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path: root/src/yuzu/configuration/configure_graphics.cpp
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2021-04-14common: Move settings to common from core.bunnei
- Removes a dependency on core and input_common from common.
2021-04-06configure_graphics: Add Borderless Windowed fullscreen modeMorph
The borderless windowed fullscreen mode solves several issues with the presentation of the overlay dialogs and on-screen keyboard in exclusive fullscreen mode, and also has other benefits such as smoother gameplay, lower latency and a significant reduction in screen tearing. Co-authored-by: Its-Rei <kupfel@gmail.com>
2021-04-04configure_graphics: Prevent stack-use-after-scopelat9nq
Address Sanitizer reports stack-use-after-scope on line 231 `vulkan_devices.push_back(QString::fromStdString(name));`. Instead of using a pointer, copy the string into a std::string and use that, instead.
2021-02-13vulkan_wrapper: Pull Windows symbolsReinUsesLisp
2021-02-13gpu: Report renderer errors with exceptionsReinUsesLisp
Instead of using a two step initialization to report errors, initialize the GPU renderer and rasterizer on the constructor and report errors through std::runtime_error.
2020-12-24cmake: Always enable VulkanReinUsesLisp
Removes the unnecesary burden of maintaining separate #ifdef paths and allows us sharing generic Vulkan code across APIs.
2020-11-04core/settings: Move configuring_global behind an APILioncash
Rather than have directly modified global state here, we can make it an implementation detail and have an interface that changes are queried through.
2020-10-26video_core: NVDEC Implementationameerj
This commit aims to implement the NVDEC (Nvidia Decoder) functionality, with video frame decoding being handled by the FFmpeg library. The process begins with Ioctl commands being sent to the NVDEC and VIC (Video Image Composer) emulated devices. These allocate the necessary GPU buffers for the frame data, along with providing information on the incoming video data. A Submit command then signals the GPU to process and decode the frame data. To decode the frame, the respective codec's header must be manually composed from the information provided by NVDEC, then sent with the raw frame data to the ffmpeg library. Currently, H264 and VP9 are supported, with VP9 having some minor artifacting issues related mainly to the reference frame composition in its uncompressed header. Async GPU is not properly implemented at the moment. Co-Authored-By: David <25727384+ogniK5377@users.noreply.github.com>
2020-08-14configuration_shared: Simplify name lookup in highlighting functionsLioncash
We can query the given object name directly from the widget itself. This removes any potential for forgetting to change the name if the widget gets renamed and makes the API much simpler (just pass in the widget, and not worry about its name).
2020-07-19configuration: Use forward declares and remove extraneous structslat9nq
2020-07-19clang-formatlat9nq
2020-07-19configuration_shared: Break up tracker structs to respective classeslat9nq
One less global variable.
2020-07-19clang-formatlat9nq
2020-07-19configure_per_game: Improve style consistencylat9nq
The way the configurations are set up, it is not trivial to do this. I'll leave it as is, but the API selection, and the background color and volume slider selectors are kind of not following the style.
2020-07-19configuration_shared: Add default combobox setup functionlat9nq
Not a catch-all, but helps clean up the code for when I do this a lot. Also fixes some bugs caught in configure_graphics.
2020-07-19configuration_shared: Use an int instead of a QStringlat9nq
I noticed some of the code could be reduced to just passing the function an int, since I was doing the same thing over and over. Also clang-formats configure_graphics
2020-07-19configure_graphics: Implement highlighted overrideslat9nq
2020-07-09configuration: implement per-game configurations (#4098)lat9nq
* Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-07-06configure_graphics: Make use of qOverload in signals/slotsLioncash
While we're in the same area, we can make use of qOverload to tidy up some function pointer casts.
2020-07-06configure_graphics: Prevent unnecessary string copies in UpdateDeviceComboBox()Lioncash
Unlikely to impact performance at all, but this is essentially a "free" transformation, so why not?
2020-06-06yuzu/frontend: Remove internal resolution optionMorph
2020-04-07yuzu: Drop SDL2 and Qt frontend Vulkan requirementsReinUsesLisp
Create Vulkan instances and surfaces from the Vulkan backend.
2020-04-07renderer_vulkan: Query device names from the backendReinUsesLisp
2020-02-27Create an "Advanced" tab in the graphics configuration tab and add ↵Morph
anisotropic filtering levels.
2020-02-25core: settings: Add setting to enable vsync, which is on by default.bunnei
2020-02-13Add following aspect ratios: 16:9, 21:9, Stretch to WindowMorph
Available as a drop down within the configure graphics tab.
2020-01-29yuzu: Implement Vulkan frontendReinUsesLisp
Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing bits on Vulkan initialization.
2019-09-05yuzu/configure: move speed limiter to generalFearlessTobi
The speed limiter being a frame limiter is an implmentation detail and can be changed in the future. What user care about is that it limit the emulation speed in genenral (not just graphics but also audio+input) Co-Authored-By: Weiyi Wang <wwylele@gmail.com>
2019-06-07Merge pull request #2553 from lioncash/languageZach Hilman
yuzu/configuration: Make all widgets and dialogs aware of language changes
2019-06-07Merge pull request #2514 from ReinUsesLisp/opengl-compatZach Hilman
video_core: Drop OpenGL core in favor of OpenGL compatibility
2019-06-05yuzu/configuration: Make all widgets and dialogs aware of language changesLioncash
To prepare for translation support, this makes all of the widgets cognizant of the language change event that occurs whenever installTranslator() is called and automatically retranslates their text where necessary. This is important as calling the backing UI's retranslateUi() is often not enough, particularly in cases where we add our own strings that aren't controlled by it. In that case we need to manually refresh the strings ourselves.
2019-06-05yuzu/configuration: Make function naming consistentLioncash
2019-05-30rasterizer_opengl: Remove OpenGL core profileReinUsesLisp
2019-05-24yuzu/configuration/configure_graphics: Eliminate type narrowing in a connect ↵Lioncash
call A checkbox is able to be tri-state, giving it three possible activity types, so in the connect call here, it would actually be truncating an int into a bool. Instead, we can just listen on the toggled() signal, which passes along a bool, not an int.
2019-05-17qt/configure_graphics: Shadow options at runtimeReinUsesLisp
Compatibility profile and the disk shader cache settings shouldn't be changed at runtime. This aims to address that shadowing those options.
2019-04-20Allow picking a Compatibility Profile for OpenGL.Fernando Sahmkow
This option allows picking the compatibility profile since a lot of bugs are fixed in it. We devs will use this option to easierly debug current problems in our Core implementation.:wq
2019-04-09added a toggle to force 30fps modezarroboogs
2019-03-06settings: Add new graphics setting for use_asynchronous_gpu_emulation.bunnei
2019-02-06settings: Hide shader cache behind a settingReinUsesLisp
2019-01-26Use QPixmap/QIcon for background color selection buttonxperia64
2018-10-16config: Rename use_accurate_framebuffers -> use_accurate_gpu_emulation.bunnei
- This will be used as a catch-all for slow-but-accurate GPU emulation paths.
2018-10-02configure_graphics: Make functions internally linked where applicableLioncash
These aren't used outside of this translation unit, so they can be internally linked.
2018-09-08Port Citra #4047 & #4052: add change background color supporttech4me
2018-08-21Port #3353 from CitrafearlessTobi
2018-08-06qt: Default destructors where applicableLioncash
Makes code consistent with our style of defaulting special member functions where applicable.
2018-07-29Port #3911 from Citra: "Optimize settings application"fearlessTobi
2018-06-27settings: Add a configuration for use_accurate_framebuffers.bunnei
2018-01-15Clang formatunknown
2018-01-15Update the internal resolution settingsunknown
2018-01-12Removing unused settings and yuzu rebrandingJames Rowe