

- Added `ProcessIdentity` and `ProcessKind` to describe loaded programs by:
  - PID, program ID, application ID, program index, display version, process kind
- Stored identity metadata on `ProcessResult`.
- Added PID-based process lookup helpers to `ProcessLoader`.
- Updated HLE services to resolve application metadata through the caller PID instead of `Processes.ActiveApplication`.
- Added PTC/JIT disk cache initialization logging with PID, title ID, display version, selector, and enabled state.
- Added `ClientProcessId` property to ServiceCtx (/src/Ryujinx.HLE/HOS/ServiceCtx.cs) that uses the handle descriptor PId when available, falling back to `Process.Pid`.
- Updated 15 HLE service files to use `context.ClientProcessId` instead of `context.Process.Pid` for client process access, ensuring services correctly identify the calling process even when invoked via IPC with handle descriptors.

These changes make service metadata resolution more explicit and prepare the emulator for other structural changes later on.
2026-05-27 18:18:36 -05:00
Mabel d0f0007421 Fix Clipboard Copy Operation Crash
Fixes a COM exception crash related to clipboard copy events from changes in Avalonia 11.3

Solves [Ryubing/Issues#294](https://github.com/Ryubing/Issues/issues/294) caused by Avalonia 11.3's changes, see [AvaloniaUI/Avalonia#20007](https://github.com/AvaloniaUI/Avalonia/issues/20007) for more information

I've only tested this on Windows, no idea if this has issues in MacOS or Linux, or if it's even a problem there at all.
2026-05-27 18:18:28 -05:00
LotP 60e553bffa remap joy-cons 2026-05-27 18:18:20 -05:00
KeatonTheBot a8a23b6b2c Revert fix buffer destroy before submit changes (VertexBufferState.cs & VertexBufferUpdater.cs) from 'Fix Vulkan validation errors' 2026-05-17 00:30:34 -05:00
AsperTheDogandAsperTheDog e0f6e207e8 Fix Vulkan validation errors
This PR fixes several validation errors caused by invalid Vulkan usage. These validation errors often end up invoking Undefined Behavior on the driver side, which can lead to artifacts or crashes which are driver specific and otherwise incredibly hard to track. I don't think it should have any impact on performance, but it would be good to test it with as many games as possible (maybe a bug in a game was fixed?).

Each commit fixes an error. I added to each a description with the validation error that was fixed and a small explanation on what was causing it and how I fixed it.

Co-authored-by: AsperTheDog <guillerman0000@gmail.com>
2026-05-16 23:37:11 -05:00
KeatonTheBot 30ab86cb72 Upgrade Android Gradle Plugin to 9.2.1, Gradle to 9.5.1, update dependencies 2026-05-16 23:15:51 -05:00
AsperTheDogandAsperTheDog 2901f9b795 Change non-uniform shader extension to be more conservative
The previous fix for Tomodachi Life (#91) included the extension to all shaders, independently on if it was needed or not. This PR fixes that by lazily adding the extension only when it is actually needed.

This change should not be noticed by anyone, but it avoids having to modify shaders that do not perform any type of dynamic indexing, which apparently is something some modders care about.

Co-authored-by: AsperTheDog <guillerman0000@gmail.com>
2026-05-16 23:11:55 -05:00
Max b08b9eabe6 [HLE] Stub ILibrarySelfAccessor:ExitAndReturn (10) 2026-05-16 23:11:55 -05:00
AsperTheDogandAsperTheDog 83c65c2c06 Add shader non-uniform indexing support
This PR marks ALL texture indexes as nonuniform to fix an issue with the paths in Tomodachi Life: Living the Dream on AMD cards. It should have a negligible impact on performance (and it should not have an impact at all on NVIDIA cards!)

It's caused by what is called 'implicit non-uniform sampler array indexing'. The idea is basically that some GPUs optimize texture lookups from indexed texture arrays, by assuming that you are never going to index different textures within a single workgroup. What this causes is that visual glitch where a subgroup is tasked with rendering a block of the screen, and in the boundaries some cores are indexing the wrong texture.

Co-authored-by: AsperTheDog <guillerman0000@gmail.com>
2026-05-16 23:11:55 -05:00
cookieso 3a6ce7cd1e Input: Implement HD Rumble for compatible Nin devices
This PR addresses [this issue](https://github.com/Ryubing/Issues/issues/231) and implements HD Rumble for compatible Nin devices.
## New Features
- Add the option for Gamepads to implement HD Rumble
- Add the HD rumble capability to SDL3Gamepad and SDL3JoyCon when they meet certain requirements
2026-05-16 23:11:55 -05:00
Max 94cfe6930c Check if the Device is rendering before waiting on it
Fixes an issue where there were missed references and an ``OperationCancelled`` exception when exiting an application.
2026-05-16 23:11:55 -05:00
yell0wsuitandyell0wsuit 9a4bf8f94d [HLE] Match hardware screenshot buffer size behavior for captures
## Description

~~Fixes a fatal CLR crash when `caps` screenshot saving receives an input buffer larger than `0x384000`.~~

~~Resolves a crash in Tomodachi Life: Living the Dream where saving the pictures to the system's album crashes with 0x80131506.~~

Follow up to #18. This PR adjusts the validation and copy behavior to better match real hardware, and adds logging to make invalid screenshot buffer cases easier to diagnose.

Real hardware accepts screenshot buffers with a size greater than or equal to `0x384000`, but only `0x384000` bytes are needed for the 1280x720 RGBA image.

This changes screenshot saving to:

- reject buffers smaller than `0x384000`
- accept buffers equal to or larger than `0x384000`
- copy only the first `0x384000` bytes into the 1280x720 bitmap

## Testing

Tested with a real Switch NRO using `capssuSaveScreenShotEx0`, `capssuSaveScreenShotEx1`, and `capssuSaveScreenShotEx2`.

Observed hardware behavior:

```text
0x384000     => OK
0x384000 - 1 => NullInputBuffer
0x384000 + 1 => OK
0x3C0000     => OK // Tomo life picture size
```

Co-authored-by: yell0wsuit <5692900+yell0wsuit@users.noreply.github.com>
2026-05-16 23:11:55 -05:00
yell0wsuitandyell0wsuit d69d9c3b31 [HLE] Fix StoreData layout and implement IDatabaseService.Append
- Fixes `StoreData` layout/update handling so `UpdateLatest` returns the stored Mii data correctly.

- Implements `IDatabaseService.Append` (https://switchbrew.org/wiki/Shared_Database_services#IDatabaseService)

Also adds regression tests for `UpdateLatest` and `Append`.

(Might) fix Mario Kart 8 Deluxe crashing on first boot due to failed Mii verification check (due to custom Mii from emulator), and potentially Tomodachi Life: Living the Dream for the "Import Mii from system" option.

Co-authored-by: yell0wsuit <5692900+yell0wsuit@users.noreply.github.com>
2026-05-16 23:11:55 -05:00
Frosch d9da38c10b fix: gamepads have the same name
When connecting multiple controllers of the same model, the first device's name ends with (0), the second with (1), the third with (1), the fourth with (1), and so on. To ensure these names are truly unique, GetUniqueGamepadName is now called recursively.
2026-05-16 23:11:54 -05:00
Max ac699e430b [HLE] Implemented ILibraryAppletSelfAccessor:1
Needed for Tomodachi Life: Living the Dream (?)

based on [this](https://www.reddit.com/r/Ryubing/comments/1t4lfc9/comment/ok4e7tu/)
2026-05-16 23:11:54 -05:00
KeatonTheBot 89d7a5c45e UI: RPC: Asset images 2026-05-16 23:11:54 -05:00
Max 93d1eea58d UI: LoadGuestApplication asynchronous cancellation
Fixed LoadGuestApplication hanging when cancelled.
Since startup procedure has technically changed, we should consider testing this with a variety of game formats to ensure regressions do not occur.
2026-05-16 19:45:45 -05:00
KeatonTheBot ad8ab179d2 Update Ryujinx.SDL3-CS to 2026.501.0
- Fixes upstream SDL issue: Crash on Windows when a controller is connected
2026-05-16 19:45:15 -05:00
KeatonTheBot 18c6ec439b misc: Replace IntPtr/UIntPtr with nint/nuint 2026-05-16 18:42:48 -05:00
Xam f2ac50360e HLE: CaptureManager: SaveScreenShot: properly handle screenshot image data
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.
2026-05-16 18:42:31 -05:00
LotP 8c42f306dd Fix Dual Joy-Con driver and InputView 2026-05-16 18:42:27 -05:00
KeatonTheBotandMaki e7c720fd2c Update SDL2 to SDL3
- Fix: Crash when connecting a JoyCon

- Fix: Make controller GUIDs match old SDL2 GUIDs

- Fix: Detect face button layout for gamepads

Co-authored-by: Maki <77-maki@users.noreply.git.ryujinx.app>
2026-05-16 18:25:16 -05:00
KeatonTheBot 1b9615983f Update GitLab references to Forgejo 2026-05-16 17:27:39 -05:00
sh0inx d040492b7a Update BiquadFilterEffectParameterTests.cs 2026-05-16 17:24:52 -05:00
LotP 05f7878699 Accurate Service Names
- Services now use their actual names when creating processes instead of the generic "Service".

- Services now use their names encapsulated in curly brackets for threads, e.g. {HID}, instead of the default "HLE.OsThread", making it easier to see what is actually happening behind the scenes. Client threads should use <> and host threads should use {}.

- Fixed a bug where initiating services would create extra unneeded servers.

This is part 1 of a series of service and Horizon changes i'm working on. More will follow at a later date.
2026-05-16 17:24:42 -05:00
KeatonTheBot 0d8bd2653b Vulkan: Enable VK_EXT_memory_priority for Pageable Memory to work properly 2026-04-01 09:10:46 -05:00