| Commit message (Collapse) | Author | Age | Files | Lines |
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yuzu_cmd: Split emu_window OpenGL implementation into its own file
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There's no performance improvement in passing an unsigned pair by
reference.
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Makes the parameter ordering consistent, and also makes the filename
parameter a std::string. A std::string would be constructed anyways with
the previous code, as IOFile's only constructor with a filepath is one
taking a std::string.
We can also make WriteStringToFile's string parameter utilize a
std::string_view for the string, making use of our previous changes to
IOFile.
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yuzu_cmd: Make OpenGL's context current
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The SDL2 frontend never bound the OpenGL context, resulting on a white
screen and no-ops all over the backend.
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Allow picking a Compatibility Profile for OpenGL.
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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
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Previously we were building with MBCS, which is pretty undesirable. We
want the application to be Unicode-aware in general.
Currently, we make the command line variant of yuzu use ANSI variants of
the non-standard getopt functions that we link in for Windows, given we
only have an ANSI option-set.
We should really replace getopt with a library that we make all build
types of yuzu link in, but this will have to do for the time being.
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Frontend: Migrate to QOpenGLWindow and support shared contexts
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file_sys: Provide generic interface for accessing game data
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This was initially added to prevent problems from stubbed/not implemented NFC services, but as we never encountered such and as it's only used in a deprecated function anyway, I guess we can just remove it to prevent more clutter of the settings.
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Port various Citra changes to input_common, including deadzone support
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Changes the interface as well to remove any unique methods that
frontends needed to call such as StartJoystickEventHandler by
conditionally starting the polling thread only if the frontend hasn't
started it already. Additionally, moves all global state into a single
SDLState class in order to guarantee that the destructors are called in
the proper order
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Asynchronous GPU command processing
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We already have the system instance around, so we can use that instead
of the accessor.
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Stored as signed seconds since epoch.
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Update OpenGL's backend version from 3.3 to 4.3
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patch_manager: Add support for applying LayeredFS patches to ExeFS
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When enabled, all exefs(es) will be copied to yuzu/dump/<title_id>/exefs.
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* Correctly sets default system language for yuzu-CLI
A user reported that yuzu_cmd runs games in Japanese rather than the correct default of English (like yuzu-qt does correctly), this change fixes that.
* fix clang issue
deleted whitespace
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patch_manager: Add support for dumping uncompressed NSOs
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Also adds UI option in Debug > Dump section, with the idea later things to be dumped (i.e. other game data or textures, etc) will use the same group box.
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logging: Add DebuggerBackend for logging to Visual Studio
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* Fixed conflict with nfp
* Few fixups for nfc
* Conflict 2
* Fixed AttachAvailabilityChangeEvent
* Conflict 3
* Fixed byte padding
* Refactored amiibo to not reside in "System"
* Removed remaining references of nfc from system
* used enum for Nfc GetStateOld
* Added missing newline
* Moved file operations to front end
* Conflict 4
* Amiibos now use structs and added mutexes
* Removed amiibo_path
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- This will be used as a catch-all for slow-but-accurate GPU emulation paths.
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Neither of these functions alter the ownership of the provided pointer,
so we can simply make the parameters a reference rather than a direct
shared pointer alias. This way we also disallow passing incorrect memory values like
nullptr.
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change TouchToPixelPos to return std::pair<int, int>
static_cast (SDL)
various minor style and code improvements
style - PascalCase for function names
made touch events private
const pointer arg in touch events
make TouchToPixelPos a const member function
did I do this right?
braces on barely-multiline if
remove question comment (confirmed in Discord)
fixed consts
remove unused parameter from TouchEndEvent
DRY - High-DPI scaled touch put in separate function
also fixes a bug where if you start touching (with either mouse or touchscreen) and drag the mouse to the LEFT of the emulator window, the touch point jumps to the RIGHT side of the touchscreen; draggin to above the window would make it jump to the bottom.
implicit conversion from QPoint to QPointF, apparently
I have no idea what const even means but I'll put it here anyway
remove unused or used-once variables
make touch scaling functions const, and put their implementations together
removed unused FingerID parameters
QTouchEvent forward declaration; add comment to TouchBegin that was lost in an edit
better DRY in SDL
To do -> TODO(NeatNit)
remove unused include
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Uses -p (--program) and following string as args.
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yuzu-cmd: Add filesystem service initializer call
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Ensures all relevant filesystem objects are initialized and eliminates a crash related to the RegisteredCache.
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* Fix bug where default username value for yuzu_cmd create an userprofile with uninitialize data as username
* Fix format
* Apply code review changes
* Remove nullptr check
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* gl_rasterizer: use ARB_multi_bind for uniform buffers
* address feedback
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audio_core: Add audio stretching support
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It allows us to use texture views and it reduces the overhead within the GPU driver.
But it disallows us to reallocate the texture, but we don't do so anyways.
In the end, it is the new way to allocate textures, so there is no need to use the old way.
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* Joystick hotplug support (#4141)
* use SDL_PollEvent instead of SDL_JoystickUpdate
Register hot plugged controller by GUID if they were configured in a previous session
* Move SDL_PollEvent into its own thread
* Don't store SDLJoystick pointer in Input Device; Get pointer on each GetStatus call
* Fix that joystick_list gets cleared after SDL_Quit
* Add VirtualJoystick for InputDevices thats never nullptr
* fixup! Add VirtualJoystick for InputDevices thats never nullptr
* fixup! fixup! Add VirtualJoystick for InputDevices thats never nullptr
* Remove SDL_GameController, make SDL_Joystick* unique_ptr
* fixup! Remove SDL_GameController, make SDL_Joystick* unique_ptr
* Adressed feedback; fixed handling of same guid reconnects
* fixup! Adressed feedback; fixed handling of same guid reconnects
* merge the two joystick_lists into one
* make SDLJoystick a member of VirtualJoystick
* fixup! make SDLJoystick a member of VirtualJoystick
* fixup! make SDLJoystick a member of VirtualJoystick
* fixup! fixup! make SDLJoystick a member of VirtualJoystick
* SDLJoystick: Addressed review comments
* Address one missed review comment
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yuzu-cmd: fix SDL logging
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This hopefully helps our cache not to redundant upload the vertex buffer.
# Conflicts:
# src/video_core/renderer_opengl/gl_rasterizer.cpp
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file_sys: Allow for custom NAND/SD directories
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Eliminates the need to rebuild some source files if the file_util header
ever changes. This also uncovered some indirect inclusions, which have
also been fixed.
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The follow-up to e2457418dae19b889b2ad85255bb95d4cd0e4bff, which
replaces most of the includes in the core header with forward declarations.
This makes it so that if any of the headers the core header was
previously including change, then no one will need to rebuild the bulk
of the core, due to core.h being quite a prevalent inclusion.
This should make turnaround for changes much faster for developers.
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We can make the enum class type compatible with fmt by providing an
overload of operator<<.
While we're at it, perform proper bounds checking. If something exceeds
the array, it should be a hard fail, because it's, without a doubt, a
programmer error in this case.
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Gets the class out of the global namespace.
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Full list of new errors and descriptions in core/loader/loader.h
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video_core: Eliminate the g_renderer global variable
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We move the initialization of the renderer to the core class, while
keeping the creation of it and any other specifics in video_core. This
way we can ensure that the renderer is initialized and doesn't give
unfettered access to the renderer. This also makes dependencies on types
more explicit.
For example, the GPU class doesn't need to depend on the
existence of a renderer, it only needs to care about whether or not it
has a rasterizer, but since it was accessing the global variable, it was
also making the renderer a part of its dependency chain. By adjusting
the interface, we can get rid of this dependency.
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XCI and Encrypted NCA Support
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Makes the global a member of the RendererBase class. We also change this
to be a reference. Passing any form of null pointer to these functions
is incorrect entirely, especially given the code itself assumes that the
pointer would always be in a valid state.
This also makes it easier to follow the lifecycle of instances being
used, as we explicitly interact the renderer with the rasterizer, rather
than it just operating on a global pointer.
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Port #3665 from Citra: "frontend: Log Citra version"
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Instead of using an unsigned int as a parameter and expecting a user to
always pass in the correct values, we can just convert the enum into an
enum class and use that type as the parameter type instead, which makes
the interface more type safe.
We also get rid of the bookkeeping "NUM_" element in the enum by just
using an unordered map. This function is generally low-frequency in
terms of calls (and I'd hope so, considering otherwise would mean we're
slamming the disk with IO all the time) so I'd consider this acceptable
in this case.
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* Port #3335 and #3373 from Citra
* Fixup: Use the new logging placeholders
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Given we utilize fmt, we don't need to provide our own functions for formatting anymore
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SDL2: Implement fullscreen. (Original PR: citra-emu/citra#3607)
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* Port 3528: use nvidia graphics automatically on laptops with optimus
* Force dedicated AMD Card for switchable Graphics
* Ran clang-format
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Update Dialog from citra to yuzu
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Change Telemetry Names to yuzu and remove links to citra
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Remove Option for N/3DS from default.ini
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Removes the need to store to separate SRC and HEADER variables, and then
construct the target in most cases.
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Various fixes
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