Updates the OpenDisplay function in IApplicationDisplayService to properly
validate display names. Instead of only accepting "Default", now validates
against all known valid display names: "Default", "External", "Edid",
"Internal", and "Null".
- Changes log level from WARNING to DEBUG since this is no longer stubbed
- Adds proper validation for all valid display names
- Returns ResultOperationFailed for invalid display names
- Improves logging by including the requested display name
Improve the Vulkan Validation Layer (VVL) download logic for Android by checking
for the final library file instead of just the zip archive. This prevents
unnecessary re-downloads and extractions when the library is already in place.
The check now looks for libVkLayer_khronos_validation.so in the final
destination path before attempting to download and extract the archive.
Enhances the Vulkan memory allocator with better OOM handling and memory
alignment:
* Add memory recovery by cleaning up empty allocations before failing
* Implement proper fallback to non-device-local memory
* Simplify memory alignment handling for different vendors
* Add better error logging for allocation failures
* Add IsEmpty() helper to track unused allocations
* Fix alignment requirements for Adreno (4KB) vs other vendors
These changes improve the robustness of memory allocation, particularly
in low-memory situations, and streamline vendor-specific alignment
requirements.
Fixes an infinite timeout hanging issue when booting "Xenoblade Chronicles X: Definitive Edition"
(may apply to other titles as well)
> Service.SM <Info> core\hle\service\sm\sm.cpp:GetServiceImpl:187: Waiting for service ssl:s to become available
ref: 51800e249b
Reviewed-on: http://vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion/torzu-emu/torzu/pulls/109
Co-authored-by: EmulationEnjoyer <emulationenjoyer@noreply.localhost>
Co-committed-by: EmulationEnjoyer <emulationenjoyer@noreply.localhost>
- fixed AppImage not accepting arguments (for example -f -g ROM_file to start directly)
- adjusted AppImage build.sh so it can find Qt libs on Fedora (#98)
- perl-Digest-SHA package is needed for shasum on Fedora
- added option do disable linking against LLVM 17 (Steam Deck specific)
- updated build-for-linux.md (Steam Deck specific)
This adds the option to allow the emulator to use 12gb of RAM for something like really big texture packs.
Co-authored-by: smiRaphi <neogt404@gmail.com>
Reviewed-on: http://vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion/torzu-emu/torzu/pulls/90
Co-authored-by: Zuckerwatte1 <zuckerwatte1@noreply.localhost>
Co-committed-by: Zuckerwatte1 <zuckerwatte1@noreply.localhost>
- Return to original NVN bias values which better cover the full range of storage buffer accesses:
- offset_begin: 0x110 -> 0x100
- offset_end: 0x610 -> 0x700
The wider range ensures we catch all valid storage buffer accesses
while maintaining the same alignment requirements.
ref: 2564e721df
- Updated Horizon OS version to 19.0.1 and NintendoSDK version to 1.0. Adjusted `VERSION_HASH`, `DISPLAY_VERSION`, and `DISPLAY_TITLE` to match the new firmware versions.
ref: fcb6444037
- Updated Horizon OS version constants from 12.1.0 to 19.0.0.
- Changed the version hash from `76b10c2dab7d3aa73fc162f8dff1655e6a21caf4` to `52971eebbba7ab9e6e23d73753aa63e0c3794b16`.
- Updated `DISPLAY_TITLE` and `DISPLAY_VERSION` to reflect the new firmware version "NintendoSDK Firmware for NX 19.0.0-4.0".
- Incremented Atmosphere release version constants to 1.8.0.
ref: 3276bf8780
Tested as working.
It is self-contained with no dependencies, uses relative paths, downloads what it needs on the fly, requires the main repo to already be cloned and built for native linux, so it doesn't need to be a separate repo.
- Copied the `build.sh` file and `assets` folder into a new `AppImageBuilder` folder on the torzu repo root.
- Created a `AppImage-build.sh` shortcut on the repo root that checks if an executable is already in `build/bin`. If it doesn't find one, it prompts the user to build a native version first. If it does find one:
- enters the `AppImageBuilder` folder
- runs the command `./build.sh ../build ./torzu.AppImage`, using the correct relative path to the build folder (if they followed the build instructions as directed)
- moves the resulting `torzu.AppImage` executable back into the main `torzu` folder
- returns back to the main folder and shows current directory contents
- Added relevant entries to `.gitignore`
- Added AppImage section to linux build guide, with some clarifying explanation for Flatpaks, and section separators
Co-authored-by: anon <anon@no.reply>
Reviewed-on: http://vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion/torzu-emu/torzu/pulls/78
Co-authored-by: anon <anon@noreply.localhost>
Co-committed-by: anon <anon@noreply.localhost>
Updated to fmt 11 with the required source changes for it to work.
Also updated vcpkg for this, and as an added benefit it fixes the `Unable to find a valid Visual Studio instance` error, and the VS 2019 build tools are no longer required. Just make sure to delete the existing downloaded vcpkg tool and binaries in `externals/vcpkg` if you have compiled before, or else it will continue to use the old version and give the error.
Reviewed-on: http://vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion/torzu-emu/torzu/pulls/68
Co-authored-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion>
Co-committed-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion>
Windows
- added summary Overview section for MSVC
- consolidated Visual Studio settings screens for C++ etc at the beginning (instead of providing them in the CMake GUI steps if they get an error)
- added notes to dependencies, to add them to Windows PATH if they ask for it
- moved the MSVC command line section (from the very bottom of the page under the Clion section), to between "dependency installation" and the "GUI method of building"
- prioritizing MSVC command line over GUI since it's much shorter and easier if all dependencies are installed correctly
- moved/duplicated contents of MSVC "Clone with Git" section into both the "MSVC command line" and "MSVC GUI" sections, so all steps are together for each and not split up
- changed some header sizes for better separation
- added a large separator bar area between MSVC, MinGW and CLion sections, and smaller separator bar areas between the three main sections of MSVC for readability
- added a specific repo-to-use note to the Clion cloning section
- corrected repo urls
Linux/Debian
- added flatpak build section at the top, labeled the existing as native builds
- added qttools5-dev and libva-dev to dependency cut and paste (were needed to compile on Debian)
- corrected repo url
MacOS
- removed redundant to-do items
- corrected repo url
Android
- corrected repo url
Reviewed-on: http://vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion/torzu-emu/torzu/pulls/65
Co-authored-by: anon <anon@noreply.localhost>
Co-committed-by: anon <anon@noreply.localhost>
If unsafe read is done there can sometimes be corrupt data in the
KeplerCompute::ProcessLaunch qmd structure.
Fixes GPU crashes in 'Princess Peach: Showtime!' when using vulkan
renderer. Requires using "Accuracy Level High" (crashes will still
happen if using "Normal").
Tested on Radeon 6750XT, Linux 6.11.2, Mesa 24.2.5 (RADV driver).
Unsafe read was introduced in 115792158d3ac4ca746d1775f2381e8f8dd18582
"VideoCore: Implement DispatchIndirect"
How did I debug this:
- Used VK_LAYER_KHRONOS_validation which found invalid vkCmdDispatch
(along with a lot of other noise!)
- Instrumented all calls to vulkan Dispatch(), set breakpoint when
grid_dim_x > 1024 (an obviously invalid value). Found dispatch came
from RasterizerVulkan::DispatchCompute().
- Commented out DispatchCompute() entirely, game runs with no crashes
but some graphics effects are missing.
- Keep going one layer up, observe corrupted `launch_description` in
KeplerCompute::ProcessLaunch()
- Attempted safe ReadBlock (`which = VideoCommon::CacheType::All`)
instead of ReadBlockUnsafe in KeplerCompute::ProcessLaunch(), did not
help
- Go one layer up to DmaPusher. Switch to safe_process(). No more
corrupt `launch_description`.