| Age | Commit message (Collapse) | Author |
|
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
|
|
gl_rasterizer: Use transformed viewport for depth ranges
|
|
Implement MME shadow RAM
|
|
This increases the PointerBufferSize as a lager one is required by some services.
This change is still not hw-accurate, but it is proven to work in Ryujinx.
Instead of using a hardcoded size, we should figure out the specific values for each service in the future. Some of them can be taken from Atmosphere: https://github.com/Atmosphere-NX/Atmosphere/search?q=PointerBufferSize.
|
|
core/web_browser: Allow WebApplet to exit gracefully when an error occurs
|
|
(@fincs)
|
|
Currently, yuzu just freezes when an error occurs while Initializing the WebApplet.
From a user perspective, this obviously isn't great as the game just softlocks.
With this change, yuzu will call the Finalize method, so to the game it seems like as the user just exited the WebApplet normally.
This works around https://github.com/yuzu-emu/yuzu/issues/2852.
|
|
|
|
|
|
Implement depth ranges using the transformed viewport instead of the
generic one. This matches the current Vulkan implementation but doesn't
support negative depth ranges. An update to glad is required for this.
|
|
|
|
|
|
|
|
|
|
|
|
set: implement GetRegionCode
|
|
input_common/udp: Fix Linux build by using a backwards compatible way of error checking
|
|
bcat: Disable Boxcat backend by default
|
|
shader_decode: implement XMAD mode CSfu
|
|
|
|
yuzu: Save sound output mode and set it to Stereo by default
|
|
video_core: Silence misc warnings
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
There were cases where raw_data didn't contain enough
space to hold the zero terminator.
This was caught with -fsanitize=address.
|
|
|
|
|
|
DirtyFlags: relax need to set render_targets as dirty
|
|
astc: General changes and optimizations
|
|
vk_rasterizer: Implement scissor clears and layered clears
|
|
maxwell_to_vk: Implement RG32 and RGB32 integer vertex formats
|
|
|
|
gl_shader_decompiler: Add layer component to texelFetch
|
|
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.
|
|
error checking
Should fix https://github.com/yuzu-emu/yuzu/issues/3487.
error_code::failed is a function which has been introduced in Boost 1.69.
This version of boost hasn't landed in most major distros yet.
|
|
|
|
Use getenv to detect Nsight.
|
|
vk_rasterizer: Fix vertex range assert
|
|
video_core: Implement RGBA16_SNORM
|
|
shader_decode: Reimplement BFE instructions
|
|
maxwell_to_vk: add vertex format eA2B10G10R10UnormPack32
|
|
renderer_opengl: Keep frames synchronized when using a GPU debugger.
|
|
|
|
|