The input settings page now exposes the Dynamic Input Swap toggle. The profile bar separates link and load actions, shows when the current profile is linked, and opens the assigned-devices dialog from the device row.
The dialog lists the current player’s available keyboards and controllers, lets rows or checkboxes toggle assignment, shows linked profiles and shared-player text, and saves through the existing input settings view model.
Input settings now builds the assigned-device list for the selected player, marks devices already used by other players, and saves the edited assignment next to the normal input config. It also handles per-device profile links so switching devices can pick the profile that was bound to that device.
This is the small UI-facing model used by the settings dialog. It tracks whether a device is assigned, who else is using it, and which profile name is linked to it.
NpadManager now keeps the player assignment list next to the requested input configs and passes the normalized assignment into each controller. NpadController can open the assigned keyboard and controllers together, switch to the device that is actually producing input, and report the active config back to settings.
Avoids assuming every controller config has an LED block before touching LED settings. This came up while opening more than one pad during input reloads.
Adds player input assignments and the duplicate-device option to the config state. Fresh configs still start with Player 1 on keyboard, and older configs can leave the assignment list empty until settings saves it.
Stores the dynamic swap choice on the existing input config too. That gives older single-config paths a simple way to carry the setting until a full player assignment is saved.
Adds the saved shape for per-player device ownership, plus a small helper for normalizing and comparing assignments. This is separate from the runtime changes so the persistence rules are easy to review on their own.
Unpublished branch from gdkchan. Replaces the outdated `shaderc.net` package with `Silk.NET.Shaderc`, which is continually updated with the Silk.NET package suite.
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/124
This PR aims to fix a bug inside the settings window that caused the Controller Stick visualizer to run at extremely degraded performance when the selected profile had a rainbow LED configuration:
Old behaviour : <video src="/attachments/1915ab74-6e1b-4e2f-9182-820cbed5359b" title="Screen Recording 2026-05-30 105859" controls></video>
New / updated behaviour : <video src="/attachments/dd293402-19e7-439e-8aa6-114d4ee22404" title="Screen Recording 2026-05-30 110338" controls></video>
The issue was that the input settings page automatically subscribed controllers to rainbow LED updates when a saved profile with rainbow LEDs enabled was loaded.
Reopening input settings on a non-default controller profile could immediately start the rainbow LED update loop from the settings UI, which caused the stick visualizer to become sluggish or jittery on affected controllers. The preview handler is now only registered when the rainbow LED option is changed in the settings UI, and it uses a stable handler so duplicate callbacks are not stacked.
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/119
Currently the appimages work fine, however I realized there's some room to improve on following the standards and a bit of cleaning.
AppImages now follow the linux FHS and a `.DirIcon` to follow the Spec closer, along with changing the icon and desktop file names (the resulting AppImage will have the same name, it's only used internally)
Metadata has been added, it helps with applications meant to manage appimages, as well as a future possible auto-updater.
The icon has been replaced temporarily as we wait for the updated one, just taken from the windows .ico. The `.DirIcon` needs to be a PNG, however `app.ryujinx.Ryujinx.png` can be an svg as well for some reason.
The launcher script may not need to exist (gamemode and envvars), but as to not break anything the important things have been kept.
The commits messages of this PR contain information as to why each change was made.
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/110
Fixes a black screen on Metal versions older than 3.1 by disabling `VK_EXT_extended_dynamic_state` (and `VK_DYNAMIC_STATE_VERTEX_INPUT_BINDING_STRIDE`). Fix imported from [@sunshineinabox](https://github.com/sunshineinabox)'s unpublished extended dynamic states branch.
Co-authored-by: sunshineinabox <aqemail@gmail.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/114
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
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/25
This PR refactors keyboard handling to use physical key mappings for all gameplay input, ensuring controls remain consistent across different OS keyboard layouts.
I'd like to give out an ENORMOUS thank you to @Neo for his very generous help on getting MacOS caps lock behaviour working, but as well for taking the time for extensive testing, planning and discussions, and finally for writing this PR message :) Keep being awsome pal 👊
### New Features :
* **New**: Gameplay input now uses physical key positions instead of OS layouts, ensuring the same physical key triggers the same action across keyboard layouts.
* Key rebinding stores physical keys and config compatibility is preserved, with physical keys now the primary gameplay‑binding format.
* Physical‑key model is now consistent across platforms, including updated SDL/headless behavior.
* **Added**: New Input setting "Reset keybinds to default", with a new confirmation dialog appears when changes are being overwritten.
* **Fractured**: Keyboard‑related locales to the newly created `KeyboardLayout.json`.
* New input device settings/actions use clearer labels and tooltips.
* UI Key Labels (such as Left Shift and Right Shift) are more accurate and standardized, with clearer symbols, consistent naming, dynamic learning of printable labels from real key events, and persistence across restarts.
### Improvements :
* **Reduced**: Incorrect key labels by using observed host symbols instead of language assumptions.
* **Reduced**: Stuck/stale keys by using binary pressed‑key tracking, fixing rebinding/gameplay paths, better held‑key recovery after focus changes, and clearing keyboard state when Ryujinx/settings windows lose focus.
* **Improved**: Device handling → refreshing no longer clears the selector, disconnect fallback is consistent, reconnect restores controllers automatically, and the UI avoids invalid/empty device states.
* **Improved**: Async input‑assignment callbacks are now guarded when switching views/devices, preventing stale callbacks from hitting detached views.
* **Adjusted**: Input visualiser to be more robust when switching sources or handling controller disconnect/reconnect, without needing to reopen settings.
* **Improved**: Modification (changes to input controls) tracking
* Rebinding to the same value, reverting to original config, restoring defaults without differences, or reloading equivalent profiles no longer leaves Player marked as modified.
* **Reduced**: Keyboard LED noise in logs and added optional UI keyboard‑state/rebinding diagnostics.
### Fixes :
* **Special Keys**:
* AltGr and other special keys behave correctly, including proper Ctrl+Alt → AltRight handling and more consistent normalization of special/synthetic keys.
* Caps Lock is now reliably bindable on all platforms (Windows/Linux register every press; macOS every other).
* **Fixed**: Certain cases where keyboard input broke after pointer interactions
### Current Limitations
These are planned on being fixed/improved upon in future PRs:
* Hotkeys still use semantic (Key) mappings.
* Software keyboard / text input still uses the semantic path
* Printable key labels may fall back to defaults until observed from host input.
* Full semantic/physical split currently implemented only in the Avalonia driver.
Co-authored-by: _Neo_ <ursamajorjanus2819@gmail.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/13
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.
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/100
Ayyyy, welcome to the UI: Actions Menu → General Improvements PR!
We are soooo back boys and girls.
This is the first PR in a series aimed at delivering the largest overhaul and set of improvements to the Actions menu yet.
This initial PR introduces smaller visual and navigation improvements as part of the broader Actions menu refresh, while also serving as the starting point for locale fracturing across the entirety of Ryujinx. As this is a series of progressive PRs, bug fixes and additional refinements will continue to be rolled out throughout the series.
### GENERAL:
* **Fractured:** A bunch of locales. The following new files, and their designations, were created:
* `MenuBar_Actions.json` - all UI-related locales for the `Actions` menu
* `MenuBar_File.json` - all UI-related locales for the `File` menu
* `Dialog_Firmware.json` - all firmware-related dialog locales
* `Dialog_Keys.json` - all keys-related dialogs locales
* `Error.json` - all error-related locales
* `StatusBar.json` - all UI-related locales for the Status Bar
**NOTE:** To keep this PR manageable, `MenuBar_File.json`, `Error.json`, and `StatusBar.json` were NOT populated with their locales. Additionally, `RenderDoc.json` was deleted and all of its locales were moved to `MenuBar_Actions.json` because all RenderDoc locales are present only in the `Actions` menu.
* **Fixed:** Some typos in `Locales.md`.
### **DEFAULT ACTIONS:**
* **Added:** File picker dialog titles for `Install Firmware` and `Install Keys`.
* `Install Firmware`: "Select an XCI file or a ZIP archive to install firmware from" and "Select a folder to install firmware from".
* `Install Keys`: "Select a KEYS file to install keys from" and "Select a folder to install keys from".
* **Improved:** `Install Firmware` and `Install Keys` submenus.
* Submenus no longer have periods before file extensions; this avoids visual issues in right‑to‑left languages matches other emulators using uppercase extensions (e.g. `Install Firmware` → `Install Firmware (.XCI or .ZIP)` is now `Install Firmware` → `Install Firmware (XCI or ZIP)`).
* Submenus no longer repeat the main menu title; they now show only the specific option, making navigation cleaner (e.g. `Install Firmware` → `Install Firmware (XCI or ZIP)` is now `Install Firmware` → `XCI or ZIP`).
* Submenus now end with an ellipsis; this follows UI conventions that signal additional user input is required (e.g. `Install Firmware` → `XCI or ZIP...`).
* **Moved:** `Manage File Types` menu and submenu.
* These menus let Windows and Linux users associate formats like .xci and .nsp with the emulator so they can be opened by double‑clicking. macOS already handles this automatically when an app supports the format.
* Since this PR focuses on the `Actions` menu, this menu and its submenus have been moved under `File`, with their locales relocated to the new `MenuBar_File.json`.
* This menu is useful but currently too vague about its purpose. A later PR will refine and clarify it.
* **Improved:** `Mii Editor`
* Removed the `Mii Editor` tooltip, as the menu was already self‑explanatory.
* The loading text for the `Mii Editor` is now locale-dynamic, instead of the previously static "miiEdit".
### **IN-GAME ACTIONS:**
* **Updated:** Menu grouping with separators (see images below)
* **Renamed:** `Resume` to `Resume Emulation` and `Pause` to `Pause Emulation`, ensuring consistency with the other options.
* **Fixed:** `Pause Emulation`/`Resume Emulation` UI Bug
* Previously, if a user paused emulation and then exited the game without closing the emulator, the next game launch would incorrectly show `Resume Emulation`, as though the new game were paused.
* **Updated:** `Scan Amiibo` and `Scan Skylander` icons to a chess rook and dragon, making them clearer and more fun than the previous cubes.
* **Added:** Shortcut for `Simulate Wake-up Message`
* Few games support it, but an in‑game shortcut still helps players who use it often.
* **Removed:** `Manage Cheats` from the menu
* `Manage Cheats` doesn't properly work in-game right now, and is removed in this PR. It will be returned to later in Part 4.
Please see the image comparisons below.
_If there are any features or changes that you wish to be implemented, please comment down below and I'll be happy to accommodate!_
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/42
This increases the texture cache when 4 GiB DRAM is selected in the System settings for GPUs with 6 GiB VRAM or more.
Improves performance when using high-resolution mods @ 4 GIB DRAM and may help with other texture cache scenarios ; i.e., a lot of high-res mods require increasing to 6 GiB DRAM or more, but with this change, you *may* be able to get away with 4 GiB DRAM in some cases.
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/8
Did you know that the garbage collector's default settings are designed for single-threaded applications and quick start-up times? We don't care about either of these.
Configured:
- Concurrent GC (default is true) (set for clarity)
- RetainVM: segments that should be deleted are put on a standby list for future use (default is false)
- QuickJit: enabling quick JIT decreases startup time but can produce code with degraded performance characteristics; for example, the code may use more stack space, allocate more memory, and run slower. (default is true) (disabled)
- ReadyToRun: configures whether the .NET runtime uses pre-compiled code for images with available ReadyToRun data; disabling this option forces the runtime to JIT-compile framework code. (default is true) (set to false, we dont publish with this option anyway)
- TieredPGO: this setting enables dynamic (tiered) profile-guided optimization (PGO) in .NET 6 and later versions. If quick JIT is disabled but tiered compilation is enabled, only pre-compiled code participates in tiered compilation. If a method is not pre-compiled with ReadyToRun, the JIT behavior is the same as if tiered compilation were disabled.
Features:
- Set ``GCLatencyMode.Interactive`` when in-menu and emulator is paused, otherwise uses ``GCLatencyMode.LowLatency``.
- Added a new UI option in the Settings > CPU menu to toggle ``GCLatencyMode.LowLatency`` during guest runtime.

Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/88
Adds Discord Rich Presence for Tomodachi Life: Living the Dream, Tomodachi Life: Living the Dream - Welcome Version, and Animal Crossing: New Horizons
Tomodachi Life Rich Presence uses your total Mii count, and your island level

Animal Crossing New Horizons Rich Presence uses your island name

Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/103
- Added Onedrive folder check for Windows.
- Added iCloud and Downloads folder checks for macOS.
- Added sudo checks for macOS/Linux.
- Added dialogue prompts for macOS/Linux.
- Added unofficial build warning for detected Flatpak install.
These checks have console fallbacks in case the GUI decides it doesn't want to work that day.
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/4
As described. Should hopefully bring speed-ups for macOS devices (thanks Ori!) and general improvements across the board for the vulkan backend (maybe).
This will be followed up with a PR from @KeatonTheBot.
Co-authored-by: V380-Ori <infiniteloop0finsanity@gmail.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/16
This PR fixes a bug introduced in #92. In that PR, the problematic commit did its work directly on the updater's own arrays, calling Auto.Get() on each entry as it went, and nulling entries out along the way. The problem is that Get() can call back into Commit (via ClearMirrors -> Rebind), and when it did, that reentrant Commit would read from the same arrays the outer call was still in the middle of processing, hit one of the entries the outer had already nulled, and throw an NullReferenceException. The fix is to have Commit start by copying everything it needs into local variables and resetting _count to zero, so a reentrant call sees a clean updater and operates on its own data. The outer call then writes its snapshot back into the native arrays just before recording the Vulkan bind.
Co-authored-by: AsperTheDog <guillerman0000@gmail.com>
Co-authored-by: Max <randomgirlisweird@gmail.com>
Co-authored-by: Renovate Bot <renovatebot@ryujinx.app>
Co-authored-by: Babib3l <gab.chevanne@gmail.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/105
This PR adresses the following issue : `ProcessLoader.ActiveApplication` could return invalid results when `_latestPid` pointed to a process that no longer existed in the kernel's process table. The original exception path was commented out and bypassed (by sh0inx?) with `GetValueOrDefault` to prevent UI lockups, but this only resolved the symptoms without fixing the root cause.
This was due to sevral factors :
- `_latestPid` was never reset or validated against the actual process state
- ProcessLoader maintained its own `_processesByPid` dictionary separate from the kernel's `KernelContext.Processes`
- No cleanups happened when processes exited or were terminated
- ProcessLoader state could drift out of sync with the kernel process table
**Solution/Fixes**
- Validate` _latestPid` against the kernel process table before returning `ActiveApplication`
- Check process state (Exited/Exiting) and automatically clear stale references
- Add thread-safe cleanup methods (`ClearProcess`, `ClearAllProcesses`)
- Integrate `ClearAllProcesses` into Switch.Dispose for proper shutdown cleanup
- Add warning logs when stale PID is detected and cleared for debugging
**Code Changes**:
- `ProcessLoader.cs`: Add `_pidLock`, update `ActiveApplication` with validation, add cleanup methods
- `Switch.cs`: Call `Processes.ClearAllProcesses()` in Dispose()
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/102
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>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/92
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>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/99