| Age | Commit message (Collapse) | Author | 
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Fixes -Wshadow, -Wdeprecated, and catch by copy rather than by ref.
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Reduces branching/swictch cases for simplicity/code size
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Reduces some confusion hopefully, since some parameters specified were not
specific to the setting in question.
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ConfigurationShared::Widget needs to be created with a builder. This
would avoid some duplicated code.
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Using typeid without including typeinfo first produces an ill-formed program.
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Explain why we need to do things differently at times, to serve as a
reference.
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Makes comboboxes always correspond to the value of the setting they're
modifying.
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Needs a considerable amount of management specific to some of
the comoboboxes due to the audio engine configuration.
general: Partial audio config implmentation
configure_audio: Implement ui generation
Needs a considerable amount of management specific to some of
the comoboboxes due to the audio engine configuration.
general: Partial audio config implmentation
settings: Make audio settings as enums
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Makes checkbox creation an option as opposed to a label.
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To specialized a setting to be worth adding to the shared_widget imo,
so add it roughly like before.
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We were passing so many objects between the function and the caller that
it needed to be redesigned.
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Only for updated configs at the moment
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Tabs that largely configure SwitchableSetting's are now Tabs and grouped
together.
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Just puts them all neatly into one place.
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Renames is_intel_proprietary to has_broken_compute for accuracy.
vk_device_info: Use vulkan::device to check compute
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Loading it when the configuration opens now incurs a noticeable delay.
We also don't need to rediscover the same data repeatedly each time the
configuration opens.
Moves vulkan device info discovery to yuzu's startup as opposed to the
configure_graphics constructor.
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This option is only visible if an Intel GPU using the proprietary
driver is found during Vulkan device enumeration.
configure_graphics: More directly get driver id
Vulkan::Device does quite a bit more than we need just to see the
driver ID here.
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Most sources seem to suggest VSync and not V-Sync
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When Vulkan devices are enumerated, this also determines the available
present modes for each device, maps them to a vector, and gives
those options to the user.
OpenGL options are limited to On/Off.
Required creating a VkSurfaceKHR during device enumeration, which
may or may not be desireable. For the sake of a less confusing UI.
Also fixes a bug where if a graphics device disappears on the host, we
don't try and select the non-existant devices.
configure_graphics: Remove vsync runtime lock for Vulkan
configure_graphics: Recommend Mailbox present mode
configure_graphics: Fix type-limits warning
configure_graphics: Clean up includes
configure_graphics: Add tooltip
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Previously, yuzu would try and guess which vsync mode to use given
different scenarios, but apparently we didn't always get it right. This
exposes the separate modes in a drop-down the user can select.
If a mode isn't available in Vulkan, it defaults to FIFO.
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The parenthetical needs to be translatable, like with GLASM
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video_core: add null backend
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Vulkan: update initialization
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Co-authored-by: bylaws <bylaws@users.noreply.github.com>
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The graphics API setting should not be changed when a game is running.
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[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.
Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.
The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.
Following REUSE has a few advantages over the current approach:
- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
  `.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
  files like binary assets / images is always accurate and up to date
To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.
[REUSE]: https://reuse.software
Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
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Being able to catch and handle a Vulkan exception is not what this is
for.
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This does a few things in order to make the default setting Vulkan
workable.
- When yuzu boots, it just opens the Vulkan library.
  - If it works, all good and we continue with Vulkan as the default.
  - If something breaks, a new file in the config directory will be left
    behind (this is deleted normally).
- If Vulkan is not working, has_broken_vulkan is set to true.
  - The first time this happens, a warning is displayed to notify the
    user.
  - This forces use of OpenGL, and Vulkan cannot be selected.
  - The Shader Backend selector is made accessible for use in custom
    configurations.
  - To disable has_broken_vulkan, the user needs to press a button in
    Graphics Configuration to manually run the Vulkan device
    enumeration.
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