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2020-09-06video_core: Remove all Core::System references in rendererReinUsesLisp
Now that the GPU is initialized when video backends are initialized, it's no longer needed to query components once the game is running: it can be done when yuzu is booting. This allows us to pass components between constructors and in the process remove all Core::System references in the video backend.
2020-08-27input_common: Eliminate most global stateLioncash
Abstracts most of the input mechanisms under an InputSubsystem class that is managed by the frontends, eliminating any static constructors and destructors. This gets rid of global accessor functions and also allows the frontends to have a more fine-grained control over the lifecycle of the input subsystem. This also makes it explicit which interfaces rely on the input subsystem instead of making it opaque in the interface functions. All that remains to migrate over is the factories, which can be done in a separate change.
2020-08-26Project Mjölnir: Part 1Morph
Co-authored-by: James Rowe <jroweboy@gmail.com> Co-authored-by: Its-Rei <kupfel@gmail.com>
2020-08-18common/telemetry: Migrate namespace into the Common namespaceLioncash
Migrates the Telemetry namespace into the Common namespace to make the code consistent with the rest of our common code.
2020-08-16common/fileutil: Convert namespace to Common::FSLioncash
Migrates a remaining common file over to the Common namespace, making it consistent with the rest of common files. This also allows for high-traffic FS related code to alias the filesystem function namespace as namespace FS = Common::FS; for more concise typing.
2020-07-17Rebase for per game settingsDavid Marcec
2020-07-14Merge pull request #4294 from MerryMage/cpu-opt-settingsbunnei
configuration: Add settings to enable/disable specific CPU optimizations
2020-07-11configuration: Add settings to enable/disable specific CPU optimizationsMerryMage
2020-07-10settings: Remove storage size optionsMorph
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>
2020-06-27General: Setup yuzu threads' microprofile, naming and registry.Fernando Sahmkow
2020-06-27YuzuCMD/Tester: Correct executionFernando Sahmkow
2020-06-27General: Recover Prometheus project from harddrive failure Fernando Sahmkow
This commit: Implements CPU Interrupts, Replaces Cycle Timing for Host Timing, Reworks the Kernel's Scheduler, Introduce Idle State and Suspended State, Recreates the bootmanager, Initializes Multicore system.
2020-06-21Fix: fatal error CVT1100 when compiling manifest fileFearlessTobi
Occurs when doing a local compile in MSVC build. The compiler I'm using is as below: Microsoft Visual Studio Community 2019 Preview Version 16.6.0 Preview 5.0 Fixes this error: CVTRES : fatal error CVT1100: duplicate resource. type:MANIFEST, name:1, language:0x0409 LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt I have put 0 since previous name was 1. If have other names in mind, please let me know. Co-Authored-By: dragios <dragios@users.noreply.github.com>
2020-06-16Merge pull request #3966 from Morph1984/hide-internal-resolution-uibunnei
yuzu/frontend: Remove internal resolution option
2020-06-06yuzu/frontend: Remove internal resolution optionMorph
2020-06-04Merge pull request #4009 from ogniK5377/macro-jit-prodbunnei
video_core: Implement Macro JIT
2020-05-31Merge pull request #3958 from FernandoS27/gl-debugbunnei
OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled
2020-05-30Implement macro JITDavid Marcec
2020-05-19yuzu: Add frontend settings for assembly shadersReinUsesLisp
Add settings for assembly shaders. Currently hidden to avoid users from accidentally enabled them.
2020-05-17OpenGL: Enable Debug Context and Synchronous debugging when graphics ↵Fernando Sahmkow
debugging is enabled. This commit aims to help easing debugging of driver crashes without having to modify existing code.
2020-05-11core: settings: Add a setting for time zone.bunnei
2020-04-27Merge pull request #3742 from FernandoS27/command-listbunnei
Optimize GPU Command Lists and Introduce Fast GPU Time Option
2020-04-23Merge pull request #3768 from H27CK/cmd-title-fmtRodrigo Locatti
Fix format error in performance statistics
2020-04-23GPU: Add Fast GPU Time Option.Fernando Sahmkow
2020-04-23Fix format error in performance statisticsH27CK
Formatting
2020-04-22Merge pull request #3677 from FernandoS27/better-syncbunnei
Introduce Predictive Flushing and Improve ASYNC GPU
2020-04-22Add missing ;H27CK
2020-04-22UI: Replasce accurate GPU option for GPU Accuracy LevelFernando Sahmkow
2020-04-22Init SDL info structure and add dummy contextH27CK
2020-04-20dynarmic: Add option to disable CPU JIT optimizationsMerryMage
2020-04-07yuzu: Drop SDL2 and Qt frontend Vulkan requirementsReinUsesLisp
Create Vulkan instances and surfaces from the Vulkan backend.
2020-03-30Frontend: Don't call DoneCurrent if the context isnt already currentJames Rowe
2020-03-25Address review and fix broken yuzu-tester buildJames Rowe
2020-03-24Frontend/GPU: Refactor context managementJames Rowe
Changes the GraphicsContext to be managed by the GPU core. This eliminates the need for the frontends to fool around with tricky MakeCurrent/DoneCurrent calls that are dependent on the settings (such as async gpu option). This also refactors out the need to use QWidget::fromWindowContainer as that caused issues with focus and input handling. Now we use a regular QWidget and just access the native windowHandle() directly. Another change is removing the debug tool setting in FrameMailbox. Instead of trying to block the frontend until a new frame is ready, the core will now take over presentation and draw directly to the window if the renderer detects that its hooked by NSight or RenderDoc Lastly, since it was in the way, I removed ScopeAcquireWindowContext and replaced it with a simple subclass in GraphicsContext that achieves the same result
2020-03-17bcat: Disable Boxcat backend by defaultFearlessTobi
This commit disables the Boxcat backend by default for new users of yuzu. There's several reasons as to why this is done: 1. Boxcat currently only actually has an impact on 3 games and doesn't influence any core mechanics of them 2. It causes a plethora of issues when enabled such as games like Crash Team Racing, Diablo 3 and Tales of Vesperia not booting at all or hanging 3. It causes https://github.com/yuzu-emu/yuzu/issues/2957 to happen. This makes the configuration menu totally unusable for many Linux users of yuzu I think those points show that currently the negative impact of Boxcat outweighs its benefits and should therefore be disabled by default. For users who are eager to use the extra features provided by it, they can still just turn it on in the settings.
2020-03-07Merge pull request #3452 from Morph1984/anisotropic-filteringbunnei
frontend/Graphics: Add "Advanced" graphics tab and experimental Anisotropic Filtering support
2020-03-03Frontend/SDL - Provide proper default for UDP inputJames Rowe
When the default file is read in, the settings default value is only used when the key is missing. As it was, the key existed, but the value was empty string causing it to accept that as a value to pass into the core
2020-02-27Create an "Advanced" tab in the graphics configuration tab and add ↵Morph
anisotropic filtering levels.
2020-02-25frontend: qt: bootmanager: Vulkan: Restore support for VK backend.bunnei
2020-02-25frontend: sdl2: emu_window: Implement separate presentation thread.bunnei
2020-02-25core: settings: Add setting to enable vsync, which is on by default.bunnei
2020-02-14Add 4:3 aspect ratio and address feedbackMorph
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_cmd: Fix memcpy on Vulkan handlersReinUsesLisp
2020-01-29yuzu: Implement Vulkan frontendReinUsesLisp
Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing bits on Vulkan initialization.
2020-01-29settings: Add settings for graphics backendReinUsesLisp
2020-01-23Replace GetString with Get functionFearlessTobi
This should hopefully fix compilation errors.
2020-01-23Input: UDP Client to provide motion and touch controlsfearlessTobi
An implementation of the cemuhook motion/touch protocol, this adds the ability for users to connect several different devices to citra to send direct motion and touch data to citra. Co-Authored-By: jroweboy <jroweboy@gmail.com>
2019-11-07yuzu_cmd: Use string_view instead of string for extensionsReinUsesLisp
Avoids potential allocations due to the usage of std::string on strings that we know at compile time. Most of these might fit in SSO, but it adds complexity that can be easily avoided with string views.