| Commit message (Collapse) | Author | Age | Files | Lines |
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This implements KScopedReservation, allowing resource limit reservations to be more HW accurate, and release upon failure without requiring too many conditionals.
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* kernel: Unify result codes
Drop the usage of ERR_NAME convention in kernel for ResultName. Removed seperation between svc_results.h & errors.h as we mainly include both most of the time anyways.
* oops
* rename errors to svc_results
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core: Silence various warnings on Clang 12
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Clang 12 currently falls over in the face of this.
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Prevents warnings on clang 12. This path is reachable on other
variations of the build that disable the unreachable macro.
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We were previously the name of the object being initialized within its
own initializer, which results in uninitialized data being read.
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input_common: Add mouse panning
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configure_input_player_widget: Minor cleanup
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Reduces the amount of code to read in expressions a little bit by
separating constituents out a little.
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Previously a function was copying an array of 20 std::string instances
by value.
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common: Add -fsized-deallocation as a Clang flag
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Prevents an operator delete error when compiling with Clang 11.
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core: Add -fsized-dealloction as a Clang flag
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Prevents a operator delete error when compiling with Clang 11.
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Prevents clang 11 from throwing an error since these variables are
unused.
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udp: Silence warnings on Clang 12
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Simply mark them as unused for now.
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Prevents compilation errors on clang 12 due to incomplete types within a
unique_ptr member.
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video_core: Remove unused functions and variables
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Resolves warnings on clang 12
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Silences a few warnings on clang 12.
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* Add some depth to ProJoysticks
* address comments
* clang
* address nits
* fix wrong inner_offset when offset.x was 0
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cmake: FFmpeg linking rework
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Also renames related CMake variables to match both the Find*FFmpeg* and
variables defined within the file. Fixes odd errors produced by the old
FindFFmpeg.
Citra's FindFFmpeg is slightly modified here: adds Citra's copyright at
the beginning, renames FFmpeg_INCLUDES to FFmpeg_INCLUDE_DIR, disables a
few components in _FFmpeg_ALL_COMPONENTS, and adds the missing avutil
component to the comment above.
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For Linux, instructs CMake to use the FFmpeg submodule in externals.
This is HEAVILY based on our usage of the late Unicorn. Minimal change
to MSVC as it uses the yuzu-emu/ext-windows-bin. MinGW now targets the
same ext-windows-bin libraries as MSVC for FFmpeg. Adds FFMPEG_LIBRARIES
to WIN32 and simplifies video_core/CMakeLists.txt a bit.
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olsc: Stub GetSaveDataBackupSetting
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Prevent over scheduling audio events and add motion update unschedule event
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This has been fixed as of Visual Studio 2019 Version 16.2
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Settings: Make settings controller image change with controller input
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svc: Provide more detailed error logs for svc functions
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Allows SVC calls to have much more informative information during error
cases. This also doesn't hide control flow returns from the reader.
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renderer_opengl: Update OpenGL backend version requirement to 4.6
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video_core: Delete morton
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moron.h & morton.cpp are not used anywhere and are just empty files
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lm: Fix ReadLeb128
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Fixes assertion on Bloodstained Ritual of the Night.
We would over read sometimes, this is fixed by checking if the top bit is set in the first iteration. We also lock the loop off to be only the max size of the type we can fit. Finally we changed an incorrect print of "DEBUG" to "TRACE" to reflect the proper log severity
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pl_u: Fix read out of bounds
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ring_buffer: Remove granularity template argument
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Non-obvious bug in RingBuffer::Push(std::vector<T>&) when granularity != 1
Just remove it altogether because we do not have a use for granularity != 1
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k_address_arbiter: Minor cleanup
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Allows for more descriptive error messages and also doesn't hide
control-path exit returns from the reader.
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This is a useful function in a generic context or with types that
overload unary operator&. However, primitives and pointers will never do
this, so we can opt for a more straightforward syntax.
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This code is never used, so we can remove it. It's in version control,
so it can always be brought back when needed.
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HID: Update the HID service to match more closely to switchbrew part 1
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Kernel Rework: Refactor KEvent/KReadableEvent/KWritableEvent
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k_priority_queue: Minor cleanup
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Given these are only used as function existence checks, we can simplify
some usages of declval, given they aren't particularly useful here.
Reduces a few template instantiations, which at most reduces compile
times a tiny bit.
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We can make use of the _t variants of the templates to cut down on a
little bit of verbosity.
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An identifier containing a starting underscore followed by a capital
letter is reserved by the standard. It's trivial to avoid this by moving
the underscore to the end of the identifier.
While the likelihood of clashing here being minimal, we can turn a
"should not break" scenario into a definitive "will not break" one, so
why not?.
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IApplicationFunctions: Implement GetHealthWarningDisappearedSystemEvent
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video_core: host_shaders: Don't pass --quiet to glslangValidator if unavailable
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Prevents CMake from calling `glslangValidator` with `--quiet` when it is
not available, i.e. on older downstream versions from Ubuntu.
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k_affinity_mask: Avoid implicit truncation to bool
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This can cause compiler warnings. Instead, we can explicitly add a
boolean expression around it to naturally turn the result into a bool.
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config: Always update handheld config
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audren: Disable reverb for the time being
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As this is causing issues in a few games, it's best to have it disabled until it's completely implemented
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kernel: Rewrite resource limit to be more accurate
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Matches closer to hardware
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acc: Fix error when second user is selected
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Avoid overwriting username
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hid: Only update motion for npad and prevent over scheduling events
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nifm: Stub GetCurrentNetworkProfile and GetCurrentIpConfigInfo
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- Used by Lets Sing 12
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- Used by Minecraft Bedrock Edition
- Used by Bloons TD 5
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nifm: Fix GetAppletInfo stub
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am/IApplicationFunctions: Stub IsGamePlayRecordingSupported
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Used by RetroArch
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prepo: Stub RequestImmediateTransmission and GetTransmissionStatus
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- Used by Animal Crossing: New Horizons
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analog_from_button: Fix update_thread.join exception
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This commit aims to address an exception that occurs when trying to join the Analog object's update_thread.
By using an atomic bool for the status of the update thread, we ensure its value is consistent across the threads accessing it.
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bsd: Fix GetSockOpt stub
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am: Stub TryPopFromFriendInvitationStorageChannel
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Used by Family Feud
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Used by Family Feud
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Rewrite KThread to be more accurate
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- This is a workaround that does not belong in a kernel primitive.
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- This can happen if called from an idle or suspension thread.
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video_core/memory_manager: Add BytesToMapEnd
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Track map address sizes in a flat ordered map and add a method to query
the number of bytes until the end of a map in a given address.
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prepo: Stub GetSystemSessionId
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Fix connect and disconnect controller events
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audout: FlushAudioOutBuffers
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Fixes Devil May Cry
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sockets: Stub GetSockOpt
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vk_scheduler: Fix unaligned placement new expressions
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We were accidentaly creating an object in an unaligned memory address.
Fix this by manually aligning the offset.
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prepo: Fix BufferDescriptorX invalid buffer index errors and add New variants of SaveReport
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The second input buffer could be optional when prepo/srepo is called, test for the availability of the second buffer prior to reading from it.
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Allows us to test whether a buffer can be read from or written to memory
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hid: Cleanup SixAxisFusionParameters
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gl_shader_decompiler: Fix constant buffer size calculation
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The divide logic was wrong and can cause an uniform buffer size
overflow.
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Astral Chain crashes Intel's SPIR-V compiler when using fp16.
Disable this while the vendor works on a fix.
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renderer_opengl: Avoid precompiled cache and force NV GL cache directory
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Setting __GL_SHADER_DISK_CACHE_PATH we can force the cache directory to
be in yuzu's user directory to stop commonly distributed malware from
deleting our driver shader cache. And by setting
__GL_SHADER_DISK_CACHE_SKIP_CLEANUP we can have an unbounded shader
cache size.
This has only been implemented on Windows, mostly because previous tests
didn't seem to work on Linux.
Disable the precompiled cache on Nvidia's driver. There's no need to
hide information the driver already has in its own cache.
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HID: Stub Set/Get/Reset SixaxisSensorFusionParameters
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hle: Implement remaining services for Stereo Vision
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Used by Zelda Breath of the Wild, Super Mario Odyssey and Nintendo Labo
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psm: IPsmSession
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Used by homebrew menu
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mii: Fix BuildRandomStoreData & Cleanup raw_data
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Cleaned up mii raw data to reflect the underlying values instead of just a chunk of bytes.
Fixed BuildRandomStoreData not actually generating random miis properly. "values" should be a u32, not a u8.
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lm: Recode LM service
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Rework the service to spit out to logs instead of a seperate file as well as fix any crashes caused by lm.
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nvdrv: Unregister already registered events
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video_core/memory_manager: Flush destination buffer on CopyBlock
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This function was not being used.
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When we copy into a buffer, it might contain data modified from the GPU
on the same pages. Because of this, we have to flush the contents before
writing new data.
An alternative approach would be to write the data in place, but games
can also write data in other ways, invalidating our contents.
Fixes geometry in Zombie Panic in Wonderland DX.
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Allow flushing rasterizer contents based on a GPU address.
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This reverts #4713. The implementation in that PR is not accurate.
It does not reflect the behavior seen in hardware.
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video_core: Silence the remaining gcc warnings and enforce them
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vk_texture_cache: Support image store on sRGB images with VkImageViewUsageCreateInfo
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Vulkan 1.0 didn't support creating sRGB image views on an ABGR8 VkImage
with storage usage bits. VK_KHR_maintenance2 addressed this allowing to
reduce the usage bits on a VkImageView.
To allow image store on non-sRGB image views when the VkImage is created
with sRGB, always create VkImages without sRGB and add the sRGB format
on the view.
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vfs_real: When moving files or directories, don't assume file opening will succeed
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Found this via a warning, but it's a substantive fix.
Since this is only for a cache, it should be safe to silently drop the
entry if opening fails. I think.
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It seems to be safe to use this on new drivers.
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vk_pipeline_cache: Properly bypass VertexA shaders
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The VertexA stage is not yet implemented, but Vulkan is adding its
descriptors, causing a discrepancy in the pushed descriptors and the
template. This generally ends up in a driver side crash.
Bypass the VertexA stage for now.
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host_shaders/cmake: Pass --quiet to glslang to keep it quiet
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Silences noisy builds on toolchains.
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hle: service: am: Stub ILibraryAppletAccessor::PresetLibraryAppletGpuTimeSliceZero.
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- Used by Monster Hunter Rise demo.
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nsight_aftermath_tracker: Fix build issues when enabled
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Fix "message(ERROR ..." to "message(FATAL_ERROR ..." to properly stop
cmake when Nsight Aftermath can't be configured.
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Fixes a bunch of build errors when Nsight Aftermath is properly enabled.
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lbl: Implement most of lbl
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Pretty basic service, only thing left to do is handle setting applying once set:sys is implemented
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Start of Integer flags implementation
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acc: Stub StoreSaveDataThumbnail
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Fixes ACA NEOGEO METAL SLUG hanging on boot.
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bit_util: Unify implementations of MostSignificantBit32/MostSignificantBit64
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We can use the standardized CLZ facilities to perform this. This also
allows us to make utilizing functions constexpr and eliminate the
inclusion of an intrinsics header.
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HID: Add multitouch support
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vk_shader_decompiler: Show comments as OpUndef with a type
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Silence the new validation layer error about SPIR-V not allowing OpUndef
on a OpTypeVoid, even when the SPIR-V spec doesn't say anything against
it.
They will be inserted as an undefined int to avoid SPIRV-Cross and
validation errors, but only when a debugging tool is attached.
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Fix player 1 turning on handheld and not updating handheld settings
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Port citra-emu/citra#5344: "game_list: Fix folder reordering"
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The bug(s) happened because we swapped the contents on values.game_dirs, but the pointer each item had to their respective game_dir wasn't updated. This made it so that the item had the wrong game_dir associated with it after a "move up" or "move down" operation. It can be observed by choosing "open directory location" after such operation.
Changed from raw pointer to an index because it's equivalent but a bit clearer, but the change is not essential.
Co-Authored-By: Vitor K <29167336+vitor-k@users.noreply.github.com>
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texture_cache/util: Resolve -Wsign-compare warning
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Resolves a -Wsign-compare warning on Clang.
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configure_service: Only compile FormatEventStatusString when YUZU_ENABLE_BOXCAT is enabled
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The function is unused if YUZU_ENABLE_BOXCAT is disabled, causing a
-Wunused-funciton error when compiled.
Wrapping it with `#ifdef YUZU_ENABLE_BOXCAT` to prevent compiling the
function when the variable is disabled. Opting to not use [[maybe
unused]] in case the function is totally unused in the future.
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core: Silence Wclass-memaccess warnings and enforce it
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Treat -Wclass-memaccess as an error.
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This requires making several types trivial and properly initialize
them whenever they are called.
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video_core: Resolve -Wdocumentation warnings
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Silences some -Wdocumentation warnings on Clang.
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Prevents inclusion issues from occurring.
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input_interpreter: Mark two member functions as const
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These aren't stateful functions, so we can make use of const.
While we're at, we can resolve some -Wdocumentation warnings.
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buffer_cache/buffer_base: Add a range tracking buffer container and tests
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Due to how error prone the container design is, this commit adds unit
tests for it.
Some tests taken from here are based on bugs from using this buffer
container in games, so if we ever break it in the future in a way that
might harm games, the tests should fail.
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It keeps track of the modified CPU and GPU ranges on a CPU page
granularity, notifying the given rasterizer about state changes
in the tracking behavior of the buffer.
Use a small vector optimization to store buffers smaller than 256 KiB
locally instead of using free store memory allocations.
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This allows to check for continuous input for the duration of a button press/hold
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X86/NativeClock: Improve performance of clock calculations on hot path.
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common/tree: Convert defines over to templates
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Reworks the tree header to operate off of templates as opposed to a
series of defines.
This allows all tree facilities to obey namespacing rules, and also
allows this code to be used within modules once compiler support is in
place.
This also gets rid to use a macro to define functions and structs for
necessary data types. With templates, these will be generated when
they're actually used, eliminating the need for the separate
declaration.
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Makes for less code to take care of.
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vulkan_memory_allocator: Improvements to the memory allocator
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Use the Download memory type where it matters.
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Implements the allocator logic to handle download memory types. This
will try to use HOST_CACHED_BIT when available.
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Allow users of the allocator to hint memory usage for downloads. This
removes the non-descriptive boolean passed for "host visible" or not
host visible memory commits, and uses an enum to hint device local,
upload and download usages.
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Allow using the abstraction from the OpenGL backend.
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"Memory manager" collides with the guest GPU memory manager, and a
memory allocator sounds closer to what the abstraction aims to be.
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Fix a bug where the memory allocator could leave gaps between commits.
To fix this the allocation algorithm was reworked, although it's still
short in number of lines of code.
Rework the allocation API to self-contained movable objects instead of
naively using an unique_ptr to do the job for us. Remove the VK prefix.
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common/common_funcs: Rename INSERT_UNION_PADDING_{BYTES,WORDS} to _NOINIT
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INSERT_PADDING_BYTES_NOINIT is more descriptive of the underlying behavior.
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common/timer: Remove
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This is a leftover from citra and dolphin that isn't used at all,
particularly given the <chrono> header exists.
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common/alignment: Rename AlignBits to AlignUpLog2 and use constraints
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AlignUpLog2 describes what the function does better than AlignBits.
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Makes for less code that we need to maintain.
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common/color: Remove
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This is a leftover from Citra we no longer use.
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cmake: Remove yuzu_tester
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We never ended up using yuzu_tester.
Removing it saves code duplication with yuzu_cmd, and distribution size on
prebuilt packages.
For unit testing, we can use catch2 from guest code and dump the results
to a file. Then execute yuzu from a script on ci if we want this to be
automated.
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These flags are already defined in src/cmake.
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cmake: Enforce -Wunused-function code-base wise
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Stops us from merging code with unused functions in the future.
If something is invoked behind conditionally evaluated code in
a way that the language can't see it (e.g. preprocessor macros), the
potentially unused function should use [[maybe_unused]].
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vulkan_common: Silence missing initializer warnings
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Silence warnings explicitly initializing all members on construction.
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vulkan_device: Enable shaderStorageImageMultisample conditionally
|
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Fix Vulkan initialization on ANV.
|
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Invalid ASTC textures seem to write more bytes here, increase
the size to something that can't make us push out of bounds.
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|/ / / / /
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Avoid out of bound reads on invalid ASTC textures.
Games can bind invalid textures that make us read or write out of bounds.
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Removes two unused variables in out Qt code. In this case the removal of
these two results in less allocations, given std::map allocates on the
heap.
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configure_motion_touch: Migrate off QRegExp to QRegularExpression
|
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QRegularExpression was introduced in Qt 5 as a better replacement for
QRegExp. In Qt 6.0 QRegExp is removed entirely.
To remain forward compatible with Qt 6.0, we can transition over to
using QRegularExpression.
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touch_engine was being compared against after being moved into the
setter for the engine, so this comparison wouldn't behave properly.
|
|\ \ \ \ \
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Fix IP validator error
|
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yuzu: Migrate off of setMargin() to setContentsMargins()
|
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setMargin() has been deprecated since Qt 5, and replaced with
setContentsMargins(). We can move over to setContentsMargins() to stay
forward-compatible with Qt 6.0.
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yuzu doesn't currently emulate MS image stores. Requiring this makes no
sense for now. Fixes ANV not booting any games on Vulkan.
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Port citra-emu/citra#5666: "Rotate previous log file to "citra_log.txt.old""
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vk_fence_manager: Use timeline semaphores instead of spin waits
|
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With timeline semaphores we can avoid creating objects. Instead of
creating an event, grab the current tick from the scheduler and flush
the current command buffer. When the fence has to be queried/waited, we
can do so against the master semaphore instead of spinning on an event.
If Vulkan supported NVN like events or fences, we could signal from the
command buffer and wait for that without splitting things in two
separate command buffers.
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Provides the same construct, but makes it obey namespacing.
|
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- This is decoupled from core functionality and used for debugging only.
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- This is how the real kernel works, and is more accurate and simpler.
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yuzu/main: Add basic command line arguments
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The following command line arguments are supported:
yuzu.exe "path_to_game" - Launches a game at "path_to_game"
yuzu.exe -f - Launches the next game in fullscreen
yuzu.exe -g "path_to_game" - Launches a game at "path_to_game"
yuzu.exe -f -g "path_to_game" - Launches a game at "path_to_game" in fullscreen
|
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config: Enable docked mode by default
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apm: Stub IsCpuOverclockEnabled
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This matches GCC's -Wunused-variable
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common/div_ceil: Return numerator type
|
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| | | | | | |
| | | | | | | |
Fixes instances where DivCeil(u32, u64) would surprisingly return u64,
instead of the more natural u32.
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This should match some warnings we treat as errors on gcc and clang,
caching bugs early and reducing the number of instances where we have to
edit commits to make CI happy when developing from Windows.
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renderer_vulkan/fixed_pipeline_state: Move enabled bindings to static state
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Without using VK_EXT_robustness2, we can't consider the 'enabled' (not
null) vertex buffers as dynamic state, as this leads to invalid Vulkan
state. Move this to static state that is always hashed and compared in
the pipeline key.
The bits for enabled vertex buffers are moved into the attribute state
bitfield. This is not 'correct' as it's not an attribute state, but that
struct has bits to spare, and it's used in an array of 32 elements (the
exact same number of vertex buffer bindings).
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Co-authored-by: LC <mathew1800@gmail.com>
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laying the groundwork for async gpu, although this does not fully implement async nvdec operations
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Ignore the return value on __APPLE__ systems as well
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PAGE_SHIFT is a #define in system headers that leaks into user code on some systems
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gl_texture_cache: Avoid format views on Intel and AMD
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Intel and AMD proprietary drivers are incapable of rendering to texture
views of different formats than the original texture. Avoid creating
these at a cache level. This will consume more memory, emulating them
with copies.
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This breaks accelerated decoders trying to imageStore into images with
sRGB. The decoders are currently disabled so this won't cause issues at
runtime.
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core: Enforce C4715 (not all control paths return a value)
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vulkan_common: Move device abstraction to the common directory and allow surfaceless devices
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vk_rasterizer: Skip binding empty descriptor sets on compute
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Fixes unit tests where compute shaders had no descriptors in the set,
making Vulkan drivers crash when binding an empty set.
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yuzu/main: Fix 'Hide mouse on inactivity' and port citra-emu/citra#5476
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fixes a data race as this is an unprotected variable manipulated by multiple threads
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renderer_vulkan: Rename VKDevice to Device
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The "VK" prefix predates the "Vulkan" namespace. It was carried around
the codebase for consistency. "VKDevice" currently is a bad alias with
"VkDevice" (only an upcase character of difference) that can cause
confusion. Rename all instances of it.
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main: Resolve error string not displaying
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During the transition to make the error dialog translatable, I
accidentally got rid of the conversion to ResultStatus, which prevented
operator<< from being invoked during formatting.
This adds a function to directly retrieve the result status string
instead so that it displays again.
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vulkan_common: Move reusable Vulkan abstractions to a separate directory
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For listing the available physical devices we can use Vulkan 1.0.
Now that MoltenVK supports 1.1 we can require it for running games.
Add missing documentation.
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This makes easier to add and tune the required device limits.
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VKDevice::IsSuitable was not being called. To address this issue, check
suitability before initialization and throw an exception if it fails.
By doing this, we can deduplicate some code on queue searches.
Previosuly we would first search if a present and graphics queue
existed, then on initialization we would search again to find the index.
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The Vulkan device abstraction either initializes successfully on the
constructor or throws a Vulkan exception.
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Report device enumeration errors with exceptions to be consistent with
other initialization related function calls. Reduces the amount of code
to maintain.
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Move surface initialization code to a separate file. It's unlikely to
use this code outside of Vulkan, but keeping platform-specific code
(Win32, Xlib, Wayland) in its own translation unit keeps things cleaner.
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Move more Vulkan code to report errors with exceptions and report them
through a log before notifying it with an error boolean for backwards
compatibility. In the future we can replace the rasterizer two-step
initialization to always use exceptions.
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Initialize debug callbacks (messenger) from a separate file. This allows
sharing code with different backends.
Change our Vulkan error handling to use exceptions instead of error
codes, simplifying the initialization process.
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Simplify Vulkan's backend initialization code by moving it to a separate
file, allowing us to initialize a Vulkan instance from different
backends.
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Allows sharing Vulkan wrapper code between different rendering backends.
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Allows us to initialize a Vulkan dynamic library from different backends
without duplicating code.
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dynarmic: Add Unsafe_InaccurateNaN optimization
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| |_|_|_|_|/ / /
|/| | | | | | | |
hle: service: nvflinger: buffer_queue: Do not reset id/layer_id on Connect.
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- This behavior is a mistake, fixes Katana Zero.
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main: Make the loader error dialog fully translatable
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Makes the dialog fully localizable and also adds disambiguation comments
to help translators understand what the formatting specifiers indicate.
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enum classes are comparable with one another, so these casts aren't
necessary.
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| |_|_|_|_|/ /
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configure_input: Modify controller connection delay
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Increases the controller connection delay to 60ms and refactors it to attempt to disconnect all controllers prior to connecting all controllers in HID.
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core/memory: Read and write page table atomically
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Squash attributes into the pointer's integer, making them an uintptr_t
pair containing 2 bits at the bottom and then the pointer. These bits
are currently unused thanks to alignment requirements.
Configure Dynarmic to mask out these bits on pointer reads.
While we are at it, remove some unused attributes carried over from
Citra.
Read/Write and other hot functions use a two step unpacking process that
is less readable to stop MSVC from emitting an extra AND instruction in
the hot path:
mov rdi,rcx
shr rdx,0Ch
mov r8,qword ptr [rax+8]
mov rax,qword ptr [r8+rdx*8]
mov rdx,rax
-and al,3
and rdx,0FFFFFFFFFFFFFFFCh
je Core::Memory::Memory::Impl::Read<unsigned char>
mov rax,qword ptr [vaddr]
movzx eax,byte ptr [rdx+rax]
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Make the coding conventions more consistant
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lut_index had 0 added when nothing was supposed to be added
despite this, index was not added to 0 when nothing was supposed to be added...
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Port citra-emu/citra#5509 "Look at direction of analog axis travel instead of instantaneous sample"
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Service threads
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- This is to allow service threads to defer destruction of themselves.
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- Avoids the need to have a large map of host to guest thread IDs.
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- Fixes a circular dependency which prevented threads from being released on shutdown.
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- This makes it such that we can safely access service members from CoreTiming thread.
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- This will be reset on initialization.
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- Use proper mechanisms for blocking on DequeueBuffer.
- Ensure service thread terminates on emulation Shutdown.
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- Now that GPU is always threaded, we can support multicore with synchronous GPU.
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- We must always use a GPU thread now, even with synchronous GPU.
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- This was kind of hacky, and no longer is necessary with service threads.
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- Note, this always processes the ioctl right away, which fixes BotW 1.0.0 issues.
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Silences a -Wmaybe-uninitialized warning
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cmake: Enforce -Wuninitialized
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The current texture cache has several points that hurt maintainability
and performance. It's easy to break unrelated parts of the cache
when doing minor changes. The cache can easily forget valuable
information about the cached textures by CPU writes or simply by its
normal usage.The current texture cache has several points that hurt
maintainability and performance. It's easy to break unrelated parts
of the cache when doing minor changes. The cache can easily forget
valuable information about the cached textures by CPU writes or simply
by its normal usage.
This commit aims to address those issues.
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Add support for building SPIR-V shaders from GLSL and generating headers
to include the text of those same GLSL shaders to consume from OpenGL.
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k_priority_queue: Fix concepts use
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- For `std::same_as`, add missing include of `<concepts>`.
- For `std::convertible_to`, create a replacement in `common/concepts.h`
and use that instead.
This would also be found in `<concepts>`, but unlike `std::same_as`,
`std::convertible_to` is not yet implemented in libc++, LLVM's STL
implementation - not even in master. (In fact, `std::same_as` is the
*only* concept currently implemented. For some reason.)
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Add missing include of "core/hle/kernel/kernel.h"
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This is needed as the header invokes methods on KernelCore.
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svc: demote SleepThread log to LOG_TRACE
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This log is called often, and introduces a lot of noise when debug logging is enabled, making it difficult to see other debug logs.
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input_common: process udp packets only for the correct pad
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video_core: Enforce C4715 (not all control paths return a value)
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Most of the time people write code that always returns a value,
terminates execution, throws an exception, or uses an unconventional
jump primitive.
This is not always true when we build without asserts on mainline builds.
To avoid introducing undefined behavior on our most used builds, enforce
this warning signalling an error and stopping the build from shipping.
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cmake: Always enable Vulkan
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Removes the unnecesary burden of maintaining separate #ifdef paths and
allows us sharing generic Vulkan code across APIs.
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* core: memory: Ensure thread safe access when pages are rasterizer cached.
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yuzu/main: Save settings when starting guest
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Saves UISettings and Settings when booting a guest. Moves updating
UISettings::values from GMainWindow::closeEvent into its own function,
then reuses it in GMainWindow::BootGame.
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Adds a unique access key to each action within each menu. A few actions
already had their own access key, so those were untouched.
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Project Aether: Reimplementation of the Web Browser Applet
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This should only be used for Super Mario 3D All-Stars. This is a temporary solution until it can be implemented properly.
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This is used to force system updates on launching the web browser. We do not care about system updates so this can be set to false.
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The InputInterpreter class interfaces with HID to retrieve button press states. Input is intended to be polled every 50ms so that a button is considered to be held down after 400ms has elapsed since the initial button press and subsequent repeated presses occur every 50ms.
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
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Rewrite Kernel scheduler based on Atmosphere
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- We were reload'ing the old current scheduler, which may have changed.
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- This is closer to pre-multicore behavior, and works a bit better.
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- This breaks things, and is unnecessary, since emulation will be done at this point.
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vi/buffer_queue: Buffer queue management refactor
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Fix for Katana Zero and Yoshi's Crafted World
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The gdbstub itself was removed with https://github.com/yuzu-emu/yuzu/pull/5028.
This PR just removes the remaining gdb configuration code from the emulator and the UI.
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Co-authored-by: Its-Rei <kupfel@gmail.com>
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controllers/npad: Validate device handles before use
|
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Some games such as NEKOPARA Vol. 3 send invalid device handles when calling InitializeVibrationDevice. Introduce a check to validate the device handle before use.
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fsp_srv: Implement OpenDataStorageWithProgramIndex
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- Used by RollerCoaster Tycoon 3: Complete Edition
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maxwell_3d: Remove unused dirty_pointer array
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Follows our established coding style.
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Removes a documentation comment for a non-existent member.
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This is unused and removing it shrinks the structure by 3584 bytes.
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aoc_u: Stub IPurchaseEventManager and its service commands
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- Used by Pokémon Café Mix
- Used by DOOM: Eternal
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- Used by Pokémon Café Mix
- Used by DOOM: Eternal
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- Used by Pokémon Café Mix
- Used by DOOM: Eternal
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Fixes regression by 761206cf81b271f7f4dd6a167a120325b760dbf3, causing
yuzu to not build on Linux with any version of Boost except a cached
1.73 Conan version from before about a day ago.
Moves the Boost requirement out of the `REQUIRED_LIBS` psuedo-2D-array
for Conan to instead be manually configured, using Conan as a fallback
solution if the system does not meet our requirements.
Requires any update from the linux-fresh container in order to build.
**DO NOT MERGE** until someone with the MSVC toolchain can verify this
works there, too.
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vfs: Use existing type aliases consistently
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Makes use of the VirtualDir and VirtualFile aliases across the board
instead of having a few isolated places that don't use it.
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fs: Revert all std::filesystem changes
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This reverts commit ce5fcb6bb2c358b0251a2ce87945bda52789a76d, reversing
changes made to 6f41763061082d5fa2ab039c554427152243cb46.
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This reverts commit 5fe55b16a11d9ec607fb8a3fdddc77a4393cd96a, reversing
changes made to e94dd7e2c4fc3f7ca2c15c01bdc301be2b8a4c1b.
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This reverts commit 6d6115475b4edccdf1bb4e96ecc3d3b1be319e76, reversing
changes made to 5fe55b16a11d9ec607fb8a3fdddc77a4393cd96a.
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This reverts commit 4e94d0d53af2cdb7b03ef9de23cc29f3565df97a, reversing
changes made to 6d6115475b4edccdf1bb4e96ecc3d3b1be319e76.
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This reverts commit cdb36aef9ec9d30bdef1953f9ed46776ae2f12af, reversing
changes made to 5e9b77129f2cf8c039a8d98033cae4ac0f93f515.
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svc: Remove unnecessary casts
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Simplifies and removes some casts. In all cases, these were generally
widening from a 32-bit unsigned type to a 64-bit unsigned type, so no
information would be lost from the conversion.
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common/file_util: Address review comments of #5174
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nim: Stub IsLargeResourceAvailable
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- Used by Immortals Fenyx Rising
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gl_shader_decompiler: Elide unnecessary copies within DeclareConstantBuffers()
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Resolves a -Wrange-loop-analysis warning.
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Fix invalid encoding paths when iterating over a directory on Windows.
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Fix CreateFullPath to have its intended previous behavior (whatever
that was), and deprecate it in favor of the new CreateDirs function.
Unlike CreateDir, CreateDirs is marked as [[nodiscard]] to avoid new
code ignoring its result value.
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network, sockets: Replace `POLL_IN`, `POLL_OUT`, etc. constants with an `enum class PollEvents`
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Actually, two enum classes, since for some reason there are two separate
yet identical `PollFD` types used in the codebase. I get that one is
ABI-compatible with the Switch while the other is an abstract type used
for the host, but why not use `WSAPOLLFD` directly for the latter?
Anyway, why make this change? Because on Apple platforms, `POLL_IN`,
`POLL_OUT`, etc. (with an underscore) are defined as macros in
<sys/signal.h>. (This is inherited from FreeBSD.) So defining
a variable with the same name causes a compile error.
I could just rename the variables, but while I was at it I thought I
might as well switch to an enum for stronger typing.
Also, change the type used for values copied directly to/from the
`events` and `revents` fields of the host *native*
`pollfd`/`WSASPOLLFD`, from `u32` to `short`, as `short` is the correct
canonical type on both Unix and Windows.
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common/file_util: Make use of std::filesystem
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Converts creation and deletion functions over to std::filesystem,
simplifying our file-handling code.
Notably with this, CopyDir will now function on Windows.
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Greatly simplifies our file-handling code for these functions.
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core: Remove unnecessary enum casts in log calls
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Follows the video core PR. fmt doesn't require casts for enum classes
anymore, so we can remove quite a few casts.
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applets: Resolve variable shadowing
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memory: Resolve -Wdocumentation warning for Write()
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Write() doesn't return anything, so the @returns tag shouldn't be
present.
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configure_motion_touch: Fix unescaped backslash in regex
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Since this is inside a string literal, backslashes that are part of
regex syntax have to be escaped. But that's ugly, so convert to a raw
string instead.
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controller: Avoid unnecessary copies in ConfigurationComplete()
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Avoids unnecessary copies.
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Avoids unnecessary 1072 byte copies when querying info about
controllers.
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Disable analog joystick from buttons by default
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video_core: Make use of ordered container contains() where applicable
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With C++20, we can use the more concise contains() member function
instead of comparing the result of the find() call with the end
iterator.
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ast: Improve string concat readability in operator()
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Provides an in-place format string to make it more pleasant to read.
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CMakeLists,network: Create YUZU_UNIX macro to replace __unix__
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__unix__ is not predefined on Apple platforms even though they are Unix.
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map_interval: Change field order to address uninitialized field warning
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Clang complains about `new_chunk`'s constructor using the
then-uninitialized `first_chunk` (even though it's just to get a pointer
into it).
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shader_ir: std::move node within DeclareAmend()
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Same behavior, but elides an unnecessary atomic reference count
increment and decrement.
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Prevents logic errors from occurring from unused values.
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Reduces the amount of dependencies the header pulls in.
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video_core: Remove unnecessary enum class casting in logging messages
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fmt now automatically prints the numeric value of an enum class member
by default, so we don't need to use casts any more.
Reduces the line noise a bit.
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core: Mark unused fields as [[maybe_unused]]
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hle: Type check ResponseBuilder::Push arguments, and fix use in vi.cpp
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- Add a type check so that calling Push with an invalid type produces a
compile error rather than a linker error.
- vi.cpp was calling Push with a variable of type `std::size_t`.
There's no explicit overload for `size_t`, but there is one for `u64`,
which on most platforms is the same type as `size_t`. On macOS,
however, it isn't: both types are 64 bits, but `size_t` is `unsigned
long` and `u64` is `unsigned long long`. Regardless, it makes more
sense to explicitly use `u64` here instead of `size_t`.
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nvdrv: Remove useless re-declaration of pure virtual methods that were already declared in the superclass
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boxcat: Avoid unnecessary object copy
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renderer_vulkan: Add missing `override` specifier
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video_core: Resolve more variable shadowing scenarios pt.3
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Cleans out the rest of the occurrences of variable shadowing and makes
any further occurrences of shadowing compiler errors.
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`PhysicalCore`'s move assignment operator was declared as `= default`,
but was implicitly deleted because `PhysicalCore` has fields
of reference type. Switch to explicitly deleting it to avoid a Clang
warning.
The move *constructor* is still defaulted, and is required to exist due
to the use of `std::vector<PhysicalCore>`.
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The previous definition was:
#define NUM(field_name) (sizeof(Maxwell3D::Regs::field_name) / sizeof(u32))
In cases where `field_name` happens to refer to an array, Clang thinks
`sizeof(an array value) / sizeof(a type)` is an instance of the idiom
where `sizeof` is used to compute an array length. So it thinks the
type in the denominator ought to be the array element type, and warns if
it isn't, assuming this is a mistake.
In reality, `NUM` is not used to get array lengths at all, so there is no
mistake. Silence the warning by applying Clang's suggested workaround
of parenthesizing the denominator.
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yuzu_cmd: Remove 'users_size'
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Specifically:
const auto size = sdl2_config->GetInteger("System", "users_size", 0);
The variable is never used, producing a warning. I wondered if this
ought to be assigning something to in `Settings`, but nothing else in
the codebase ever mentions a setting called "users_size", so I guess
it's safe to remove...
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maxwell_dma: Rename RenderEnable::Mode::FALSE and TRUE to avoid name conflict
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On Apple platforms, FALSE and TRUE are defined as macros by
<mach/boolean.h>, which is included by various system headers.
Note that there appear to be no actual users of the names to fix up.
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Port citra-emu/citra#5577: "Update cubeb and request a persistent stream session"
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xbyak_abi: Avoid implicit sign conversions
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Makes for less reading.
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This is designated as obsolete in Qt's docs (see:
https://doc.qt.io/qt-5/qvariant-obsolete.html#operator-lt)
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Migrates the video core code closer to enabling variable shadowing
warnings as errors.
This primarily sorts out shadowing occurrences within the Vulkan code.
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video_core: Resolve more variable shadowing scenarios
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Resolves variable shadowing scenarios up to the end of the OpenGL code
to make it nicer to review. The rest will be resolved in a following
commit.
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Port citra-emu/citra#5617: "Fix telemetry-related exit crash from use-after-free"
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Co-Authored-By: xperia64 <xperia64@users.noreply.github.com>
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This was only necessary for use with the
avcodec_decode_video2/avcoded_decode_audio4 APIs which are also
deprecated.
Given we use avcodec_send_packet/avcodec_receive_frame, this isn't
necessary, this is even indicated directly within the FFmpeg API changes
document here on 2017-09-26:
https://github.com/FFmpeg/FFmpeg/blob/master/doc/APIchanges#L410
This prevents our code from breaking whenever we update to a newer
version of FFmpeg in the future if they ever decide to fully remove this
API member.
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node: Eliminate variable shadowing
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Prevents logic bugs from accidentally ignoring the return value.
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vp9/vic: Resolve pessimizing moves
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Removes the usage of moves that don't result in behavior different from
a copy, or otherwise would prevent copy elision from occurring.
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Kernel: Refactor to use 4-instances of Dynarmic & various cleanups and improvements
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- This will be aligned by default, and helps memory usage.
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Allows the struct to be constructed in place.
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Removes the use of two static casts and improves the readability of some
vectors slightly.
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audio_core: Make shadowing and unused parameters errors
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Moves the audio code closer to enabling warnings as errors in general.
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nvdec: Queue and display all decoded frames, cleanup decoders
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Workaround for ZLA, which seems to decode and queue twice as many frames as it displays.
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remove some redundant moves, make deleter match naming guidelines.
Co-Authored-By: LC <712067+lioncash@users.noreply.github.com>
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InputCommon: Add multiple udp server support
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InputCommon: Fix implicit conversion in mouse input
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vk_shader_decompiler: Implement force early fragment tests
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Force early fragment tests when the 3D method is enabled.
The established pipeline cache takes care of recompiling if needed.
This is implemented only on Vulkan to avoid invalidating the shader
cache on OpenGL.
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yuzu's web applet does not or barely reacts to user input while open in
Linux. It can be closed via 'Exit Web Applet' on the menubar, however if
yuzu is in fullscreen, this is effectively a softlock as the menubar
cannot be accessed.
This disables building yuzu with the web applet on the Linux CI target.
In addition, this disables the QMessageBox warning about not having
compiled yuzu with the web applet.
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InputCommon: Implement full mouse support
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common: Add Common::DivCeil and Common::DivCeilLog2
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Add an equivalent to 'Common::AlignUp(n, d) / d' and a log2 alternative.
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hid: Check if applet_resource exists in InitializeVibrationDevice
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HID: Stub set and get NpadCommunicationMode
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It's unused and doesn't need to be initialized
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tests: Fix warning about comparison between signed and unsigned
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core: Reduce string copies in GetGameFileFromPath()
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Eliminates some minor string churn where applicable. Also eliminates an
unnecessary vector copy.
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CMakeLists: disable -Winvalid-offsetof
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This Clang warning complains when offsetof is used on a
non-standard-layout type (i.e. any class using various C++ features),
even though it works fine (and is not undefined behavior as of C++17).
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Removes all remaining usages of the global system instance. After this,
migration can begin to migrate to being constructed and managed entirely
by the various frontends.
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Now there's only two meaningful instances left in core.
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service: Eliminate usages of the global system instance
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Completely removes all usages of the global system instance within the
services code by passing in the using system instance to the services.
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nvdrv, video_core: Don't index out of bounds when given invalid syncpoint ID
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- Use .at() instead of raw indexing when dealing with untrusted indices.
- For the special case of WaitFence with syncpoint id UINT32_MAX,
instead of crashing, log an error and ignore. This is what I get when
running Super Mario Maker 2.
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nvservices: Reintroducee IoctlCtrl
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Fixes regression caused by #4907 which caused games like Breath of the Wild 1.0.0 not to boot.
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error: unknown warning option '-Werror=unused-but-set-parameter'; did you mean '-Werror=unused-parameter'? [-Werror,-Wunknown-warning-option]
error: unknown warning option '-Werror=unused-but-set-variable'; did you mean '-Werror=unused-const-variable'? [-Werror,-Wunknown-warning-option]
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Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
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EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
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renderer_vulkan: Implement alpha testing
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Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
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Used by various textures in many titles, e.g. SSBU menu.
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configure_input_player: Use the NpadStyleSet to limit the available controllers shown
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This will reduce the likelihood of an invalid controller type to be set within a game
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audren: Make use of nodiscard, rework downmixing, release all buffers
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Preliminary work for upmixing & general cleanup. Fixes basic issues in games such as Shovel Knight and slightly improves the LEGO games. Upmixing stitll needs to be implemented.
Audio levels in a few games will be fixed as we now use the downmix coefficients when possible instead of supplying our own
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core: cpu_manager: Fix shutdown crash when closing before emulation starts.
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Allow to dial any angle with digital joystick
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- This is used by Super Mario 3D All-Stars.
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* hle: services: Fix a crash with improper NVFlinger lifetime management.
- This crash would happen when attempting to shutdown yuzu early on in boot.
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decoder/image: Fix incorrect G24R8 component sizes in GetComponentSize()
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The components' sizes were mismatched. This corrects that.
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core: Make use of [[nodiscard]] with the System class
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This isn't used, so it can be removed.
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Given this is a central class, we should flag cases where the return
value of some functions not being used is likely a bug.
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svc: Remove unnecessary [[maybe_unused]] tag
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The parameter is used in this function, so this suppression isn't
necessary.
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Fixes build break due to #4927
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input_common: Treat warnings as errors
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Migrates over warnings as errors for input common to match how the
common library treats warnings as errors.
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logging/settings: Increase maximum log size to 100 MB and add extended logging option
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The extended logging option is automatically disabled on boot but can be enabled afterwards, allowing the log file to go up to 1 GB during that session.
This commit also fixes a few errors that are present in the general debug menu.
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patch_manager: Remove usages of the global system instance
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With this, only 19 usages of the global system instance remain within
the core library.
We're almost there.
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gl_rasterizer: Make floating-point literal a float
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Gets rid of an unnecessary expansion from float to double.
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async_shaders: std::move data within QueueVulkanShader()
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Same behavior, but constructs the threads in place instead of moving
them.
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This is equivalent to moving all the contents and then clearing the
vector. This avoids a redundant allocation.
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Same behavior, but avoids redundant copies.
While we're at it, we can simplify the pushing of the parameters into
the pending queue.
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core: Make nvservices more standardized
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gl_rasterizer: Remove warning of untested alpha test
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Alpha test has been proven to only affect the first render target.
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shader_bytecode: Eliminate variable shadowing
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Ensures that all queried values are made use of.
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hle: service: Stub OLSC Initialize and SetSaveDataBackupSettingEnabled functions.
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- Used by Animal Cross: New Horizons v1.6.0 update, minimal stub gets this update working.
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configure_input_player: Use static qualifier for IsProfileNameValid()
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This is a static member function, so we don't need use an existing
instance to call this function.
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Modify rumble amplification
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common/bit_cast: Add function matching std::bit_cast without constexpr
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Add a std::bit_cast-like function archiving the same runtime results as
the standard function, without compile time support.
This allows us to use bit_cast while we wait for compiler support, it
can be trivially replaced in the future.
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maxwell_3d: Move code to separate functions and insert instead of push_back
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This reduces the overhead of bounds checking on each element.
It won't reduce the cost of allocation because usually this vector's
capacity is usually large enough to hold whatever we push to it.
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Deduplicate some code and put it in separate functions so it's easier to
understand and profile.
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Prevents us from churning memory by freeing and reallocating a memory
block that would have already been adequate as is.
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page_table: Allow page tables to be moved
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VirtualBuffer makes use of VirtualAlloc (on Windows) and mmap() (on
other platforms). Neither of these ensure that non-trivial objects are
properly constructed in the allocated memory.
To prevent potential undefined behavior occurring due to that, we can
add a static assert to loudly complain about cases where that is done.
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Makes page tables and virtual buffers able to be moved, but not copied,
making the interface more flexible.
Previously, with the destructor specified, but no move assignment or
constructor specified, they wouldn't be implicitly generated.
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Resolves two -Wdocumentation warnings.
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Prevents indirect inclusions for these headers.
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Project Mjölnir: Part 3 - Controller Profiles and Vibration Rework
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Upon further investigation, these commands allow temporary vibrations even when the "Controller Vibration" system setting is disabled. As a result, vibrations are allowed when either the system setting or this flag is set to true. Therefore, we can only block vibrations when both flags are set to false.
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Not all controllers have a SDL_GameController binding. This caused controllers not present in the SDL GameController database to have buttons mapped instead of axes.
Furthermore, it was not possible to invert the axes when it could be useful such as emulating a horizontal single joycon or other potential cases. This allows us to invert the axes by reversing the order of mapping (vertical, then horizontal).
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Co-authored-by: Its-Rei <kupfel@gmail.com>
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Previously we used a vibration filter that filters out amplitudes close to each other. It turns out there are cases where this results into vibrations that are too inaccurate. Remove this and move the 100Hz vibration filter (Only allowing a maximum of 100 vibrations per second) from sdl_impl to npad when enable_accurate_vibrations is set to false.
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Some games do not respond to a change in controller type if 1) The controller is not disconnected prior to being reconnected and/or 2) The controller is reconnected instantly after being disconnected.
Since it is not possible to change controllers instantly on hardware and requiring a disconnect prior to connecting a new one, we should emulate this as well with a small delay, fixing the aforementioned issue.
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A vibration device is an input device that returns an unsigned byte as status.
It represents whether the vibration device supports vibration or not.
If the status returns 1, it supports vibration. Otherwise, it does not support vibration.
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Allows for enabling and modifying vibration and vibration strength per player.
Also adds a toggle for enabling/disabling accurate vibrations.
Co-authored-by: Its-Rei <kupfel@gmail.com>
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This will be replaced in favor of per-player vibration strength modifiers.
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The implementation of these commands seem incomplete and causes rumble in Super Mario Party to stop working since only EndPermitVibrationSession is called. Thus, these are better off being marked as a stub until this can be investigated more thoroughly.
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This stops all controllers from continuously vibrating when emulation is stopped.
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- Used in Super Mario Odyssey
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Sending too many state changes in a short period of time can cause massive performance issues.
As a result, we have to use several heuristics to reduce the number of state changes to minimize/eliminate this performance impact while maintaining the quality of these vibrations as much as possible.
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This allows setting the vibration strength percentage anywhere from 1% to 100%.
Also hooks up the remaining motion button and checkbox in the Controller Applet.
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Fixes vibration in 1-2 Switch and potentially other games where they would vibrate both players' joycons at the same time.
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This fixes the issue where rumble is only sent to the first controller.
Now, individual controllers can receive their own rumble commands.
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Some parameters need to be doubleword aligned due to the presence of the applet_resource_user_id.
Previously, this value was invalid in many commands where it was not doubleword aligned when popped.
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Reorders all HID commands in command id order.
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The first u32 describes the vibration device type which is a Linear Resonant Actuator used in Nintendo Switch controller hardware.
The second u32 describes the vibration device position, in this case distinguishing between left and right vibration actuators.
Pro Controllers have 2 LRAs each that can vibrate independently of each other, which means they have 2 distinct vibration device handles to distinguish between the two actuators.
Similarly for joycons, the left joycon can be distinguished from the right joycon through the vibration device handle since each joycon has 1 LRA.
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This more accurately represents the underlying type and avoids confusion with NpadType
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A DeviceHandle describes a vibration device or six-axis sensor based on the npad type, npad id, and device index/position
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RestoreDefaults() now restores the selected devices' mappings using UpdateMappingWithDefaults().
This allows us to move the keyboard mapping from RestoreDefaults() to UpdateMappingWithDefaults().
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Co-authored-by: lat9nq <lat9nq@virginia.edu>
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Previously mouse clicks will not register when touch is disabled.
This rectifies that and allows mouse clicks to be mapped to other buttons if the touchscreen is disabled.
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With this, the "Input Devices" combobox should accurately reflect the input device being used and disallows inputs from other input devices unless the input device is set to "Any".
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motion_input: Mark member functions as [[nodiscard]] where applicable
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bootmanager: Log and show GL_RENDERER string when GPU is insufficient
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Changes QMessageBox usages to warnings, as the problems they bring to
light are being safely handled by the application and do not warrant
something of the "critical" level.
Changes LOG_CRITICAL to LOG_ERROR for the same reason. Preferring ERROR
to WARNING as yuzu is denying loading of any guest applications after
checking for these conditions.
Moved logging the GL_RENDERER string into GetUnsupportedGLExtensions()
to make more clear that unsupported extensions were already being
logged. Makes placement of the logs easier to understand later, as well.
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Changes the first message to not include the OpenGL version, as the
error is caused by OpenGL failing to load.
Adds a new check for OpenGL version 4.3. This will display a message
with a similar error as well as the GL_RENDERER string. Adds a CRITICAL
log message when triggered. This prevents a crash with yuzu trying to
use older OpenGL versions.
Modifies the unsupported extension message to output the GL_RENDERER
string in the message, as well as logging the string.
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applets/controller: Introduce additional checks for mode and caller
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Some games like Cave Story+ set invalid values in the ControllerPrivateArg's mode and caller fields.
Use other fields to determine the appropriate mode and caller should either or both fields be invalid.
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hle: service: caps_u: Stub GetAlbumFileList3AaeAruid.
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- This works similiar to GetAlbumContentsFileListForApplication.
- Since we do not implement the album, this should be safe to stub for now.
- Used by Super Smash Bros. Ultimate (newer updates) in World of Light.
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cpu_interrupt_handler: Mark move contructor/assignment as deleted
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The interrupt handler contains a std::atomic_bool, which isn't copyable
or movable, so the special move member functions will always be deleted,
despite being defaulted.
This can resolve warnings on clang and GCC.
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Resolves numerous deprecation warnings throughout the codebase due to
inclusion of this header. Now building core should be significantly less
noisy (and also relying on less global state).
This also uncovered quite a few modules that were relying on indirect
includes, which have also been fixed.
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video_core: dma_pusher: Remove integrity check on command lists.
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- This seems to cause softlocks in Breath of the Wild.
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settings: log value of CPU_Accuracy
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core: Remove usage of unicorn
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Unicorn long-since lost most of its use, due to dynarmic gaining support
for handling most instructions. At this point any further issues
encountered should be used to make dynarmic better.
This also allows us to remove our dependency on Python.
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Hides all of the implementation details for users of the class. This has
the benefit of reducing includes and also making the fiber classes
movable again.
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General: Fix clang build
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Allows building on clang to work again
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settings: Simplify initializer of resolution factor
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This can use a braced initializer to accomplish the same thing with less
code.
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shader: Partially implement texture cube array shadow
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This implements texture cube arrays with shadow comparisons but doesn't
fix the asserts related to it.
Fixes out of bounds reads on swizzle constructors and makes them use
bounds checked ::at instead of the unsafe operator[].
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core/settings: Move configuring_global behind an API
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Rather than have directly modified global state here, we can make it an
implementation detail and have an interface that changes are queried
through.
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General: Resolve a few missing initializer warnings
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Resolves a few -Wmissing-initializer warnings.
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Improvements to GPU synchronization & various refactoring
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- Refactor so that SubmitGPFIFO and KickoffPB use shared functionality.
- Implement add_wait and add_increment flags.
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- Log corrupted command lists, rather than crash.
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nvdec: Make use of [[nodiscard]] where applicable
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Prevents bugs from occurring where the results of a function are
accidentally discarded
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common: Enable warnings as errors
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Cleans up common so that we can enable warnings as errors.
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hle: service: ldr: Implement UnloadNrr.
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- Used by Final Fantasy X/X-2 HD Remaster.
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async_shaders: Increase Async worker thread count for >8 thread cpus
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Adds 1 async worker thread for every 2 available threads above 8
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* Rename to align with switchbrew
* Rename to align with switchbrew and remove gpu function that checks if clearing should be done.
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shader/arithmetic: Implement FCMP immediate + register variant
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Trivially add the encoding for this.
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video_core: unbreak -Werror in NVDEC with Clang
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src/core/hle/service/nvdrv/devices/nvhost_nvdec_common.cpp:41:15: error: unused variable 'OutOfMemory' [-Werror,-Wunused-const-variable]
constexpr u32 OutOfMemory{static_cast<u32>(-12)};
^
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Prevents the compiler tripping up about Windows headers.
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General: Make ignoring a discarded return value an error
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MSVC lets us fine-tune catching expressions with no side-effects a
little more.
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Allows our CI to catch more potential bugs. This also removes the
[[nodiscard]] attribute of IOFile's Open member function. There are
cases where a file may want to be opened, but have the status of it
checked at a later time.
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It's deprecated in the language to autogenerate these if the destructor
for a type is specified, so we can explicitly specify how we want these
to be generated.
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Prevents values from mistakenly being discarded in cases where it's a
bug to do so.
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The API of VP9 exposes a WasFrameHidden() function which accesses this
member. Given the constructor previously didn't initialize this member,
it's a potential vector for an uninitialized read.
Instead, we can initialize this to a deterministic value to prevent that
from occurring.
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These helper functions don't directly modify any member state and can be
hidden from view.
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nvdec: Minor tidying up
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Enforces the type of the desired value in calling code.
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We can move the buffer here to avoid a heap reallocation
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The move will already occur without std::move.
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Prevents a few unnecessary inclusions.
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Add hotplug, rumble and fix 3rd party adapters for the GC adapter
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Fixes compilation on MSVC
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web_service: follow-up fix to #4842
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* The web_service http request is now fixed on Windows (R) platform.
* The issue is due to a complicated race-condition in `httplib`, a detailed
explanation is available at https://github.com/yhirose/cpp-httplib/pull/701
* A pending Pull Request on `httplib` has been applied to remedy the
said race-condition.
* The socket availability check is removed due to a behavioral chice of
`httplib` that a socket will not be created before any actual request
is sent.
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kernel: Use the current time as the default RNG seed
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Use the current time, not zero, as the default RNG seed.
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sync_manager: Amend parameter order of calls to SyncptIncr constructor
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Corrects some cases where the arguments would be incorrectly swapped.
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- Fixes a shutdown crash when we try to submit telemetry if there is a service issue.
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service: Update function tables
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Updates function tables according to info on SwitchBrew.
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hle/kernel: Remove unused registered_core_threads to fix data races
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This member was only used on asserts and it triggered data races.
Remove it to fix them.
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common/fiber: Take shared_ptr<Fiber> by copy in YieldTo
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YieldTo does not intend to modify the passed shared_ptrs.
Pass it by copy to keep a reference count while this function executes.
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tests: Fix data race in fibers test
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Previous to this commit, the tests were using operator[] from
unordered_map to query elements but this silently inserts empty elements
when they don't exist. If all threads were executed without concurrency,
this wouldn't be an issue, but the same unordered_map could be written
from two threads at the same time. This is a data race and makes some
previously inserted elements invisible for a short period of time,
causing them to insert and return an empty element. This default
constructed element (a zero) was used to index an array of fibers that
asserted when one of them was nullptr, shutting the test session off.
To address this issue, lock on thread id reads and writes. This could be
a shared mutex to allow concurrent reads, but the definition of
std::this_thread::get_id is fuzzy when using non-standard techniques
like fibers. I opted to use a standard mutex.
While we are at it, fix the included headers.
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video_core: Enforce -Werror=type-limits
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Silences one warning and avoids introducing more in the future.
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Silence three warnings and make them errors to avoid introducing more in the future.
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* A regression was in 39c8d18 and token verification function was
broken.
* The reason being `httplib` now requires OpenSSL 1.1+ API while
LibreSSL 2.x provided OpenSSL 1.0 compatible API.
* The bundled LibreSSL has been updated to 3.2.2 so it now provides
OpenSSL 1.1 compatible API now.
* Also the path hint has been added so that it will find the correct
path to the CA certs on *nix systems.
* An option is provided so that *nix system distributions/providers can
use their own SSL implementations when compiling Yuzu/Citra to
(hopefully) complies with their maintenance guidelines.
* LURLParse is also removed since `httplib` can handle
`scheme:host:port` string itself now.
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- In general, this is now the preferred settings for most games.
# Conflicts:
# src/yuzu/configuration/config.cpp
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video_core: NVDEC Implementation
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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>
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core: cpu_manager: Add missing call to MicroProfileOnThreadExit().
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- Fixes an occasional crash when trying to launch subsequent games.
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hle: services: TimeZoneContentManager: This can be made explicit.
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controller: Pass ControllerParameters by reference in ReconfigureControllers()
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Prevents unnecessary copies and heap reallocations from occurring.
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controller: Convert led_patterns integer literals to bool literals
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'bool' isn't always guaranteed to be the same size as an int, so this
can technically cause truncation warnings if we support other platforms.
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general: Use template deduction guides for lock_guard
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Same behavior, less code.
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Resolves a warning where not all control paths return a value.
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main/profile_select: Don't ask for profile when there's only one.
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sdl_impl: Fix controller reconnection issues
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It turns out that after a controller is disconnected, there is a chance that events from the previous controller are sent/processed after it has been disconnected.
This causes the previously disconnected controller to reappear as connected due to GetSDLJoystickBySDLID() emplacing this controller back to the map.
Fix this by only returning an SDLJoystick if and only if it exists in the map.
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video_core: Fix instances where msbuild always regenerated host shaders
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When HEADER_GENERATOR was included in the DEPENDS section of custom
commands, msbuild assumed this was always modified. Changing this file
is not common so we can remove it from there.
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service: time: Update current time with changes to RTC setting.
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- This can be used to advance time, e.g. for Pokemon Sword/Shield pokejobs.
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Should finally resolve building with clang.
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video_core: Conditially activate relevant compiler warnings
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These compiler flags aren't shared with clang, so specifying these flags
unconditionally can lead to a bit of warning spam.
While we're in the area, we can also enable -Wunused-but-set-parameter
given this is almost always a bug.
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Resolves the clang build issue in a more unintrusive way.
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This slipped through the cracks due to another change being merged
before the compiler flag changes.
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gl_arb_decompiler: Implement robust buffer operations
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This emulates the behavior we get on GLSL with regular SSBOs with a
pointer + length pair. It aims to be consistent with the crashes we
might get.
Out of bounds stores are ignored. Atomics are ignored and return zero.
Reads return zero.
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core: Fix clang build
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Recent changes to the build system that made more warnings be flagged as
errors caused building via clang to break.
Fixes #4795
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nifm: GetAppletInfo stub
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Fixes crash for Catherine Full Body
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configure_input_player: Fix modifier buttons
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Fix them for real this time, now they finally work.
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sdl_impl: Erase the SDLJoystick entry after removing a controller
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Previously, disconnecting a controller still leaves a null SDLJoystick entry within the vector of SDLJoysticks mapped by GUID.
When a DirectInput device of the same GUID is reconnected, it adds that device to a new port causing non-detectable input.
Furthermore, opening the "Configure" menu would cause yuzu to crash since it first tries to resolve the name of a null SDLJoystick entry that was not removed.
Resolve this by properly erasing the SDLJoystick entry from the vector.
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kernel: Implement host thread register methods without locking
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Locks on GetCurrentHostThreadID were causing performance issues
according to Visual Studio's profiler. It was consuming twice the time
as arm_interface.Run(). The cost was not in the function itself but in
the lockinig it required.
Reimplement these functions using atomics and static storage instead of
an unordered_map. This is a side effect to avoid locking and using linked
lists for reads.
Replace unordered_map with a linear search.
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filesystem: Fix CreateDirectory and DeleteFile
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Add a check if dir is nullptr (does not exist)
Fixes save game creation in Hades
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renderer_vulkan: Create and properly use Vulkan 1.0 instances when 1.1 is not available
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Enable the required capabilities to use Vulkan 1.0 without validation
errors and disable those that are not compatible with it.
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This commit doesn't make yuzu compatible with Vulkan 1.0 yet, it only
creates an 1.0 instance.
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core: Add boxcat sources with target_sources
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Same behavior, minus a script variable.
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hle: service: nvdrv: Implement nvhost_as_gpu::FreeSpace.
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- This is used by Super Mario 3D All-Stars.
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mii/manager: Make use of unused lower bound in GetRandomValue()
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Previously, the lower bound wasn't being used and zero was being used as
the lower bound every time this function was called.
This affects the outcome of some of the randomized entries a little bit,
for example, the lower-bound for beard and mustache flags was supposed
to be 1, not 0.
Aside from these cases, the bug didn't affect anything else.
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vk_graphics_pipeline: Manage primitive topology as fixed state
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Vulkan has requirements for primitive topologies that don't play nicely
with yuzu's. Since it's only 4 bits, we can move it to fixed state
without changing the size of the pipeline key.
- Fixes a regression on recent Nvidia drivers on Fire Emblem: Three
Houses.
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service: bcat: Check client connection before interacting with socket.
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- Fixes a crash when BCAT service is offline.
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Same behavior, but makes the callback list nicer to look at.
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Avoids redundant copies.
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input_common/CMakeLists: Make some warnings errors
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Makes the input_common code warnings consistent with the rest of the
codebase.
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hle: service: vi: Implement BufferQueue::CancelBuffer.
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- This is used by Super Mario 3D All-Stars.
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- Used by Super Mario 3D All-Stars.
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vk_device: Block VK_EXT_extended_dynamic_state for RDNA devices
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RDNA devices seem to crash when using VK_EXT_extended_dynamic_state in
the latest 20.9.2 proprietary Windows drivers. As a workaround, for now
we block device names corresponding to current RDNA released products.
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Normalizes the warnings shared between audio_core and core.
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Makes our error coverage a little more consistent across the board by
applying it to Linux side of things as well. This also makes it more
consistent with the warning settings in other libraries in the project.
This also updates httplib to 0.7.9, as there are several warning
cleanups made that allow us to enable several warnings as errors.
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file_sys/nsp: Make SetTicketKeys actually do something
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Previously, the method wasn't modifying any class state and therefore not having any effects when called.
Since this has been the case for a very long time now, I'm not sure if we couldn't just remove this method altogether.
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shader/texture: Implement CUBE texture type for TMML and fix arrays
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TMML takes an array argument that has no known meaning, this one appears
as the first component in gpr8 followed by s, t and r. Skip this
component when arrays are being used. Also implement CUBE texture types.
- Used by Pikmin 3: Deluxe Demo.
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video_core: Enforce -Wclass-memaccess
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InputCommon: Add compatibility with only accelerometer and auto calibrate for drift
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video_core: Enforce -Wunused-variable and -Wunused-but-set-variable
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InputCommon: Add random motion input for buttons
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renderer_vulkan/wrapper: Fix physical device sorting
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The old code had a sort function that was invalid and it didn't work as
expected when the base vector had a different order (e.g. renderdoc was
attached).
This sorts devices as expected and fixes a debug assert on MSVC.
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common: Use system zstd on Linux
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From what I understand, this tells CMake to use the system, not conan,
version of zstd. Required to build on the coming MinGW Docker container.
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hid: Stub HomeButtonInputProtection service commands
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- Used in 1-2 Switch. Given that we do not emulate the functionality of the home button yet, we can stub this for now.
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submission_package: Fix updates integrated into cartridge images.
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capsrv: Stub 3 variants of SetShimLibraryVersion
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- Used by caps_su SetShimLibraryVersion
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- Used in Super Smash Bros. Ultimate
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Reduce the "shake" requirements when configuring UDP.
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HID: Only use inputs corresponding to controller type
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HID: Add Stub for EnableSixAxisSensorFusion
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input_common: First implementation of controller rumble
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frontend/controller: Eliminate dependency on the global system instance
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This way it's obvious that this function shouldn't be used in any future
code.
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qt/game_list: Give GameListSearchField::KeyReleaseEater a parent
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This fixes a memory leak as KeyReleaseEater's destructor was never
called.
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common/wall_clock: Add virtual destructors
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From -fsanitize=address, this code wasn't calling the proper destructor.
Adding virtual destructors for each inherited class and the base class
fixes this bug.
While we are at it, mark the functions as final.
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Remove ext_extended_dynamic_state blacklist
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Latest AMD 20.9.2 driver fixed this, there's no reason to keep it blocked, as the previous stable signed driver release doesn't include the extension.
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HID: Use different timing for motion
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main: Allow applets to display on top while fullscreen
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Using the Qt::WindowStaysOnTopHint flag allows these dialogs to show up on top while running in fullscreen. However, if yuzu goes out of focus (by alt-tabbing or otherwise), this flag does not seem to have an effect.
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codec: Make lookup table static constexpr
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Allows compilers to elide needing to push these values on the stack
every time the function is called.
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Allows compilers to elide needing to push these values on the stack
every time the function is called.
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cubeb_sink: Use static_cast instead of reinterpret_cast in DataCallback()
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Conversions from void* to the proper data type are well-defined and
supported by static_cast. We don't need to use reinterpret_cast here.
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nvdrv: Stub nvdec/vic ioctls to bypass nvdec movies
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audio_core: Resolve sign conversion warnings
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While were at it, we can also enable sign conversion warnings and other
common warnings as errors to prevent these from creeping back into the
codebase.
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While we're at it we can make the destructor of the base class virtual
to ensure that any polymorphism issues never occur.
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vk_stream_buffer: Fix initializing Vulkan with NVIDIA on Linux
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The previous fix only partially solved the issue, as only certain GPUs that needed 9 or less MiB subtracted would work (i.e. GTX 980 Ti, GT 730). This takes from DXVK's example to divide `heap_size` by 2 to determine `allocable_size`. Additionally tested on my Quadro K4200, which previously required setting it to 12 to boot.
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shader/registry: Make use of designated initializers where applicable
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Using statements already make these unnecessary.
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Same behavior, less repetition.
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vk_command_pool: Add missing header guard
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Allows the implementation details to be changed without recompiling any
files that include this header.
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audio_core: Remove unnecessary inclusions
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Same behavior, but removes header dependencies where they don't need to
be.
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service: Restore "unused" function
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Turns out this function is actually used, but within a trace log.
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arithmetic_integer_immediate: Make use of std::move where applicable
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Same behavior, minus any redundant atomic reference count increments and
decrements.
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acc: Partially implement LoadOpenContext
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This is used in multiple games such as:
- Clubhouse Games: 51 Worldwide Classics
- Grandia HD Collection
- XCOM 2 Collection
- Baldur's Gate 1/2
- Dr Kawashima's Brain Training
- Super Mario 3D All-Stars
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renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphore
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This is a hack to destroy all HostCounter instances before the base
class destructor is called. The query cache should be redesigned to have
a proper ownership model instead of using shared pointers.
For now, destroy the host counter hierarchy from the derived class
destructor.
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This reworks how host<->device synchronization works on the Vulkan
backend. Instead of "protecting" resources with a fence and signalling
these as free when the fence is known to be signalled by the host GPU,
use timeline semaphores.
Vulkan timeline semaphores allow use to work on a subset of D3D12
fences. As far as we are concerned, timeline semaphores are a value set
by the host or the device that can be waited by either of them.
Taking advantange of this, we can have a monolithically increasing
atomic value for each submission to the graphics queue. Instead of
protecting resources with a fence, we simply store the current logical
tick (the atomic value stored in CPU memory). When we want to know if a
resource is free, it can be compared to the current GPU tick.
This greatly simplifies resource management code and the free status of
resources should have less false negatives.
To workaround bugs in validation layers, when these are attached there's
a thread waiting for timeline semaphores.
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Add automap feature for GC adapter
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memory: Resolve a -Wdocumentation warning
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memory doesn't exist as a parameter any more.
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install_dialog: Remove unused function prototype
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Allows the compiler to warn against cases where the return value isn't
used (which would be a bug).
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This function doesn't have an implementation, so it can be removed to
prevent others from unintentionally using it.
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game_list: Eliminate redundant argument copies
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Makes the naming consistent with the rest of the functions that are
present.
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Several functions can be taken by const reference to avoid copies
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Places data structures where they'll eventually be moved to to avoid
needing to even move them in the first place.
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Avoids unnecessary atomic increments and decrements.
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Allows some implementations to avoid completely zeroing out the internal
buffer of the optional, and instead only set the validity byte within
the structure.
This also makes it consistent how we return empty optionals.
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Prevents unnecessary copying of the line being parsed.
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submission_package: Account for multi-content NSPs
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Previously we assumed a submission package can only contain one Program NCA with a single TitleID.
However, Super Mario 3D All-Stars contains four Program NCAs, each with their unique TitleIDs.
This accounts for the existence of multi-content games such as this one.
- Fixes booting Super Mario 3D All-Stars from the games list.
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renderer_opengl: Remove emulated mailbox presentation
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Emulated mailbox presentation was causing performance issues on
Nvidia's OpenGL driver. Remove it.
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hid: Implement Get/SetNpadHandheldActivationMode
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- Used in Clubhouse Games: 51 Worldwide Classics
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Test: Decrease pad_update_ns
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There have been reports of quite heavy input lag in the past.
Compared to Citra for example, our pad_update_ns value is very high.
So let's decrease it and see if it helps with this problem.
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Same behavior, less repetition. We can also ensure all members of Config
are initialized.
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configure_input_player: Re-add "Clear" context menu option
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The context menu was removed in Mjölnir Part 1 as part of the input rewrite as we were unaware of it's usage statistics.
However, as this was the only way to clear the inputs of individual buttons, this PR will re-add it back in.
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- Used in Super Mario 3D All-Stars
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arm_dynarmic_cp15: Initialize member variables
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Ensures that the member variables are always initialized to a
deterministic value on creation.
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service/sm: Eliminate dependency on the global system instance
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We can check the end of the string first for null-termination, rather
than the beginning of the string.
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service: Remove unused funcation
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This is now completely unused, so it can be removed.
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command_generator/nfp: Eliminate unnecessary copies
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In a lot of cases, we can make use of const references rather than
non-const references.
While we're in the area we can silence some truncation and sign
conversion warnings.
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GetAmiiboBuffer() returns by const reference, so we can use a reference
instead of taking the returned buffer by value.
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decoder/texture: Eliminate narrowing conversion in GetTldCode()
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The assignment was previously truncating a u64 value to a bool.
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decode/image: Eliminate switch fallthrough in DecodeImage()
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Fortunately this didn't result in any issues, given the block that code
was falling through to would immediately break.
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hid/configuration: Implement motion controls to HID
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This allows toggling motion on or off, and allows access to the motion configuration.
Also changes the [waiting] text for motion buttons to Shake! as this is how motion is connected to a player.
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Simplifies the motion assignment in the Dual Joycon entry and assigns index 1 of the motion entry (Motion 2) for the right joycon.
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This isn't used anywhere, so this is a trivial fix.
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gc_adapter: Disable MSVC nonstandard extension warning on libusb.h
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Pragma disable zero-sized array nonstandard extension warning on MSVC.
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video_core: Enforce -Werror=switch
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This forces us to fix all -Wswitch warnings in video_core.
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Now all that remains is:
18 instances in file_sys code
14 instances in GDB stub code (this can be tossed wholesale)
4 instances in HLE code
2 instances in settings code.
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nca_patch: Reduce stack usage size within SearchBucketEntry()
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Previously this function was using ~16KB of stack (16528 bytes), which
was caused by the function arguments being taken by value rather than by
reference.
We can make this significantly lighter on the stack by taking them by
reference.
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This is only used internally and doesn't depend on any class state, so
we can make it fully internal.
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We don't need to create two separate instantiations of the same code, we
can simply make the character template argument a regular function
parameter.
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This isn't used within the function at all in any implementations, so we
can remove it entirely.
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We make it explicit that we're truncating arithmetic here to resolve
compiler warnings (even if the sizes weren't u32/u64 arithmetic
generally promotes to int :<)
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We can use these to avoid typing the same type redundantly. This way, if
these ever change, only a single location needs to be modified.
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These functions are only used within this translation unit, so we can
make them internally linked.
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We can supply the content provider as an argument instead of hardcoding
a global accessor in the implementation.
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With this, the kernel finally doesn't depend directly on the global
system instance anymore.
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service: Remove two usages of the global system accessor
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Removes more instances of reliance on global state.
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kernel/scheduler: Use std::mutex instead of spin lock
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Profiling shows that this is a highly contested mutex, causing dimishing
results compared to a OS lock. std::mutex implementations can spin for a
while before falling back to an OS lock.
This avoids wasting precious CPU cycles in a no-op.
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bsd: Resolve a few warnings
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Previously the address provided to SendToImpl would never be propagated
to SendTo(). This fixes that.
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Same behavior, less typing.
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We can simplify this a little by explicitly specifying the typename for
the lambda function.
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audio_core: Apollo Part 1, AudioRenderer refactor
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Project Mjölnir: Part 2 - Controller Applet
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Resolves -Wsign-compare and -Wunused-variable
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- Some games like Shipped have a minimum requirement of 0 connected players and is undesired behavior. We must require a minimum of 1 player connected regardless of what games may ask.
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Now left and right joycons have the same priority (meaning both needs to be supported by the game).
Explanation of the new heuristic:
Assign left joycons to even player indices and right joycons to odd player indices.
We do this since Captain Toad Treasure Tracker expects a left joycon for Player 1 and a right Joycon for Player 2 in 2 Player Assist mode.
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Implement the fallback applet for the SDL frontend, connecting only the minimum amount of players required.
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This avoids unintentionally changing the states of elements while loading them in.
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Avoids repetitive usages of the int literal '8' or calls to player_widgets.size()
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"Explain Text" is additional text that is shown for each player in the controller applet.
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Co-authored-by: Its-Rei <kupfel@gmail.com>
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configure_input_player: Resolve sign conversion warnings in UpdateMappingWithDefaults()
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Prevents sign mismatch warnings in the loop conditionals.
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video_core: Remove all Core::System references in renderer
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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.
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This doesn't modify instance state, so it can be made const.
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game_list_p: Mark some constants as constexpr
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Consistency change with how we mark constants in the rest of the
codebase.
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services: Implement most of bsd:s and GetCurrentIpAddress from nifm
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Testing shows that Poll called with zero entries returns -1 and signals
an errno of zero.
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This implements: Socket, Poll, Accept, Bind, Connect, GetPeerName,
GetSockName, Listen, Fcntl, SetSockOpt, Shutdown, Recv, RecvFrom,
Send, SendTo, Write, and Close
The implementation was done referencing: SwIPC, switchbrew, testing
with libnx and inspecting its code, general information about bsd
sockets online, and analysing official software.
Not everything from these service calls is implemented, but everything
that is not implemented will be logged in some way.
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Manage worker threads with an easy to use abstraction.
We can expand this to support thread deletion in the future.
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This abstraction allows executing blocking functions (like recvfrom on a
socket configured for blocking) without blocking the service thread.
It is intended to be used with SleepClientThread.
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These functions translate from Network enumerations/structures to guest
enumerations/structures and viceversa.
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Add guest enumerations and structures used in socket services
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This is trivially implemented using the Network abstraction
- Used by ftpd
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- Used in multiple games such as Super Mario Odyssey.
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externals: Update Xbyak to 5.96
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I made a request on the Xbyak issue tracker to allow some constructors
to be constexpr in order to avoid static constructors from needing to
execute for some of our register constants.
This request was implemented, so this updates Xbyak so that we can make
use of it.
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gc_poller: Resolve compilation warnings on MSVC
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We just need to make our intentional implicit truncations explicit.
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common_funcs: Add missing XOR operators to DECLARE_ENUM_FLAG_OPERATORS
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Ensures that the full set of bitwise operators are available for types
that make use of this macro.
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hle/scheduler: Fix data race in is_context_switch_pending
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As reported by tsan, SelectThreads could write to
is_context_switch_pending holding a mutex while SwitchToCurrent reads it
without holding any.
It is assumed that the author didn't want an atomic here, so the code is
reordered so that whenever is_context_switch_pending is read inside
SwitchToContext, the mutex is locked.
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async_shaders: Mark getters as const member functions
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While we're at it, we can also mark them as nodiscard.
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Fixes build issues
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fsp_srv: Resolve -Wmaybe_uninitialized warning in OpenSaveDataFileSystem()
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We can just log out the parameters in the meantime.
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Initialize id to a deterministic value and also mark the unreachable
cases in the switch with UNREACHABLE().
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file_sys: Replace inclusions with forward declarations where applicable
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Same behavior, minus unnecessary inclusions where not necessary.
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Fixes a typo in the UI file. An ellipsis has 3 dots.
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Also amend the copyright notice to yuzu's instead of Dolphin's, which was mistakenly copy-pasted from another file.
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input_common: Add a basic class for motion devices
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yuzu: Add motion and touch configuration from Citra
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common/thread: Fix data race in is_set
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As report by tsan, Event::Set can write is_set while WaitFor and friends
are reading from it. To address this issue, make is_set an atomic.
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hle/kernel: Fix data race in GetCurrentHostThreadID
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As reported by tsan, host_thread_ids could be read while
any of the RegisterHostThread variants were called.
To fix this, lock the register mutex when yuzu is running in multicore
mode and GetCurrentHostThreadID is called.
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Fix thread naming on Linux, which limits names to 15 bytes.
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- In `SetCurrentThreadName`, when on Linux, truncate to 15 bytes, as (at
least on glibc) `pthread_set_name_np` will otherwise return `ERANGE` and
do nothing.
- Also, add logging in case `pthread_set_name_np` returns an error
anyway. This is Linux-specific, as the Apple and BSD versions of
`pthread_set_name_np return `void`.
- Change the name for CPU threads in multi-core mode from
"yuzu:CoreCPUThread_N" (19 bytes) to "yuzu:CPUCore_N" (14 bytes) so it
fits into the Linux limit. Some other thread names are also cut off,
but I didn't bother addressing them as you can guess them from the
truncated versions. For a CPU thread, truncation means you can't see
which core it is!
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'driver_id' can only be known on Vulkan 1.1 after creating a logical
device. Move the driver id check to disable
VK_EXT_extended_dynamic_state after the logical device is successfully
initialized.
The Vulkan device will have the extension enabled but it will not be
used.
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sdl_impl: Minor cleanup
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These maps can be constexpr arrays of std::pair.
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Avoids redundant copies.
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Avoids churning ParamPackage instances.
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We need to add the 'f' suffix to make the right hand side a float and
not a double.
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The purpose of make_tuple is that you don't need to explicitly type out
the types of the things that comprise said tuple.
Given this just returns default values, we can simplify this a bit.
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This doesn't modify internal member state, so it can be marked as const.
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bootmanager: Prevent unnecessary copies in TouchUpdateEvent()
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The list of points is returned by const reference, so we don't need to
make a copy of every element in the list.
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yuzu/main: Amend lifetime issues with InputSubsystem
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Due to the way Qt performs destruction of parent/child widgets, we need
to make the lifetime of the input subsystem shared across the main
window and the render window.
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input_common/main: Remove unimplemented prototype
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I forgot to remove this in the rebase when removing most of the global
variables within the input common codebase.
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Vertex binding's <stride> is bugged on AMD's proprietary drivers when
using VK_EXT_extended_dynamic_state. Blacklist it for now while we
investigate how to report this issue to AMD.
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input_common: Eliminate most global state
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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.
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cpu_interrupt_handler: Make is_interrupted an atomic
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Fixes a race condition detected from tsan
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Project Mjölnir: Part 1 - Input Rewrite
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Supports the Left, Right, Middle, Backward and Forward mouse buttons.
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This allows homebrew applications to be able to properly detect connected controllers.
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The hardware tested value is 0.5 which translates to SHRT_MAX / 2
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Co-authored-by: James Rowe <jroweboy@gmail.com>
Co-authored-by: Its-Rei <kupfel@gmail.com>
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common/assert: Make use of C++ attribute syntax
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Normalizes the syntax used for attributes
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shader/memory: Amend UNIMPLEMENTED_IF_MSG without a message
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We need to provide a message for this variant of the macro, so we can
simply log out the type being used.
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video_core/host_shaders: Add CMake integration for string shaders
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Add the necessary CMake code to copy the contents in a string source
shader (GLSL or GLASM) to a header file then consumed by video_core
files.
This allows editting GLSL in its own files without having to maintain
them in source files.
For now, only OpenGL presentation shaders are moved, but we can add
GLASM presentation shaders and static SPIR-V generation through
glslangValidator in the future.
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This allows us passing any type of string and hinting the length of the
string to the OpenGL driver.
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vk_state_tracker: Fix primitive topology
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State track the current primitive topology with a regular comparison
instead of using dirty flags.
This fixes a bug in dirty flags for this particular state and it also
avoids unnecessary state changes as this property is stored in a
frequently changed bit field.
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This doesn't modify member state, so it can be marked as const.
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memory_manager: Mark IsGranularRange() as a const member function
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This doesn't modify internal member state, so it can be marked as const.
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registered_cache: Make use of designated initializers
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Simplifies code.
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Removes the need for comments to indicate the fields being assigned.
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| |_|_|_|_|_|_|_|_|_|_|_|/ /
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common/color: Migrate code over to the Common namespace
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No external code makes use of this header, so we can freely change the
namespace.
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video_core: Initialize renderer with a GPU
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Add an extra step in GPU initialization to be able to initialize render
backends with a valid GPU instance.
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cpu_manager: Make use of ranged for where applicable
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We can simplify a few loops by making use of ranged for.
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LabelGLObject takes a string_view, so we don't need to make copies of
the std::string.
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Avoids pulling in unnecessary things that can cause rebuilds when they
aren't required.
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key_manager: Make data arrays constexpr
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We can convert these maps into constexpr arrays to eliminate some
runtime static constructors.
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vfs_real: Avoid redundant map lookups
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Avoids some trivially avoidable map lookups by keeping the result of
find operations around and querying them.
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web_service: Move web_result.h into web_service
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This is the only place it's actively used. It's also more appropriate
for web-related structures to be within the web service target.
Especially given this one doesn't rely on anything in the common
library.
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core_timing: Resolve sign conversion warning
|
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Same behavior, minus unnecessary zeroing out of the pointer.
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This constant is only ever assigned to downcount, which is a s64, not a
u64.
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gl_shader_disk_cache: Make use of std::nullopt where applicable
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Allows the compiler to avoid unnecessarily zeroing out the internal
buffer of std::optional on some implementations.
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dynarmic: Add unsafe optimizations
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macro-interpreter: Resolve -Wself-assign-field warning
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This was assigning the field to itself, which is a no-op. The size
doesn't change between its initial assignment and this one, so this is a
safe change to make.
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common/telemetry: Migrate namespace into the Common namespace
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Migrates the Telemetry namespace into the Common namespace to make the
code consistent with the rest of our common code.
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common/concepts: Move <type_traits> include out of the Common namespace
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This is a compiler/linker error waiting to happen.
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common: Silence two discarded result warnings
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These are intentionally discarded internally, since the rest of the
public API allows querying success. We want all non-internal uses of
these functions to be explicitly checked, so we can signify that we
intentionally want to discard the return values here.
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vulkan/wrapper: Avoid unnecessary copy in EnumerateInstanceExtensionProperties()
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Given this is implicitly creating a std::optional, we can move the
vector into it.
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main: Fix Open Save/Mod Locations for installed titles
|
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In some rare instances, the patch manager is not able to find a control nca, fallback to the previous method of parsing a control nca through the loader if this occurs.
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Previously NAND/SDMC installed titles would open device saves when they are supposed to be user saves. This is due to the control nca not being read and thus returns 0 for both GetDefaultNormalSaveSize() and GetDeviceSaveDataSize(). Fix this by utilizing the patch manager to read the control nca.
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configuration_shared: Simplify name lookup in highlighting functions
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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).
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common/fileutil: Convert namespace to Common::FS
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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.
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common/time_zone: Simplify GetOsTimeZoneOffset()
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We can simplify this function down into a single line with the use of
fmt. A benefit with the fmt approach is that the fmt variant of
localtime is thread-safe as well, making GetOsTimeZoneOffset()
thread-safe as well.
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configure_hotkeys: Don't translate empty strings
|
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There's no need to translate an empty string. This just gives
translators unnecessary work.
|
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aes_util: Make use of non-template variant of Transcode
|
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We can use sizeof to make it obvious at the call site where the value is
coming from.
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Same behavior, less template instantiations.
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yuzu: Make use of qOverload where applicable
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| | | | | | | | | | | | | |
Eliminates a verbose function cast.
|
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vulkan_renderer: Async shader/graphics pipeline compilation
|
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| | | | | | | | | | | | | | |
Addressing feedback from Rodrigo
|
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| | | | | | | | | | | | | | |
Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
|
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main: Add an option to modify the currrent game's configuration
|
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Creates a new entry in the Emulation menu called "Configure Current Game..." that is only available if a game is currently being executed in yuzu. When selected, it opens the game properties dialog for the current game.
Thanks to @BSoDGamingYT for reminding me to do this.
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| |_|_|_|_|_|_|/ / / / / / /
|/| | | | | | | | | | | | | |
async_shaders: Resolve -Wpessimizing-move warning
|
| | |_|_|_|_|/ / / / / / /
| |/| | | | | | | | | | |
| | | | | | | | | | | | |
| | | | | | | | | | | | |
| | | | | | | | | | | | | |
Prevents pessimization of the move constructor (which thankfully didn't
actually happen in practice here, given std::thread isn't copyable).
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| |_|/ / / / / / / / / /
|/| | | | | | | | | | |
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| | | | | | | | | | | | |
While we're in the same area, we can ensure GameDir member variables are
always initialized to consistent values.
|
|\ \ \ \ \ \ \ \ \ \ \ \
| | | | | | | | | | | | |
| | | | | | | | | | | | | |
common: Make use of [[nodiscard]] where applicable
|
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Seems like all compilers don't support std::span yet.
|
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| | | | | | | | | | | | |
Now that clang-format makes [[nodiscard]] attributes format sensibly, we
can apply them to several functions within the common library to allow
the compiler to complain about any misuses of the functions.
|
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| |/ / / / / / / / / / /
|/| | | | | | | | | | | |
maxwell_3d: Resolve -Wextra-semi warning
|
| |/ / / / / / / / / /
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | | |
Semicolons after a function definition aren't necessary.
|
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| | | | | | | | | | | |
| | | | | | | | | | | | |
core: Resolve several -Wextra-semi warnings
|
| |/ / / / / / / / / /
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| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | | |
We can amend one of the cascade macros to require semicolons in order to
compile. In other cases, we can just remove the superfluous semicolons.
|
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| | | | | | | | | | | |
| | | | | | | | | | | | |
software_keyboard: Resolve a pessimizing move warning
|
| |/ / / / / / / / / /
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | | |
A std::vector created in place like this is already an rvalue and
doesn't need to be moved.
|
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| | | | | | | | | | | |
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system_control: Make functions internally linked where applicable
|
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| | | | | | | | | | | |
| | | | | | | | | | | | |
These functions are only ever used internally as implementation details
for GenerateRandomRange(), so these can be given internal linkage.
|
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| | | | | | | | | | | | | |
kernel/scheduler: Mark SchedulerLock constructor as nodiscard
|
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| | | | | | | | | | | | |
| | | | | | | | | | | | | |
Ensures that callers make use of the constructor, preventing bugs from
silently occurring.
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Allows the compiler to warn about cases where the constructor is used
but then immediately discarded, which is a potential cause of
locking/unlocking bugs.
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lz4_compression/zstd_compression: Make use of std::span in interfaces
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Allows compressing the data and size parameters into one.
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Allows condensing the data and size parameters into a single argument.
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textures/decoders: Fix block linear to pitch copies
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There were two issues with block linear copies. First the swizzling was
wrong and this commit reimplements them.
The other issue was that these copies are generally used to download
render targets from the GPU and yuzu was not downloading them from
host GPU memory unless the extreme GPU accuracy setting was selected.
This commit enables cached memory reads for all accuracy levels.
- Fixes level thumbnails in Super Mario Maker 2.
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Prevents a useless self-assignment from occurring.
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cheat_engine: Resolve implicit bool->u64 conversion
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We can just return zero here.
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gl_shader_cache: Use std::max() for determining num_workers
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Does not allocate more threads than available in the host system for boot-time shader compilation and always allocates at least 1 thread if hardware_concurrency() returns 0.
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General: Tidy up clang-format warnings part 2
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freezer: Make use of std::erase_if
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Cleans up the callsites in other functions.
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VAddr will always be 64-bit, so there's no need to take a trivial
primitive alias by reference.
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With C++20 we can simplify the erasing idiom.
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common/virtual_buffer: drop unused includes
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On DragonFly and NetBSD build fails with
src/common/virtual_buffer.cpp
src/common/virtual_buffer.cpp:16:10: fatal error: sys/sysinfo.h: No such file or directory
#include <sys/sysinfo.h>
^~~~~~~~~~~~~~~
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General: Tidy up clang-format warnings
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cheat_engine: Make use of designated initializers
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Same behavior, but makes the member being assigned obvious.
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This PR is now only the Analog devices handling the range value defaulting at 100%
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kernel: Remove unused variables
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Resolves a few compiler warnings.
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vfs_vector: Make creation of array vfs files less verbose
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We can add a helper function to make creation of these files nicer.
While we're at it, we can eliminate an unnecessary std::array copy in
the constructor. This makes the overhead on some of these functions way
less intensive, given some arrays were quite large.
e.g. The timezone location names are 9633 bytes in size.
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game_list_worker: Do not clear entries when > 1 gamedir is present
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Previously the map of entries was being cleared while looping through each game directory, this resulted into all game directories except the last game dir to lose content metadata information. Fix this by clearing the entries only once.
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am: Unstub SetScreenShotPermission
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video_core: Remove redundant pixel format type
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We already get the format type before converting shadow formats and during shadow formats.
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This makes it more inline with its currently unavailable standardized
analogue std::derived_from.
While we're at it, we can also make the template match the requirements
of the standardized variant as well.
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partition_data_manager: Make data arrays constexpr
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Fills in some hashes that were previously unhandled.
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Previously the constructor for all of these would run at program
startup, consuming time before the application can enter main().
This is also particularly dangerous, given the logging system wouldn't
have been initialized properly yet, yet the program would use the logs
to signify an error.
To rectify this, we can replace the literals with constexpr functions
that perform the conversion at compile-time, completely eliminating the
runtime cost of initializing these arrays.
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address_arbiter/scheduler: Resolve sign conversion warnings
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Makes our type conversion explicit.
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ipc_helpers: Only allow trivially copyable objects with PushRaw() and PopRaw()
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It's undefined behavior to use non-trivially copyable objects with
std::memcpy, so we can add asserts to catch usages of these at
compile-time.
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aes_util: Allow SetIV() to be non-allocating
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In a few places, the data to be set as the IV is already within an array.
We shouldn't require this data to be heap-allocated if it doesn't need
to be. This allows certain callers to reduce heap churn.
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logging/backend: Make use of designated initializers
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Same behavior, less code.
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buffer_queue: Make use of designated initializers/std::nullopt where applicable
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Allows compilers to eliminate unnecessary zeroing out of the optional's
buffer.
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CMakeLists: Resolve #4478
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This switch is enabled by default in all recent versions of GCC and
Clang.
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common/atomic_ops: Don't cast away volatile from pointers
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Preserves the volatility of the pointers being casted.
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loader: Make IdentifyFile typesafe
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Relies on #4465 for concept.h Common::IsBaseOf
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time_zone_binary: Make use of designated initializers
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vi: IApplicationDisplayService:GetIndirectLayerImageRequiredMemoryInfo
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Needed for dark souls and monster hunter
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hle: nvdrv: Rewrite of GPU memory management.
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Co-authored-by: LC <mathew1800@gmail.com>
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renderer_opengl: Use 1/4 of all threads for async shader compilation
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game_list_worker: Fix game list subdirectory scanning
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Oddly enough the scan that feeds the manual content provider is hardcoded to scan 2 nested directories deep.
This effectively rendered the scan subdirectories setting useless as the manual content provider cannot find any games located more than 2 nested directories deep.
Furthermore, this behavior causes game files to be picked up by the manual content provider even if scan subdirectories is disabled.
FIx this by utilizing the behavior described when populating the game list for populating the content provider.
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perf_stats: Mark GetMeanFrametime() as const
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Same behavior, but allows us to avoid a now-unnecessary zero
initialization.
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The general pattern is to mark mutexes as mutable when it comes to
matters of constness, given the mutex acts as a transient member of a
data structure.
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vk_texture_cache: Silence -Wmissing-field-initializer warnings
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patch_manager: Resolve -Wignored-qualifier warnings
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Top level const will always be ignored in this case, so it can be
removed.
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yuzu: Resolve C++20 deprecation warnings related to lambda captures
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C++20 deprecates capturing the this pointer via the '=' capture.
Instead, we replace it or extend the capture specification.
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profile_manager: Make use of designated initializers
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Allows some implementations to completely avoid unnecessarily zeroing
out the internal buffer.
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More compact code.
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dmnt_cheat_vm: Make use of designated initializers
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Allows for more compact code.
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fsp-srv: Stub Read/WriteSaveDataFileSystemExtraDataWithMaskBySaveDataAttribute
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Stub these 2 service commands required for Animal Crossing: New Horizons Update 1.4.0
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tests/core_timing: Remove pragma optimize(off)
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I made a review comment about this in the PR that this was introduced
in (#3955, commit 71c4779211dc081a3b2dd4af52edad5748e7a7f5), but it
seems to have been missed.
We shouldn't be using this pragma here because it's MSVC specific. This
causes warnings on other compilers.
The test it's surrounding is *extremely* dubious, but for the sake of
silencing warnings on other compilers, we can mark "placebo" as volatile
and be on with it.
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service/ldr: Resolve sign mismatch warnings
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We were performing an int < size_t comparison. We can just correct the
type of the induction variable.
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registered_cache: Resolve -Wmaybe_uninitialized warnings
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While we're at it, we can avoid a redundant map lookup.
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sm: Make use of IsBaseOf for GetService
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file_sys/mode: Make use of DECLARE_ENUM_FLAG_OPERATORS with Mode
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Same behavior, minus a hand-rolled operator.
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* ipc: Allow all trivially copyable objects to be passed directly into WriteBuffer
With the support of C++20, we can use concepts to deduce if a type is an STL container or not.
* More agressive concept for stl containers
* Add -fconcepts
* Move to common namespace
* Add Common::IsBaseOf
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screenshots: Option to save screenshots immediately in a specified directory + Linux workaround
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Solves an issue with restoring the value upon reloading program.
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If the user had cancelled, it would clear the text box. That behavior was sanitized underneath, but may anyways cause inconveniences.
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Co-Authored-By: LC <lioncash@users.noreply.github.com>
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This picks a default directory and file name. If on Windows and save-as screenshot saving is enabled, it asks the user, first defaulting to the default screenshot path, and with a default filename in the format `[title_id]_[year-mt-dy_hr-mn-sc-msc].png`. Otherwise, or on Linux for now, it simply saves a file in that directory with that file name.
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This adds two options to the General -> UI tab. The first disables picking a place to save the file. The second chooses a default directory for saving screenshots.
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Adds a screenshots directory as a path managed by FileUtil.
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cpu_manager: Remove redundant std::function declarations
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We can just return the function directly. Making for less reading.
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yuzu/main: Remove redundant usages of QStringLiteral("")
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An empty QStringLiteral can more efficiently be replaced with an empty
QString.
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compatible_formats: Add missing header guard
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Prevents potential inclusion issues from occurring.
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surface_params: Replace questionable usages of the comma operator with semicolons
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Provides a convenient way to avoid unnecessary zero initializing.
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This is a redundant assignment that can be removed.
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These are bugs waiting to happen.
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Fixes an access violation where the file no longer exists at the specified path while being parsed.
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Hides the following options when the title id is 0:
- Open Save Location
- Open Mod Data Location
- Open Transferable Shader Cache
- All removal options except Remove Custom Configuration
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Adds the following actions:
- Remove Installed Update
- Remove All Installed DLC
- Remove Shader Cache
- Remove Custom Configuration
- Remove All Installed Contents
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device_memory: Remove unused system member
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This isn't used by anything in particular, so it can be removed.
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The introduction of multicore rendered this setting non-functional as timing code was changed.
This removes the setting entirely.
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Makes the interface future-proofed for supporting other platforms in the event we ever support platforms with differing pointer sizes. This way, we have a type in place that is always guaranteed to be able to represent a pointer exactly.
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vulkan: Resolve -Wmissing-field-initializer warnings
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AM: GetDesiredLanguage: remove unused variable
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video_core/gpu: Correct the size of the puller registers
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The puller register array is made up of u32s however the `NUM_REGS` value is the size in bytes, so switch it to avoid making the struct unnecessary large. Also fix a small typo in a comment.
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GCAdapter: only join worker thread if running & joinable
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nvflinger: Use return value of Lock()
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Not using the return value of these functions are undeniably the source
of a bug. This way we allow compilers to loudly make any future misuses
evident.
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comex reported in #4424 that we were incorrectly discarding the return
value of Lock() which is correct.
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udp/client: Remove unused boost include
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Also silences a deprecation warning from boost on Clang/GCC.
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virtual_buffer: Mark size parameter of FreeMemoryPages() as [[maybe_unused]]
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This isn't used on Windows, but is used on non-Windows operating
systems.
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gc_adapter/gc_poller: Resolve compiler warnings
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Those are already found in the Filesystem tab.
They were added back to the Debug tab by mistake in the Vulkan PR.
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hid: Only update keyboard & debug pad inputs if enabled
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Previously we would ignore this setting and would update the states regardless of the user setting
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This function was relocated to log.h as a constexpr function, so this
can be removed.
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swkbd: Return result for Calc request for inlined swkbd
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Fixes random swkbd popups in monster hunter
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vk_rasterizer: Remove unused variable in Clear()
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The relevant values are already assigned further down in the lambda, so
this can be removed entirely.
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qt-themes: Add Midnight Blue qdarkstyle theme (2.8.1)
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Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
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configure_per_game: Clearer per-game settings
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These were only kept for compatibility with old code during testing.
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Also gets rid of unnecessary explicit namespace usage.
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One less global variable.
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Makes the code more readable
Co-Authored-By: LC <lioncash@users.noreply.github.com>
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whoops
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Fixes a regression where the global config takes up a lot of extra space.
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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.
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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.
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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
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Let's see if I make up my mind.
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Also adds trackers for graphics and advanced graphics
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Prevents mass-coloring of elements later on
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Fixes visibility in the built-in dark theme
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Sets up initial support for implementing colored tristate functions. These functions color a QWidget blue when it's overriding a global setting, and discolor it when not. The lack of color indicates it uses the global state, replacing the Qt::CheckState::PartiallyChecked state with the global state.
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buffer_cache: Eliminate redundant map lookup in MarkRegionAsWritten()
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We can make use of emplace()'s return value to determine whether or not
we need to perform an increment.
emplace() performs no insertion if an element already exist, so this can
eliminate a find() call.
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video_core: Allow copy elision to take place where applicable
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Removes const from some variables that are returned from functions, as
this allows the move assignment/constructors to execute for them.
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video_core: Remove unused variables
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Silences several compiler warnings about unused variables.
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gc_adapter: Refactor code
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axes were very sensitive when mapping controls.
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src/core/network/network.cpp:112:28: error: use of undeclared identifier 'SHUT_RD'
constexpr int SD_RECEIVE = SHUT_RD;
^
src/core/network/network.cpp:113:25: error: use of undeclared identifier 'SHUT_WR'
constexpr int SD_SEND = SHUT_WR;
^
src/core/network/network.cpp:114:25: error: use of undeclared identifier 'SHUT_RDWR'
constexpr int SD_BOTH = SHUT_RDWR;
^
src/core/network/network.cpp:120:37: error: unknown type name 'in_addr'; did you mean 'in_addr_t'?
constexpr IPv4Address TranslateIPv4(in_addr addr) {
^~~~~~~
in_addr_t
/usr/include/netdb.h:66:20: note: 'in_addr_t' declared here
typedef __uint32_t in_addr_t;
^
src/core/network/network.cpp:121:27: error: member reference base type 'in_addr_t' (aka 'unsigned int') is not a structure or union
const u32 bytes = addr.s_addr;
~~~~^~~~~~~
src/core/network/network.cpp:121:15: error: variables defined in a constexpr function must be initialized
const u32 bytes = addr.s_addr;
^
src/core/network/network.cpp:126:10: error: incomplete result type 'sockaddr' in function definition
sockaddr TranslateFromSockAddrIn(SockAddrIn input) {
^
/usr/include/netdb.h:142:9: note: forward declaration of 'sockaddr'
struct sockaddr *ai_addr; /* binary address */
^
src/core/network/network.cpp:127:5: error: unknown type name 'sockaddr_in'; did you mean 'sockaddr'?
sockaddr_in result;
^~~~~~~~~~~
sockaddr
/usr/include/netdb.h:142:9: note: 'sockaddr' declared here
struct sockaddr *ai_addr; /* binary address */
^
src/core/network/network.cpp:127:17: error: variable has incomplete type 'sockaddr'
sockaddr_in result;
^
/usr/include/netdb.h:142:9: note: forward declaration of 'sockaddr'
struct sockaddr *ai_addr; /* binary address */
^
src/core/network/network.cpp:131:29: error: use of undeclared identifier 'AF_INET'
result.sin_family = AF_INET;
^
src/core/network/network.cpp:135:29: error: use of undeclared identifier 'AF_INET'
result.sin_family = AF_INET;
^
src/core/network/network.cpp:139:23: error: use of undeclared identifier 'htons'
result.sin_port = htons(input.portno);
^
src/core/network/network.cpp:143:14: error: variable has incomplete type 'sockaddr'
sockaddr addr;
^
/usr/include/netdb.h:142:9: note: forward declaration of 'sockaddr'
struct sockaddr *ai_addr; /* binary address */
^
src/core/network/network.cpp:156:1: error: unknown type name 'linger'
linger MakeLinger(bool enable, u32 linger_value) {
^
src/core/network/network.cpp:157:5: error: unknown type name 'linger'
linger value;
^
src/core/network/network.cpp:185:16: error: use of undeclared identifier 'AF_INET'
return AF_INET;
^
src/core/network/network.cpp:195:16: error: use of undeclared identifier 'SOCK_STREAM'
return SOCK_STREAM;
^
src/core/network/network.cpp:197:16: error: use of undeclared identifier 'SOCK_DGRAM'
return SOCK_DGRAM;
^
src/core/network/network.cpp:207:16: error: use of undeclared identifier 'IPPROTO_TCP'
return IPPROTO_TCP;
^
fatal error: too many errors emitted, stopping now [-ferror-limit=]
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renderer_{opengl,vulkan}: Clamp shared memory to host's limit
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This stops shaders from failing to build when the exceed host's shared
memory size limit. An error is logged.
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gl_arb_decompiler: Execute BAR even when inside control flow
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Unlike GLSL, GLASM allows us to call BAR inside control flow.
- Fixes graphical artifacts in Paper Mario.
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decode/other: Implement S2R.LaneId
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This maps to host's thread id.
- Fixes graphical issues on Paper Mario.
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core/network: Add network abstraction
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This commit adds a network abstraction designed to implement bsd:s but
at the same time work as a generic abstraction to implement any
networking code we have to use from core.
This is implemented on top of BSD sockets on Unix systems and winsock on
Windows. The code is designed around winsocks having compatibility
definitions to support both BSD and Windows sockets.
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video_core: Fix, add and rename pixel formats
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Normalizes pixel format names to match Vulkan names. Previous to this
commit pixel formats had no convention, leading to confusion and
potential bugs.
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gl_arb_decompiler: Use NV_shader_buffer_{load,store} on assembly shaders
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NV_shader_buffer_{load,store} is a 2010 extension that allows GL applications
to use what in Vulkan is known as physical pointers, this is basically C
pointers. On GLASM these is exposed through the LOAD/STORE/ATOM
instructions.
Up until now, assembly shaders were using NV_shader_storage_buffer_object.
These work fine, but have a (probably unintended) limitation that forces
us to have the limit of a single stage for all shader stages. In contrast,
with NV_shader_buffer_{load,store} we can pass GPU addresses to the
shader through local parameters (GLASM equivalent uniform constants, or
push constants on Vulkan). Local parameters have the advantage of being
per stage, allowing us to generate code without worrying about binding
overlaps.
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frontend: Improve wait tree readability for dark themes
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In file included from src/core/hle/kernel/memory/page_table.cpp:5:
src/./common/alignment.h:67:68: error: no member named 'align_val_t' in namespace 'std'
return static_cast<T*>(::operator new (n * sizeof(T), std::align_val_t{Align}));
~~~~~^
src/./common/alignment.h:71:51: error: no member named 'align_val_t' in namespace 'std'
::operator delete (p, n * sizeof(T), std::align_val_t{Align});
~~~~~^
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Co-Authored-By: Weiyi Wang <wwylele@gmail.com>
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core_timing: Make usage of nanoseconds more consistent in the interface
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Shrinks the size of the CoreTiming class by 8 bytes.
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Enforces our desired time units directly with a concrete type.
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alignment: Simplify AlignmentAllocator implementation
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With C++20, much of the allocator interface has been simplified, so we
can make the same adjustments.
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filesystem: Create subdirectories prior to creating a file
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If subdirectories exist in the given path parameter and don't exist in the real filesystem create them prior to creating the files within.
This fixes the softlocks upon save creation in The Legend of Zelda: Breath of the Wild
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video_core: Add asynchronous shader decompilation and compilation
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vulkan: Make use of designated initializers where applicable
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Note: Some barriers can't be converted over yet, as they ICE MSVC.
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Note: An array within CopyFrom() cannot be converted over yet, as it
ICEs MSVC when converted over.
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mii/manager: Make use of designated initializers
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Allows returning the structure in a more concise manner.
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vk_device: Fix build error on old MSVC versions
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Designated initializers on old MSVC versions fail to build when they
take the address of a constant.
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mii/manager: Resolve sign mismatch warnings
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Previously the loop termination condition was testing variables of
different signedness.
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dmnt_cheat_vm: Implement opcode 0xC3 (ReadWriteStaticRegister)
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This was based on Atmosphére's DMNT Cheat VM:
- https://github.com/Atmosphere-NX/Atmosphere/blob/master/stratosphere/dmnt/source/cheat/impl/dmnt_cheat_vm.hpp
- https://github.com/Atmosphere-NX/Atmosphere/blob/master/stratosphere/dmnt/source/cheat/impl/dmnt_cheat_vm.cpp
From Atmosphére's documentation: "Code type 0xC3 reads or writes a static register with a given register"
There are now only two remaining opcodes to implement (PauseProcess and BreakProcess)
This is untested because I don't have any experience in testing cheats on yuzu
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fs: Fix RomFS building when zero byte files are present
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When zero byte files are present, the key (offset) for that file is identical to the file right after. A std::map isn't able to fit key-value pairs with identical keys (offsets), therefore, the solution is to use std::multimap which permits multiple entries with the same key.
This most prominently fixes Pokemon Sword and Shield weather with any RomFS mod applied.
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vk_state_tracker: Fix dirty flags for stencil_enable on VK_EXT_extended_dynamic_state
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Fixes a regression on any game using stencil on devices with
VK_EXT_extended_dynamic_state.
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macro_hle: Remove unnecessary std::make_pair calls
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These functions are already in an anonymous namespace which makes the
functions internally linked.
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The purpose of make_pair is generally to deduce the types within the
pair without explicitly specifying the types, so these usages were
generally unnecessary, particularly when the type is enforced by the
array declaration.
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shader_cache: Make use of std::erase_if
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Now that we use C++20, we can also make use of std::erase_if instead of
needing to do the erase-remove idiom.
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settings: Make use of std::string_view over std::string for logging
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A sign conversion warning was occurring due to an int < size_t
comparison.
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In all usages of LogSetting(), string literals are provided.
std::string_view is better suited here, as we won't churn a bunch of
string allocations every time the settings are logged out.
While we're at it, we can fold LogSetting() into LogSettings(), given
it's only ever used there.
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core/CMakeLists: Add missing physical_memory.h header file
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Allows this header file to show up in IDE CMake generators.
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kernel: Remove unused variables
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Resolves some compiler warnings in the Linux build.
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kernel/thread: Remove unimplemented function prototype
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This isn't used, so it can be removed.
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constants: Add missing <array> include
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Eliminates reliance on an indirect include.
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macro: Resolve missing parameter in doxygen comment
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Resolves a -Wdocumentation warning.
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macro_hle: Simplify shift expression in HLE_771BB18C62444DA0()
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Given the expression involves a 32-bit value, this simplifies down to
just: 0x3ffffff. This is likely a remnant from testing that was never
cleaned up.
Resolves a -Wshift-overflow warning.
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vk_texture_cache: Amend mismatched access masks and indices in UploadBuffer
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Discovered while converting relevant parts of the codebase over to
designated initializers.
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hle: service: mii: Rewrite service to properly support creation of random and default miis.
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For whatever reason, VK_TRUE and VK_FALSE aren't defined as having a
VkBool32 type, so we need to cast to it explicitly.
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address_space_info: Make use of designated initializers
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We can define an alias for the index arrays and then just reuse it to
make the code nicer to read.
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We can alter the structure so that we can use designated initializers in
the array, eliminating the comments that indicate their field names.
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vk_graphics_pipeline: Make use of designated initializers where applicable
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Avoids redundant variable name repetitions.
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vk_device: Make use of designated initializers where applicable
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Avoids redundant repetitions of variable names, and allows assignment
all in one statement.
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vk_blit_screen: Make use of designated initializers where applicable
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Now that we make use of C++20, we can use designated initializers to
make things a little nicer to read.
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All these do are return std::function instances of static functions, so
these can be used without an instance of the CPU manager.
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Shrinks the data structure by 8 bytes.
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Previously this header was relying on indirect inclusions that are no
longer satisfied.
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input_common: GC Controller save and compare against analog origin state
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main: Set async gpu properly after loading per-game setting
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Creates a new function that can be expanded later to fix other settings that are known to cause emulation errors across executables.
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Another error that got pass me and only noticed when I was doing the per-game settings UI rework. This prevents asynchronous GPU emulation from being disabled while multi core is enabled as a result of a poorly put together per-game config.
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main/profile_select: Don't prompt for profile selection when only one is available
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kernel/handle_table: Remove usages of the global system instance
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These aren't directly important or commonly used within the process, so
we can move these to the bottom to allow everything else to be more
likely to be within a cache line.
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Removes even more usages of the global system instance, trimming away
more dependencies on global variables and making them explicit in the
interface.
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This is only used in one place, so we can fold it into the calling code,
eliminating a place for the global system instance to be used.
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registered_cache: Remove previous update/dlc if it exists on install
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- This checks for and removes old updates or dlc based on title id. If a content meta nca exists within the registered cache, it will attempt to remove all the ncas associated with the content meta before installing a new update/dlc
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memory_layout: Remove unused data member
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This isn't used, so it can be removed entirely, shrinking the structure
size by 8 bytes.
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common/swap: Make use of std::endian
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Allows removing a bunch of defines in favor of a two liner.
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maxwell_dma: Match official doc and support pitch->voxel copies
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Change GOB sizes from free-functions to constexpr constants.
Add SwizzleSliceToVoxel, a function that swizzles a 2D array of pixels
into a 3D texture and use it for 3D copies.
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Rename registers in the MaxwellDMA class to match Nvidia's official
documentation. This one can be found here:
https://github.com/NVIDIA/open-gpu-doc/blob/master/classes/dma-copy/clb0b5.h
While we are at it, reorganize the code in MaxwellDMA to be separated in
different functions.
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configuration: Add settings to enable/disable specific CPU optimizations
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filesystem: Set various NAND partition sizes to their defaults
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We should not be limited by the SDMC's partition size, set this to 1 TiB. Hardware is limited to the max allowed by the MBR partition table which is 2 TiB.
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Sets the total space of user and system partitions to their hardware defaults.
Furthermore, return the total space as free space for the user partition to prevent it from reaching zero.
Some games like Bioshock 2 check for the available free space prior to save creation, and we should not be limited by arbitrary limits.
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gcadapter: Tidy up compiler warnings
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This doesn't modify class instance state.
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Ensures that the function always has returns in all control paths.
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It's deprecated in C++20 to use = to capture the this pointer.
Instead, we can simply pass this as an argument to the thread
constructor.
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udp: Silence a C++20 deprecation warning
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C++20 deprecates using the = lambda capture to implicitly capture the
this pointer. Instead, we must specify it explicitly.
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This is likely an oversight during a rebase. Guards use_multi_core to be only set when the global value is in use. It should not make a difference given the current code base, but makes the code sensible.
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cmake: pass libusb include directory
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Remnant of an early implementation.
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In file included from src/input_common/gcadapter/gc_adapter.cpp:8:
src/./input_common/gcadapter/gc_adapter.h:11:10: fatal error: 'libusb.h' file not found
#include <libusb.h>
^~~~~~~~~~
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vfs_real: Fix MoveFile
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The file wasn't closed prior to being renamed / moved, throwing an error that states "The process cannot access the file because it is being used by another process." Fix this by closing the file prior to a rename / move operation.
Fixes saving in Luigi's Mansion 3 and KATANA KAMI: A Way of the Samurai Story.
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CMakeLists: Make use of /std:c++latest on MSVC
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Provides the buildbot with one builder that is always tracking the
latest version of the C++ standard, allowing us to progressively rectify
our code and amend any differences between standards over time instead
of waiting for a complete standard change, potentially breaking a lot of
code all at once.
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frontend: Add support to batch install files to NAND
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- Remove the overwrite files checkbox, it will always overwrite
- The progressbar now reflects the progress in terms of data transferred.
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Key issues fixed:
- Progress dialog showing up as white/hanging/getting stuck/unresponsive.
Key changes:
- Progress dialog now shows progress as a function of all files instead of per nca within a file.
- Overwrite existing files will overwrite all files in the selection.
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This adds support to batch install files to NAND
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AM: fix GetDesiredLanguage:
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try to get a control metadata from application update when is failed to get from the basic version.
Tested on Kirby Star Allies
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vk_rasterizer: Pass <pSizes> to CmdBindVertexBuffers2EXT
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This has been fixed in Nvidia's public beta driver 451.74. The previous
beta driver will be broken, people using these will have to update.
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In cases where the size is not a known constant when inlining, AlignUp<std::size_t> currently generates two 64-bit div instructions.
This generates one div and a cmov which is significantly cheaper.
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service: Update function tables
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- Rename "GetShellEvent" to "GetShellEventHandle"
- Rename "LaunchApplicationFromHost" to "LaunchApplication"
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Co-authored-by: David <25727384+ogniK5377@users.noreply.github.com>
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KeyManager: Prevent writing of invalid keys
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If the keys are zero, don't write them to the autogenerated file.
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cmake: drop dependency on QtOpenGL
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vk_stream_buffer: Prevent Vulkan crash in Linux on recent NVIDIA driver
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This solves the crash on Linux systems running the current Linux Long Lived branch nVidia driver.
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* 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>
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cmake: fix fmt linking when found
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This is a new attempt at #4206 that shouldn't break windows builds.
If someone else could test on windows, it would be much appreciated.
Previously, the build bot passed but the actual builds failed.
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AM/ISelfController: Stub CreateManagedDisplaySeparableLayer
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Stub this by sending 1 layer id instead of 2 as yuzu does not support multiple layers per display.
No adverse side effects have been observed.
- Used by Animal Crossing: New Horizons Update 1.3.0
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core_timing,scheduler: Use std::scoped_lock when possible
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Simplifies the cognitive load of procedures using locks and makes locks
safe against exceptions.
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audio: Improving audio timing for multicore/single core
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Timestretcher seems to be broken
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Fixes the issue with needing the timestretcher for multicore.
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gcadapter: unbreak build on FreeBSD
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In file included from src/input_common/gcadapter/gc_adapter.cpp:8:
src/./input_common/gcadapter/gc_adapter.h:77:10: error: no template named 'unordered_map' in namespace 'std'
std::unordered_map<int, bool> buttons;
~~~~~^
src/./input_common/gcadapter/gc_adapter.h:78:10: error: no template named 'unordered_map' in namespace 'std'
std::unordered_map<int, u16> axes;
~~~~~^
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configure_graphics: Prevent unnecessary string copies in UpdateDeviceComboBox()
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While we're in the same area, we can make use of qOverload to tidy up
some function pointer casts.
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Unlikely to impact performance at all, but this is essentially a "free"
transformation, so why not?
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AM: fix GetDisplayVersion
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also, in case of failed to get of the basic version, we will try get it from application update.
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memory: Race-condition in pagetables.
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vulkan: Use VK_EXT_extended_dynamic_state when available
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Disable this temporarily.
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With extended dynamic states, some bytes don't have to be collected from
the pipeline key, hence we can avoid hashing and comparing them on
lookups.
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This moves dynamic state present in VK_EXT_extended_dynamic_state to a
separate structure in FixedPipelineState. This is structure is at the
bottom allowing us to hash and memcmp only when the extension is not
supported.
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shader_cache: Fix use-after-free and orphan invalidation cache entries
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This fixes some cases where entries could have been removed multiple
times reading freed memory. To address this issue this commit removes
duplicates from entries marked for removal and sorts out the removal
process to fix another use-after-free situation.
Another issue fixed in this commit is orphan invalidation cache entries.
Previously only the entries that were invalidated in the current
operations had its entries removed. This led to more use-after-free
situations when these entries were actually invalidated but referenced
an object that didn't exist.
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externals: Track opus as submodule instead of using conan
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Supersedes #4068 see for details.
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gl_buffer_cache: Copy to buffers created as STREAM_READ before downloading
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After marking buffers as resident, Nvidia's driver seems to take a
slow path. To workaround this issue, copy to a STREAM_READ buffer and
then call GetNamedBufferSubData on it.
This is a temporary solution until we have asynchronous flushing.
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Implement GetKeyCodeMap & GetKeyCodeMap2
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Closes #3919
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cmake: fix fmt linking
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On gcc/ld, and clang/lld, fmt::v6 symbols are excluded, so linking
fails. This fixes the issue.
Note: This was included in the FindBoost changes I shared with
BlinkHawk, however only they were merged. I'm not sure if it was missed,
or if there was an issue with this part of the change.
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am: Stub GetIndirectLayerConsumerHandle
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Needed by Monster Hunter Generations Ultimate
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acc: ListOpenContextStoredUsers partial stub
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Needed by Baldur's Gate 1/2
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maxwell_to_gl: Implement MirrorOnceClampOGL wrap mode using GL_MIRROR_CLAMP_EXT
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Like MirrorOnceBorder, this requires the GL_EXT_texture_mirror_clamp extension. This extension is unfortunately not available on Intel's drivers (both Windows proprietary and Linux Mesa). Use GL_MIRROR_CLAMP_TO_EDGE as a fallback if the extension is unavailable.
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key_manager: Make use of canonical deleted operator=
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Our codebase uppercases member function names.
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Prevents the singleton from being moved from.
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operator= typically returns a reference, it's not void.
While we're at it, we can correct the parameter formatting to adhere to the
codebase.
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common: unbreak build on BSDs
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src/common/memory_detect.cpp:15:10: fatal error: 'sys/sysinfo.h' file not found
#include <sys/sysinfo.h>
^~~~~~~~~~~~~~~
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crypto: Make KeyManager a singleton class
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Previously, we were reading the keys everytime a KeyManager object was created, causing yuzu to reread the keys file multiple hundreds of times when loading the game list.
With this change, it is only loaded once.
On my system, this decreased game list loading times by a factor of 20.
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prepo: : Don't read extra buffer from report unless passed
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Prepo doesn't always pass a secondary buffer, we assume it always does which leads to a bad read.
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Add game version to window title
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Add "Open Quickstart Guide" and "FAQ" buttons to the Help menu
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While we're at it, also refactor the function used by OnOpenModsPage to be compatible with other URLs
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texture_cache: Check format compatibility before copying
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Avoid illegal copies. This intercepts the last step of a copy to avoid
generating validation errors or corrupting the driver on some instances.
We can create views and emit copies accordingly in future commits and
remove this last-step validation.
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Add a flat table to test if it's legal to create a texture view between
two formats or copy betweem them.
This table is based on ARB_copy_image and ARB_texture_view. Copies are
more permissive than views.
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gl_device: Enable NV_vertex_buffer_unified_memory on Turing devices
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Once we make sure not to corrupt Nvidia's driver, we can safely use
resident buffers on Turing devices.
See GitHub pull request #4156
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maxwell_to_gl/vk: Reorder vertex formats
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Add 32 bit component sizes to (un)signed scaled formats and group (un)signed normalized, scaled, and integer formats together.
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Macro code is just uploaded sequentially from a starting address, however that does not mean the entry point for the macro is at that address. This PR adds preliminary support for executing macros in the middle of our cached code.
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hotkeys: Fix issues caused when changing the fullscreen hotkey
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renderer_vulkan: Update validation layer name and test before enabling
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Update validation layer string to VK_LAYER_KHRONOS_validation.
While we are at it, properly check for available validation layers
before enabling them.
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Remake Kernel Scheduling, CPU Management & Boot Management (Prometheus)
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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.
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ldr: Update NRR/NRO structs
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It's not needed to have it in its previous position anymore
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According to Atmosphére (https://github.com/Atmosphere-NX/Atmosphere/blob/c7026b90940a1d88f9c10a6d98263bf22e654fa5/libraries/libstratosphere/include/stratosphere/ro/ro_types.hpp), nrr_kind (Atmosphére calls it "type") is 7.0.0+
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This was based on Switchbrew pages:
https://switchbrew.org/wiki/NRR
https://switchbrew.org/wiki/NRO
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grc: Update function table
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This was based on Switchbrew page: https://switchbrew.org/wiki/GRC_services
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lbl: Update function table
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This was based on Switchbrew page: https://switchbrew.org/wiki/Backlight_services
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ldn: Update function table
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This was based on Switchbrew page: https://switchbrew.org/wiki/LDN_services
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mig: Update function table
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This was based on Switchbrew page: https://switchbrew.org/wiki/Migration_services
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mm: Update function table
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This was based on Switchbrew page: https://switchbrew.org/wiki/Display_services
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ncm: Update function table
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This was based on Switchbrew page: https://switchbrew.org/wiki/NCM_services
ILocationResolver's 16, 17, 18 and 19 have unofficial names
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nfc: Update function table
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This was based on Switchbrew page: https://switchbrew.org/wiki/NFC_services
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friend: Update function table
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Implement SpinLocks, Fibers and a Host Timer
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Fix framebuffer size on fractional scaling display
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hotkeys: Add a "Mute Audio" hotkey
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caps: Use enum classes and check struct sizes on compile time
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Updated to "yuzu Emulator Project"
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Mark invalid IPC buffers as ASSERT_OR_EXECUTE_MSG
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Previously if applications would send faulty buffers(example homebrew) it would lead to us returning uninitalized data. Switching from ASSERT_MSG to ASSERT_OR_EXECUTE_MSG allows us to have a fail safe to prevent crashes but also continue execution without introducing undefined behavior
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Prevent nullptr dereference on swkbd error case
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shader/half_set: Implement HSET2_IMM
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Add HSET2_IMM. Due to the complexity of the encoding avoid using
BitField unions and read the relevant bits from the code itself.
This is less error prone.
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es: Update function table
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This was based on Switchbrew page: https://switchbrew.org/wiki/ETicket_services
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* btdrv: Update function table
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* bpc: Update function tables
This was based on Switchbrew page: https://switchbrew.org/wiki/PCV_services
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* bcat: Update function tables and add missing classes
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* am: Update function tables and add missing classes
* Remove comments (1/5)
* Remove comments (2/5)
* Remove comments (3/5)
* Remove comments (4/5)
* Remove comments (5/5)
* Remove unused classes (1/2)
* Remove unused classes (2/2)
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* aoc: Update function table
* Remove comments
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btm: Update function tables
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This was based on Switchbrew page: https://switchbrew.org/wiki/BTM_services
"No comment" edition
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This was based on Switchbrew page: https://switchbrew.org/wiki/Error_Upload_services
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TextureCache: Fix case where layer goes off bound.
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The returned layer is expected to be between 0 and the depth of the
surface, anything larger is off bounds.
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vk_rasterizer: Don't preserve contents on full screen clears
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There's no need to load contents from the CPU when a clear resets all
the contents of the underlying memory. This is already implemented on
OpenGL and the texture cache.
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memory_manager: Remove useless assertion
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num_pages is an std::size_t. It will always be >= 0
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gl_shader_cache: Avoid use after move for program size
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All programs had a size of zero due to this bug, skipping invalidations.
While we are at it, remove some unused forward declarations.
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Add a "Open Mods Page" button to the GUI
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Co-authored-by: LC <mathew1800@gmail.com>
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gl_device: Fix IsASTCSupported to scan all targets instead of just GL_TEXTURE_2D
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Other targets were never actually checked
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hid: Stub a series of "SevenSixAxisSensor" service commands
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- Used by Captain Toad: Treasure Tracker Update 1.3.0
While we're at it, fix the input parameters for SetIsPalmaAllConnectable and SetPalmaBoostMode
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gl_rasterizer: Use NV_vertex_buffer_unified_memory for vertex buffer robustness
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Making the stream buffer resident increases GPU usage significantly on
some games. This seems to be addressed invalidating the stream buffer
with InvalidateBufferData instead of using a Unmap + Map (with
invalidation flags).
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Switch games are allowed to bind less data than what they use in a
vertex buffer, the expected behavior here is that these values are read
as zero. At the moment of writing this only D3D12, OpenGL and NVN through
NV_vertex_buffer_unified_memory support vertex buffer with a size limit.
In theory this could be emulated on Vulkan creating a new VkBuffer for
each (handle, offset, length) tuple and binding the expected data to it.
This is likely going to be slow and memory expensive when used on the
vertex buffer and we have to do it on all draws because we can't know
without analyzing indices when a game is going to read vertex data out
of bounds.
This is not a problem on OpenGL's BufferAddressRangeNV because it takes
a length parameter, unlike Vulkan's CmdBindVertexBuffers that only takes
buffers and offsets (the length is implicit in VkBuffer). It isn't a
problem on D3D12 either, because D3D12_VERTEX_BUFFER_VIEW on
IASetVertexBuffers takes SizeInBytes as a parameter (although I am not
familiar with robustness on D3D12).
Currently this only implements buffer ranges for vertex buffers,
although indices can also be affected. A KHR_robustness profile is not
created, but Nvidia's driver reads out of bound vertex data as zero
anyway, this might have to be changed in the future.
- Fixes SMO random triangles when capturing an enemy, getting hit, or
looking at the environment on certain maps.
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Make stream buffer and cached buffers as resident and query their
address. This allows us to use GPU addresses for several proprietary
Nvidia extensions.
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Expose NV_vertex_buffer_unified_memory when the driver supports it.
This commit adds a function the determine if a GL_RENDERER is a Turing
GPU. This is required because on Turing GPUs Nvidia's driver crashes
when the buffer is marked as resident or on DeleteBuffers. Without a
synchronous debug output (single threaded driver), it's likely that
the driver will crash in the first blocking call.
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yuzu no longer supports platforms without persistent maps.
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decode/image: Implement B10G11R11F
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- Used by Kirby Star Allies
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Add support for HLEing Macros
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We already draw, so we can clear it
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gl_shader_decompiler: Workaround textureLod when GL_EXT_texture_shadow_lod is not available
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Enable GL_EXT_texture_shadow_lod if available. If this extension is not available, such as on Intel/AMD proprietary drivers, use textureGrad as a workaround.
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hid: Implement Get/ResetGyroscopeZeroDriftMode
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- Used by Captain Toad Treasure Tracker
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software_keyboard: Eliminate trivial redundant copies
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We can just make use of moves here to get rid of two redundant copies
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texture_cache: Fix incorrect address used in a DeduceSurface() call
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Previously the source was being deduced twice in a row.
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main/common: Log/append AVX/FMA to the Host CPU string if available and add AVX512 detection
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Append AVX and FMA instructions to cpu string if the host cpu supports them
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* account: Update function tables and add missing classes
* clang-format
* Add missing "public"
* Add missing public again
* Add missing final
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vk_update_descriptor: Upload descriptor sets data directly
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Instead of copying to a temporary payload before sending the update task
to the worker thread, insert elements to the payload directly.
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video_core: Eliminate some variable shadowing
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Renames some variables to prevent ones in inner scopes from shadowing
outer-scoped variables.
The Copy* functions have no shadowing, but we rename them anyways to
remain consistent with the other functions.
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We can reduce the capture scope so that it's not possible for both "reg"
variables to clash with one another.
While we're at it, we can prevent unnecessary copies while we're at it.
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We can just make use of the instance in the scope above this one.
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vulkan/wrapper: Remove noexcept from GetSurfaceCapabilitiesKHR()
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Check() can throw an exception if the Vulkan result isn't successful.
We remove the check so that std::terminate isn't outright called and
allows for better debugging (should it ever actually fail).
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Port citra-emu/citra#5322: "Fix: fatal error CVT1100 when compiling manifest file"
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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>
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Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
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Co-authored-by: VolcaEM <63682805+VolcaEM@users.noreply.github.com>
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Co-authored-by: LC <mathew1800@gmail.com>
update libusb submodule (hopefully windows build error fixed)
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Fix clang formatting
Manual fix for configure_input_player formatting
Add missing lib usb cmake command
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gl_arb_decompiler: Avoid several string copies
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Variables that are marked as const cannot have the move constructor
invoked when returning from a function (the move constructor requires a
non-const variable so it can "steal" the resources from it.
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shl/shr only accept cl as their second argument
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macro_jit_x64: Amend readability of Compile_ExtractShiftLeftRegister()
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Previously dst wasn't being used.
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Previously dst wasn't being used.
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macro_jit_x64: Remove unused variable
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Removes a completely unused label and marks another variable as unused,
given it seems like it has potential uses in the future.
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Fix compilation on macOS
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OpenGL macOS headers definitions clash heavily with each other
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* boost::hash_value returns a size_t
* boost::hash_combine takes a size_t& argument
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macOS header files #define PAGE_SHIFT
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Fix compilation when not building with boxcat
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Fixes compilation when trying to build without boxcat enabled
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macro_jit_x64: Inline Engines::Maxwell3D::GetRegisterValue
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Named return value optimization automatically applies here.
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Named return value optimization automatically applies here.
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Named return value optimization automatically applies here.
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audren: Implement RendererInfo
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Fixes ZLA softlock
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macro_jit_x64: Optimization correctness
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The code generated for these ALU ops assume src_a and src_b are always valid.
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maxwell_to_gl/vk: Miscellaneous changes
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Emulate GL_LINEAR/NEAREST minification filters using minLod = 0 and maxLod = 0.25 during sampler creation
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maxwell_to_vk: Reorder filtering modes to start with None, then Nearest, then Linear.
maxwell_to_vk: Logs filter modes under UNREACHABLE_MSG instead of UNIMPLEMENTED_MSG, since any unknown filter modes are invalid and not unimplemented.
maxwell_to_vk: Return VK_SAMPLER_MIPMAP_MODE_NEAREST instead of VK_SAMPLER_MIPMAP_MODE_LINEAR when mipmap_filter is None with the description from the VkSamplerCreateInfo(3) man page.
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maxwell_to_gl: Log unimplemented features under UNIMPLEMENTED_MSG instead of LOG_ERROR to bring into parity with maxwell_to_vk
maxwell_to_gl: Deduplicate logging in VertexType(), merging them into one.
maxwell_to_gl: Return GL_NEAREST instead of GL_LINEAR if an unknown texture filter mode is encountered.
maxwell_to_gl: Log the mipmap filter mode if an unknown value is passed in.
maxwell_to_gl: Reorder filtering modes to start with None, then Nearest, then Linear.
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On MSVC builds we treat conversion warnings as errors.
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gl_device: Reserve 4 image bindings for fragment stage
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Due to the limitation of GL_MAX_IMAGE_UNITS being low (8) on Intel's and Nvidia's proprietary drivers, we have to reserve an appropriate amount of image bindings for each of the stages. So far games have been observed to use 4 image bindings on the fragment stage (Kirby Star Allies) and 1 on the vertex stage (TWD series).
No games thus far in my limited testing used more than 4 images concurrently and across all currently active programs.
This fixes shader compilation errors on Kirby Star Allies on OpenGL (GLSL/GLASM)
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xbyak_abi: Cleanup
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Pushing GPRs twice.
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macro_jit_x64: Cleanup
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Not required, as PARAMETERS can just be incremented directly.
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All registers are now callee-save registers.
RBX and RBP selected for STATE and RESULT because these are most commonly accessed; this is to avoid the REX prefix.
RBP not used for STATE because there are some SIB restrictions, RBX emits smaller code.
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Unnecessary since this is just an offset from STATE.
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This can be passed in as an argument instead.
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Unnecessary variable.
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This Reg64 codepath has the exact same behaviour as the Reg32 one.
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gl_arb_decompiler: Implement an assembly shader decompiler
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Emit code compatible with NV_gpu_program5.
This should emit code compatible with Fermi, but it wasn't tested on
that architecture. Pascal has some issues not present on Turing GPUs.
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yuzu/frontend: Remove internal resolution option
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buffer_cache: Avoid passing references of shared pointers and misc style changes
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Instead of using as template argument a shared pointer, use the
underlying type and manage shared pointers explicitly. This can make
removing shared pointers from the cache more easy.
While we are at it, make some misc style changes and general
improvements (like insert_or_assign instead of operator[] + operator=).
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Fix build time issues on gcc. Confirmed through asan that avoiding this
initialization is safe.
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nvdrv: Fix GetTPCMasks for ioctl3
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Fixes animal crossing svcBreak on launch
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kernel: Account for system resource size for memory usage
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GetTotalPhysicalMemoryAvailableWithoutSystemResource & GetTotalPhysicalMemoryUsedWithoutSystemResource seem to subtract the resource size from the usage.
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gl_rasterizer: Mark vertex buffers as dirty after buffer cache invalidation
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Vertex buffers bindings become invalid after the stream buffer is
invalidated. We were originally doing this, but it got lost at some
point.
- Fixes Animal Crossing: New Horizons, but it affects everything.
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We have to invalidate whatever cache is being used before uploading the
data, hence it makes more sense to return this on Map instead of Unmap.
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shader/texture: Join separate image and sampler pairs offline
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Games using D3D idioms can join images and samplers when a shader
executes, instead of baking them into a combined sampler image. This is
also possible on Vulkan.
One approach to this solution would be to use separate samplers on
Vulkan and leave this unimplemented on OpenGL, but we can't do this
because there's no consistent way of determining which constant buffer
holds a sampler and which one an image. We could in theory find the
first bit and if it's in the TIC area, it's an image; but this falls
apart when an image or sampler handle use an index of zero.
The used approach is to track for a LOP.OR operation (this is done at an
IR level, not at an ISA level), track again the constant buffers used as
source and store this pair. Then, outside of shader execution, join
the sample and image pair with a bitwise or operation.
This approach won't work on games that truly use separate samplers in a
meaningful way. For example, pooling textures in a 2D array and
determining at runtime what sampler to use.
This invalidates OpenGL's disk shader cache :)
- Used mostly by D3D ports to Switch
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shader_cache: Implement a generic runtime shader cache
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The rasterizer cache is no longer used. Each cache has its own generic
implementation optimized for the cached data.
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Trivial port the generic shader cache to Vulkan.
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Trivially port the generic shader cache to OpenGL.
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Implement a generic shader cache for fast lookups and invalidations.
Invalidations are cheap but expensive when a shader is invalidated.
Use two mutexes instead of one to avoid locking invalidations for
lookups and vice versa. When a shader has to be removed, lookups are
locked as expected.
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kernel: ResourceLimit::Reserve remove useless while loop
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Timeout is a u64, it will always be >= 0
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texture_cache: Implement rendering to 3D textures
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Handle blits to images as 2D, even when they have block depth.
- Fixes rendering issues on Luigi's Mansion 3
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This allows rendering to 3D textures with more than one slice.
Applications are allowed to render to more than one slice of a texture
using gl_Layer from a VTG shader.
This also requires reworking how 3D texture collisions are handled, for
now, this commit allows rendering to slices but not to miplevels. When a
render target attempts to write to a mipmap, we fallback to the previous
implementation (copying or flushing as needed).
- Fixes color correction 3D textures on UE4 games (rainbow effects).
- Allows Xenoblade games to render to 3D textures directly.
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gl_rasterizer: Use NV_transform_feedback for XFB on assembly shaders
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NV_transform_feedback, NV_transform_feedback2 and
ARB_transform_feedback3 with NV_transform_feedback interactions allows
implementing transform feedbacks as dynamic state.
Maxwell implements transform feedbacks as dynamic state, so using these
extensions with TransformFeedbackStreamAttribsNV allows us to properly
emulate transform feedbacks without having to recompile shaders when the
state changes.
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renderer_opengl: Only enable DEBUG_OUTPUT when graphics debugging is enabled
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Avoids logging when it's not relevant. This can potentially reduce
driver's internal thread overhead.
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vk_rasterizer: Implement storage texels and atomic image operations
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Implement atomic operations on images.
On GLSL these are atomicImage* functions (e.g. atomicImageAdd).
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This is the equivalent of an image buffer on OpenGL.
- Used by Octopath Traveler
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Skip fast buffer uploads on Nvidia 443.24 Vulkan beta driver on OpenGL.
This driver throws the following error when calling BufferSubData or
BufferData on buffers that are candidates for fast constant buffer
uploads. This is the equivalens to push constants on Vulkan, except that
they can access the full buffer. The error:
Unknown internal debug message. The NVIDIA OpenGL driver has encountered
an out of memory error. This application might
behave inconsistently and fail.
If this error persists on future drivers, we might have to look deeper
into this issue. For now, we can black list it and log it as a temporary
solution.
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vk_rasterizer: Skip transform feedbacks when extension is unavailable
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Avoids calling transform feedback procedures when
VK_EXT_transform_feedback is not available.
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gl_shader_decompiler: Fix geometry shader outputs on Intel drivers
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On Intel's proprietary drivers, gl_Layer and gl_ViewportIndex are not allowed members of gl_PerVertex block, causing the shader to fail to compile. Fix this by declaring these variables outside of gl_PerVertex.
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Downgrade "handle not signaled" error to trace
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clogs logs quite a bit
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video_core: Implement Macro JIT
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Easier to read and will emit a jump table automatically.
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Port citra-emu/citra#5376: "Actually save the input when clearing/resetting to default"
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Co-Authored-By: xperia64 <xperiancedapps@gmail.com>
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texture_cache: Handle overlaps with multiple subresources
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Only reupload textures when they've not been modified from the GPU.
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Implement more surface reconstruct cases. Allow overlaps with more than
one layer and mipmap and copies all of them to the new texture.
- Fixes textures moving around objects on Xenoblade games
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gl_device: Avoid devices with CAVEAT_SUPPORT on ASTC
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This avoids using Nvidia's ASTC decoder on OpenGL.
The last time it was profiled, it was slower than yuzu's decoder.
While we are at it, fix a bug in the texture cache when native ASTC is
not supported.
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hid: Stub GetXpadIDs
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Allows Minecraft: Nintendo Switch Edition (a.k.a. old Minecraft) to boot and go ingame
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glsl: Squash constant buffers into a single SSBO when we hit the limit
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Avoids compilation errors at the cost of shader build times and runtime
performance when a game hits the limit of uniform buffers we can use.
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shader/other: Fix hardcoded value in S2R INVOCATION_INFO
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Geometry shaders built from Nvidia's compiler check for bits[16:23] to
be less than or equal to 0 with VSETP to default to a "safe" value of
0x8000'0000 (safe from hardware's perspective). To avoid hitting this
path in the shader, return 0x00ff'0000 from S2R INVOCATION_INFO.
This seems to be the maximum number of vertices a geometry shader can
emit in a primitive.
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maxwell_to_vk: Add R16UI image format
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- Used by Octopath Traveler
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buffer_cache: Avoid copying twice on certain cases
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Avoid copying to a staging buffer on non-granular memory addresses.
Add a callable argument to StreamBufferUpload to be able to copy to the
staging buffer directly from ReadBlockUnsafe.
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maxwell_3d: Initialize more registers to their expected value
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Initialize line widths to avoid setting a line width of zero.
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NVN expects this to be initialized as Fill, otherwise games that never
bind a rasterizer state will log an invalid polygon mode.
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format_lookup_table: Implement G24S8 format as S8Z24
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fixed_pipeline_state,gl_rasterizer: Swap negative viewport checks for front faces
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While Vulkan was assuming we had no negative viewports, OpenGL code
was assuming we had them. Port the old code from Vulkan to OpenGL,
checking if the first viewport is negative before flipping faces.
This is not a complete implementation since we only check for the first
viewport to be negative. That said, unless a game is using Vulkan,
OpenGL and NVN games should be fine here, and we can always compare with
our Vulkan backend to see if there's a difference.
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The check to flip faces when viewports are negative were a left over
from the old OpenGL code. This is not required on Vulkan where we have
negative viewports.
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vk_rasterizer: Implement constant attributes
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Constant attributes (in OpenGL known disabled attributes) are not
supported on Vulkan, even with extensions. To emulate this behavior we
return zero on reads from disabled vertex attributes in shader code.
This has no caching cost because attribute formats are not dynamic state
on Vulkan and we have to store it in the pipeline cache anyway.
- Fixes Animal Crossing: New Horizons terrain borders
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This was a left over from OpenGL when disabled buffers where not properly
emulated. We no longer have to assert this as it is checked in vertex
buffer initialization.
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OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled
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This commit aims to help easing debugging of driver crashes without
having to modify existing code.
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texture_cache: Optimize GetSurfacesInRegion
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This avoids most heap allocations when collecting surfaces into a
vector.
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Previously we were disabling compute shaders on Intel's proprietary driver due to broken compute. This has been fixed in the latest Intel drivers. Re-enable compute for Intel proprietary drivers and remove the check for broken compute.
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shader/other: Implement MEMBAR.CTS
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This silences an assertion we were hitting and uses workgroup memory
barriers when the game requests it.
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maxwell_3d: Reduce severity of logs that can be spammed
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These logs were killing performance on some games when they were
spammed. Reduce them to Debug severity.
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texture_cache: Implement depth stencil texture swizzles
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Null texture cubes were not considered arrays, causing issues on Vulkan
and OpenGL when creating views.
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This fixes cases where the texture swizzle was applied twice on the same
draw to a texture bound to two different slots.
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Stop ignoring image swizzles on depth and stencil images.
This doesn't fix a known issue on Xenoblade Chronicles 2 where an OpenGL
texture changes swizzles twice before being used. A proper fix would be
having a small texture view cache for this like we do on Vulkan.
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patch_manager: Add support for case-sensitivity on Linux
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Changes many patch_manager functions to use a case-less variant of
GetSubdirectory. Fixes patches not showing up on *nix systems when
patch directories are named with odd cases, i.e. `exeFS'.
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gl_shader_manager: Unbind GLSL program when binding a host pipeline
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Fixes regression in Link's Awakening caused by 420cc13248350ef5c2d19e0b961cb4185cd16a8a
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main: Log host system memory parameters
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Logs both physical memory and swapfile sizes, this is useful for support.
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maxwell_to_vk: Add format B8G8R8A8_SRGB and add Attachable capability for B8G8R8A8_UNORM
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Add format B8G8R8A8_SRGB and add Attachable capability for B8G8R8A8_UNORM
Used by Bravely Default II
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shader/other: Implement BAR.SYNC 0x0
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Trivially implement this particular case of BAR. Unless games use OpenCL
or CUDA barriers, we shouldn't hit any other case here.
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shader/memory: Implement non-addition operations in RED
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Trivially implement these instructions. They are used in Astral Chain.
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shader_decompiler: Visit source nodes even when they assign to RZ
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Some operations like atomicMin were ignored because they returned were
being stored to RZ. This operations have a side effect and it was being
ignored.
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Atomic instructions can be used without returning anything and this is
valid code. Remove the assert.
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Correct a series of crashes and intructions on Async GPU and Vulkan Pipeline
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renderer_opengl: Add assembly program code paths
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Add code required to use OpenGL assembly programs based on
NV_gpu_program5. Decompilation for ARB programs is intended to be added
in a follow up commit. This does **not** include ARB decompilation and
it's not in an usable state.
The intention behind assembly programs is to reduce shader stutter
significantly on drivers supporting NV_gpu_program5 (and other required
extensions). Currently only Nvidia's proprietary driver supports these
extensions.
Add a UI option hidden for now to avoid people enabling this option
accidentally.
This code path has some limitations that OpenGL compatibility doesn't
have:
- NV_shader_storage_buffer_object is limited to 16 entries for a single
OpenGL context state (I don't know if this is an intended limitation, an
specification issue or I am missing something). Currently causes issues
on The Legend of Zelda: Link's Awakening.
- NV_parameter_buffer_object can't bind buffers using an offset
different to zero. The used workaround is to copy to a temporary buffer
(this doesn't happen often so it's not an issue).
On the other hand, it has the following advantages:
- Shaders build a lot faster.
- We have control over how floating point rounding is done over
individual instructions (SPIR-V on Vulkan can't do this).
- Operations on shared memory can be unsigned and signed.
- Transform feedbacks are dynamic state (not yet implemented).
- Parameter buffers (uniform buffers) are per stage, matching NVN and
hardware's behavior.
- The API to bind and create assembly programs makes sense, unlike
ARB_separate_shader_objects.
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Add settings for assembly shaders. Currently hidden to avoid users from
accidentally enabled them.
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shader/other: Implement thread comparisons (NV_shader_thread_group)
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Hardware S2R special registers match gl_Thread*MaskNV. We can trivially
implement these using Nvidia's extension on OpenGL or naively stubbing
them with the ARB instructions to match. This might cause issues if the
host device warp size doesn't match Nvidia's. That said, this is
unlikely on proper shaders.
Refer to the attached url for more documentation about these flags.
https://www.khronos.org/registry/OpenGL/extensions/NV/NV_shader_thread_group.txt
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buffer_cache: Replace boost::icl::interval_map with boost::intrusive::set
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Drop the std::list hack to allocate memory indefinitely.
Instead use a custom allocator that keeps references valid until
destruction. This allocates fixed chunks of memory and puts pointers in
a free list. When an allocation is no longer used put it back to the
free list, this doesn't heap allocate because std::vector doesn't change
the capacity. If the free list is empty, allocate a new chunk.
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Most overlaps in the buffer cache only contain one mapped address.
We can avoid close to all heap allocations once the buffer cache is
warmed up by using a small_vector with a stack size of one.
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Instead of using boost::icl::interval_map for caching, use
boost::intrusive::set. interval_map is intended as a container where the
keys can overlap with one another; we don't need this for caching
buffers and a std::set-like data structure that allows us to search with
lower_bound is enough.
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Removing shared pointers is a first step to be able to use intrusive
objects and keep allocations close to one another in memory.
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Minor style changes. Mostly done so I avoid editing it while doing other
changes.
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This has been wrong since https://github.com/yuzu-emu/yuzu/commit/0432af5ad1ec34f02071f6fdc5fc78149b059f18
I haven't found a game that called this function (and I haven't tried this on a real Switch), and because of this I haven't been able to check if the number in assert OR the string in the assert is wrong, but one of the two is wrong:
NetworkProfileData is 0x18E, while SfNetworkProfileData is 0x17C, according to Switchbrew
Switchbrew doesn't officially say that NetworkProfileData's size is 0x18E but it's possible to calculate its size since Switchbrew provides the size and the offset of all the components of NetworkProfileData (which isn't currently implemented in yuzu, alongside SfNetworkProfileData)
NetworkProfileData documentation: https://switchbrew.org/wiki/Network_Interface_services#NetworkProfileData
SfNetworkProfileData documentation: https://switchbrew.org/wiki/Network_Interface_services#SfNetworkProfileData
Since I trust ogniK's work on reversing NIFM, I'd assume this was just a typo in the string
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file_sys: Update SystemVersion archive to version 10.0.2
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hid: Clear keyboard states & fix logic issue
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Previously we never cleared the states of the entries and the key would stay held down, also looping over the key bytes for each key lead to setting every bit for the key state instead of the key we wanted
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FS: Improve emulation of device saves
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nv_flinger: Use enum for pixel format instead of u32
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vk_rasterizer: Match OpenGL's FlushAndInvalidate behavior
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Match OpenGL's behavior. This can fix or simplify bisecting issues on
Vulkan.
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Frontend: Remove tracking for context wrapper
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audio_renderer: Better voice mixing and 6 channel downmixing
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Supersedes #3738 and #3321
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Improve time zone support
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shader_ir: Add separate instructions for ordered and unordered comparisons and fix NE on GLSL
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"Not equal" operators on GLSL seem to behave as unordered when we expect
an ordered comparison.
Manually emulate this checking for LGE values (numbers, not-NaNs).
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This allows us to use native SPIR-V instructions without having to
manually check for NAN.
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vk_graphics_pipeline: Implement rasterizer_enable on Vulkan
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We can simply enable rasterizer discard matching the current pipeline
key.
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Needed for Puchikon 4 SmileBASIC 1.0.0
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texture: Implement R8G8UI
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- Used by The Walking Dead: The Final Season
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maxwell_to_vk: implement missing signed int formats
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* Remove git submodules that will be loaded through conan
* Move custom Find modules to their own folder
* Use conan for downloading missing external dependencies
* CI: Change the yuzu source folder user to the user that the containers run on
* Attempt to remove dirty mingw build hack
* Install conan on the msvc build
* Only set release build type when using not using multi config generator
* Re-add qt bundled to workaround an issue with conan qt not downloading prebuilt binaries
* Add workaround for submodules that use legacy CMAKE variables
* Re-add USE_BUNDLED_QT on the msvc build bot
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video_core: Implement viewport swizzles with NV_viewport_swizzle
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hle_ipc: Eliminate core memory globals
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We can just pass the required instances into the constructor of the
request, eliminating all usages of the global system accessor.
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vk_sampler_cache: Use VK_EXT_custom_border_color when available
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This should fix grass interactions on Breath of the Wild on Vulkan.
It is currently untested against validation layers.
Nvidia's Windows 443.09 beta driver or Linux 440.66.12 is required for
now.
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Co-Authored-By: Vitor K <vitor-k@users.noreply.github.com>
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GPU: More optimizations to GPU Command List Processing and DMA Copy Optimizations
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Co-authored-by: David <25727384+ogniK5377@users.noreply.github.com>
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Co-authored-by: David <25727384+ogniK5377@users.noreply.github.com>
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kernel/memory: Resolve several compiler warnings
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This isn't necessary in a cpp file and will cause warnings on clang.
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Prevents header churn and needing to recompile these files if these
headers are ever changed in the future.
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Prevents unused variable warnings.
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This allows tuning standard library implementations to enable or disable
range checks at runtime, which is nicer for debugging.
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Prevents variable name clashing.
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kernel/memory: Amend potential encoding warnings
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While èis generally representable in some language encodings, in some
it isn't and will result in compilation warnings occurring. To remain
friendly with other language's codepages on Windows, we normalize it to
an ASCII e.
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am: IHomeMenuFunctions:GetPopFromGeneralChannelEvent
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QLaunch 1.0.0
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Port citra-emu/citra#5094: "yuzu: Option to hide mouse on inactivity"
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Co-Authored-By: Vitor K <vitor-k@users.noreply.github.com>
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acc: Return a unique value per account for GetAccountId
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{maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers
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Drop MemoryBarrier from the buffer cache and use Maxwell3D's register
WaitForIdle.
To implement this on OpenGL we just call glMemoryBarrier with the
necessary bits.
Vulkan lacks this synchronization primitive, so we set an event and
immediately wait for it. This is not a pretty solution, but it's what
Vulkan can do without submitting the current command buffer to the queue
(which ends up being more expensive on the CPU).
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input_common: fix build when SDL2 is disabled
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readable_event: Remove unnecessary semicolon in Signal()
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Resolves a -Wextra-semi warning.
While we're at it, we can invert the branch to form a guard clause,
unindenting all of the contained code.
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am: Properly implement GetDisplayVersion
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Co-authored-by: Mat M. <mathew1800@gmail.com>
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Properly implement IApplicationFunctions::GetDisplayVersion
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audin:u: ListAudioIns, OpenAudioIn, ListAudioInsAuto, OpenAudioInAuto, ListAudioInsAutoFiltered, OpenAudioInProtocolSpecified
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Closes #2874
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kernel: Don't fail silently
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vulkan: Remove unnecessary includes
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Reduces some header churn and reduces rebuilds when some header
internals change.
While we're at it we can also resolve a missing include in buffer_cache.
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vk_rasterizer: Skip index buffer setup when vertices are zero
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Xenoblade 2 invokes a draw call with zero vertices.
This is likely due to indirect drawing (glDrawArraysIndirect).
This causes a crash in the staging buffer pool when trying to create a
buffer with a size of zero. To workaround this, skip index buffer setup
entirely when the number of indices is zero.
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shader/texture: Support multiple unknown sampler properties
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This allows deducing some properties from the texture instruction before
asking the runtime. By doing this we can handle type mismatches in some
instructions from the renderer instead of the shader decoder.
Fixes texelFetch issues with games using 2D texture instructions on a 1D
sampler.
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Unbreak build with Clang < 10
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In file included from src/video_core/renderer_opengl/renderer_opengl.cpp:25:
In file included from src/./video_core/renderer_opengl/gl_rasterizer.h:26:
In file included from src/./video_core/renderer_opengl/gl_fence_manager.h:11:
src/./video_core/fence_manager.h:91:32: error: use 'template' keyword
to treat 'Write' as a dependent template name
memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload());
^
template
src/./video_core/fence_manager.h:137:32: error: use 'template'
keyword to treat 'Write' as a dependent template name
memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload());
^
template
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Add stub for caps:su SetShimLibraryVersion
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Used by Animal Crossing: New Horizons when trying to take a picture.
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acc: Fix InitializeApplicationInfo
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We're not suppose to pop a u64, should just read the sent pid and check that
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account: ListQualifiedUsers
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Closes #2844
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IoctlGetGpuTime should be 16 bytes, not 8.
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am: IsVrModeEnabled & SetVrModeEnabled fixes
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Return the proper state of vr mode for IsVrModeEnabled
We should not return an error for SetVrModeEnabled. When VR Mode is turned on, it signals to lbl to turn vr mode on, not return an error code
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am: GetFriendInvitationStorageChannelEvent
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Closes #3829
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fs-srv: GetFreeSpaceSize & GetTotalSpaceSize
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Closes #3533
Turns out the functions were already implemented but just never added
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nim: CreateServerInterface, CreateAccessorInterface, CreateAsyncInterface
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Closes #3026
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caps: Add missing service names to caps:su
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SetShimLibraryVersion, SaveScreenShotEx1 & SaveScreenShotEx2 were missing
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psm: Mark as debug instead of warning
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No point to emulate battery life. However options are broken out if we ever want to add a setting for it
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maxwell_3d: Fix depth clamping register
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Using deko3d as reference:
https://github.com/devkitPro/deko3d/blob/4e47ba0013552e592a86ab7a2510d1e7dadf236a/source/maxwell/gpu_3d_state.cpp#L42
We were using bits 3 and 4 to determine depth clamping, but these are
the same both enabled and disabled:
state->depthClampEnable ? 0x101A : 0x181D
The same happens on Nvidia's OpenGL driver, where they do something like
this (default capabilities, GL 4.5 compatibility):
(state & DEPTH_CLAMP) != 0 ? 0x201a : 0x281c
There's always a difference between the first bits in this register, but
bit 11 is consistently disabled on both deko3d/NVN and OpenGL. This
commit changes yuzu's behaviour to use bit 11 to determine depth
clamping.
- Fixes depth issues on Super Mario Odyssey's intro.
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shader: Implement P2R CC, IADD Rd.CC and IADD.X
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This temporary is not needed as we mark Rd.CC + IADD.X as unimplemented.
It caused issues when tracking global buffers.
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IADD.X Rd.CC requires some extra logic that is not currently
implemented. Abort when this is hit.
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Signed integer addition overflow might be undefined behavior. It's free
to change operations to UAdd and use unsigned integers to avoid
potential bugs.
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IADD.X takes the carry flag and adds it to the result. This is generally
used to emulate 64-bit operations with 32-bit registers.
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P2R CC takes the state of condition codes and puts them into a register.
We already have this implemented for PR (predicates). This commit
implements CC over that.
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Avoid atomic counters used by shared pointers.
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texture_cache: Reintroduce preserve_contents accurately
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This reverts commit 94b0e2e5dae4e0bd0021ac2d8fe1ff904a93ee69.
preserve_contents proved to be a meaningful optimization. This commit
reintroduces it but properly implemented on OpenGL.
We have to make sure the clear removes all the previous contents of the
image.
It's not currently implemented on Vulkan because we can do smart things
there that's preferred to be introduced in a separate commit.
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Revert: shader_decode: Fix LD, LDG when track constant buffer.
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Dump RomFS command to include Updates
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
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Patch the RomFS with the selected updates before dumping. Previously the resulting RomFS only contained data from the original title.
To dump the RomFS without updates the user can disable the update under Properties before choosing Dump RomFS.
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Don't fail silently for vi, sm, set and ns services
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physical_core: Make use of std::make_unique instead of std::make_shared in ctor
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We can also allow unicorn to be constructed in 32-bit mode or 64-bit
mode to satisfy the need for both interpreter instances.
Allows this code to compile successfully of non x86-64 architectures.
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shader/memory_util: Deduplicate code
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Deduplicate code shared between vk_pipeline_cache and gl_shader_cache as
well as shader decoder code.
While we are at it, fix a bug in gl_shader_cache where compute shaders
had an start offset of a stage shader.
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As we currently match hardware and don't return a successful result, these should be marked as errors instead of warnings and as stubs.
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Consistency for the rest of the error codes in the codebase
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vi: Don't let uninitialized data pass as a response for SetBufferCount
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Currently SetBufferCount doesn't write to the out buffer which then contains uninitialized data. This leads to non-zero data which leads to responding with different error codes
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vk_renderpass_cache: Pack renderpass cache key and unify keys
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Sometimes for unknown reasons NVN games can bind a render target format
of 0. This may be a yuzu bug.
With the commits before this the formats were specified without being
"packed", assuming all formats and texceptions will be written like in
the color_attachments vector.
To address this issue, iterate all render targets and pack them as they
are valid. This way they will match color_attachments.
- Fixes validation errors and graphical issues on Breath of the Wild.
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Framebuffer creation was ignoring the number of color attachments.
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This allows us to call Common::CityHash and std::memcmp only once for
GraphicsPipelineCacheKey. While we are at it, do the same for compute.
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vk_memory_manager: Remove unified memory model flag
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All drivers (even Intel) seem to have a device local memory type that is
not host visible. Remove this flag so all devices follow the same path.
This fixes a crash when trying to map to host device local memory on
integrated devices.
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services: hid: Stub StopSevenSixAxisSensor.
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- Used by The Legend of Zelda: Breath of the Wild v1.6.0
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Optimize GPU Command Lists and Introduce Fast GPU Time Option
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Fix "Port citra-emu/citra#4956: "Fixes to game list sorting" #3611"
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service: Update function tables
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Keeps the service function tables up to date.
Updated based off information on SwitchBrew.
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{gl,vk}_rasterizer: Add lazy default buffer maker and use it for empty buffers
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Introduce a default buffer getter that lazily constructs an empty
buffer. This is intended to match OpenGL's buffer 0.
Use this for disabled vertex and uniform buffers.
While we are at it, include vertex buffer usages for staging buffers to
silence validation errors.
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On NVN buffers can be enabled but have no size. According to deko3d and
the behavior we see in Animal Crossing: New Horizons these buffers get
the special address of 0x1000 and limit themselves to 0xfff.
Implement buffers without a size by binding a null buffer to OpenGL
without a side.
https://github.com/devkitPro/deko3d/blob/1d1930beea093b5a663419e93b0649719a3ca5da/source/maxwell/gpu_3d_vbo.cpp#L62-L63
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configuration: Add Restore Default and Clear options to hotkeys
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configure_input_player: Use slider to edit modifier scale
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vulkan/wrapper: Sort physical devices
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Sort discrete GPUs over the rest, Nvidia over AMD, AMD over Intel, Intel
over the rest. This gives us a somewhat consistent order when Optimus
is removed (renderdoc does this when it's attached).
This can break the configuration of users with an Intel GPU that
manually remove Optimus on yuzu. That said, it's a very unlikely to
happen.
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decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bits
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The encoding for negation and absolute value was wrong.
Extracting is now done manually. Similar instructions having different
encodings is the rule, not the exception. To keep sanity and readability
I preferred to extract the desired bit manually.
This is implemented against nxas:
https://github.com/ReinUsesLisp/nxas/blob/8dbc38995711cc12206aa370145a3a02665fd989/table.h#L68
That is itself tested against nvdisasm (Nvidia's official disassembler).
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svc: Re-add MapProcessCodeMemory/UnmapProcessCodeMemory
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These were lost in the re-implementation of the virtual memory manager.
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shader/arithmetic_integer: Fix LEA_IMM encoding
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The operand order in LEA_IMM was flipped compared to nvdisasm. Fix that
using nxas as reference:
https://github.com/ReinUsesLisp/nxas/blob/8dbc38995711cc12206aa370145a3a02665fd989/table.h#L122
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frontend/filesystem: Add a trailing separator to the string path
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Fixes #3643
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page_table: Remove unused captures
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Any time the lambda function is called, the permission being used in the
capture would be passed in as an argument to the lambda, so the capture
is unnecessary.
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svc: Remove unused variable
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Since the VMM refactor, this is no longer used or needed.
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Amends the parameter to match the documentation reference.
Resolves a -Wdocumentation warning with clang.
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Fix format error in performance statistics
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Formatting
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* kernel: memory: Improve implementation of device shared memory.
* fixup! kernel: memory: Improve implementation of device shared memory.
* fixup! kernel: memory: Improve implementation of device shared memory.
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service/time: Remove reliance on the global system accessor
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Eliminates usages of the global system accessor and instead passes the
existing system instance into the interfaces.
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CMakeLists: Enable -Wmissing-declarations on Linux builds
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Ensures that our code always has its linkage explicit.
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Allows catching cases where internal linkage isn't specified for helper
functions when they should be marked as such.
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Introduce Predictive Flushing and Improve ASYNC GPU
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vk_pipeline_cache: Fix unintentional memcpy into optional
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The intention behind this was to assign a float to from an uint32_t, but
it was unintentionally being copied directly into the std::optional.
Copy to a temporary and assign that temporary to std::optional. This can
be replaced with std::bit_cast<float> once we are in C++20.
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thread: FPCR.FZ is likely not 1 (and FPCR.RMode = TieAway and FPCR.DN = 0)
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Add missing ;
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Introduce dummy context for yuzu-cmd VK support
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renderer_vulkan: Integrate Nvidia Nsight Aftermath on Windows
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Adds optional support for Nsight Aftermath. It is enabled through
ENABLE_NSIGHT_AFTERMATH in cmake. A path to the SDK has to be provided
by the environment variable NSIGHT_AFTERMATH_SDK.
Nsight Aftermath allows an application to generate "minidumps" of the
GPU state when a device loss happens. By analysing these on Nsight we
can know what a game was doing and why it triggered a device loss.
The dump is generated inside %APPDATA%\yuzu\log\gpucrash and this
directory is deleted every time a new instance is initialized with
Nsight enabled.
To enable it on yuzu there has a to be a driver and device capable of
running Nsight Aftermath on Vulkan. That means only Turing based GPUs
on the latest stable driver, beta drivers won't work for now.
It is manually enabled in Configuration>Debug>Enable Graphics Debugging
because when using all debugging capabilities there is a runtime cost.
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Port citra-emu/citra#5185: "gdbstub: Fix some gdbstub jankiness"
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1. Ensure that register information available to gdbstub is most up-to-date.
2. There's no reason to check for current_thread == thread when emitting a trap.
Doing this results in random hangs whenever a step happens upon a thread switch.
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gl_shader_decompiler: Avoid copies where applicable
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Avoids unnecessary reference count increments where applicable and also
avoids reallocating a vector.
Unlikely to make a huge difference, but given how trivial of an
amendment it is, why not?
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Fix process memory initialization for ELF and NRO
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- We need this for homebrew process initialization.
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fixed_pipeline_state: Pack structure, use memcmp and CityHash on it
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Pad FixedPipelineState's size to 384 bytes to be a multiple of 16.
Compare the whole struct with std::memcmp and hash with CityHash. Using
CityHash instead of a naive hash should reduce the number of collisions.
Improve used type traits to ensure this operation is safe.
With these changes the improvements to the hashable pipeline state are:
Optimized structure
Hash: 89 ns
Comparison: 103 ns
Construction*: 164 ns
Struct size: 384 bytes
Original structure
Hash: 148 ns
Equal: 174 ns
Construction*: 281 ns
Size: 1384 bytes
* Attribute state initialization is not measured
These measures are averages taken with std::chrono::high_accuracy_clock
on MSVC shipped on Visual Studio 16.6.0 Preview 2.1.
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Reduce FixedPipelineState's size to 364 bytes.
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Reduce FixedPipelineState's size to 600 bytes.
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Reduce FixedPipelineState's size to 632 bytes.
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Reduce FixedPipelineState's size from 1384 to 664 bytes
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General: Resolve minor assorted warnings
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Only the first element of the returned pair is ever used.
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Some variables aren't used, so we can remove these.
Unfortunately, diagnostics are still reported on structured bindings
even when annotated with [[maybe_unused]], so we need to unpack the
elements that we want to use manually.
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Same behavior, less code.
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We can just specify the initializers.
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ttis and ats will never exceed the length of INT32_MAX in our case, so
this is safe.
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core: arm_unicorn: Fix interpret fallback by temporarily mapping instruction page.
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* audio_renderer: Preliminary BehaviorInfo
* clang format
* Fixed IsRevisionSupported
* fixed IsValidRevision
* Fixed logic error & spelling errors & crash
* Addressed issues
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maxwell_3d: Initialize format attributes constant as one
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nouveau expects this to be true but it doesn't set it.
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Initialize quad_indexed_pass before uint8_pass
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Fixes Werror=reorder in gcc
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dynarmic: Add option to disable CPU JIT optimizations
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vk_stream_buffer: Fix out of memory on boot on recent Nvidia drivers
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Nvidia recently introduced a new memory type for data streaming
(awesome!), but yuzu was assuming that all heaps had enough memory
for the assumed stream buffer size (256 MiB).
This worked fine on AMD but Nvidia's new memory heap was smaller than
256 MiB. This commit changes this assumption and allocates a bit less
than the size of the preferred heap, with a maximum of 256 MiB (to avoid
allocating all system memory on integrated devices).
- Fixes a crash on NVIDIA 450.82.0.0
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service: Remove unused RequestParser instances
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These aren't used, so they should be removed to reduce compilation
warnings.
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am: Resolve ineffective moves
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Previously const objects were being std::moved, which results in no move
actually occurring. This resolves that.
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dma_pusher: Remove reliance on the global system instance
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With this, the video core is now has no calls to the global system
instance at all.
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vk_compute_pass: Implement indexed quads
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Implement indexed quads (GL_QUADS used with glDrawElements*) with a
compute pass conversion.
The compute shader converts from uint8/uint16/uint32 indices to uint32.
The format is passed through push constants to avoid having different
variants of the same shader.
- Used by Fast RMX
- Used by Xenoblade Chronicles 2 (it still has graphical due to
synchronization issues on Vulkan)
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texture_cache/format_lookup_table: Fix incorrect green, blue, and alpha indices
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Previously these were all using the red component to derive the indices,
which is definitely not intentional.
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hle_ipc: Remove std::size_t casts where applicable
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These were added in the change that enabled -Wextra on linux builds so
as not to introduce interface changes in the same change as a
build-system flag addition.
Now that the flags are enabled, we can freely change the interface to
make these unnecessary.
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yuzu/main: Add better popup texts and remove duplicated actions
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Makes popup texts more compact and clear and also links our quickstart guide now.
Also removes OnMenuSelectEmulatedDirectory from the File dropdown, as the action already exists in the Filesystem tab and provides better visual feedback there.
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track: Eliminate redundant copies
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Two variables can be references, while two others can be std::moved.
Makes for 4 less atomic reference count increments and decrements.
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Render.Vulkan <Error> video_core/renderer_vulkan/renderer_vulkan.cpp:CreateInstance:131: Presentation not supported on this platform
Render.Vulkan <Error> video_core/renderer_vulkan/renderer_vulkan.cpp:CreateSurface:378: Presentation not supported on this platform
Core <Critical> core/core.cpp:Load:199: Failed to initialize system (Error 5)!
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video_core: gl_shader_decompiler: Fix implicit fallthrough errors.
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loader/nso: Resolve moves not occurring in DecompressSegment
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Given the std::vector was const, an automatic move out of the function
could not occur.
We can allow automatic return value optimizations to occur by making the
buffer non-const.
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service: hid: npad: Fix implicit fallthrough errors.
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service/time: Minor changes
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This is already initialized within the class body.
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This doesn't modify internal member state.
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Many of these implementations are used to implement a polymorphic
interface. While not directly used polymorphically, this prevents
virtual destruction from ever becoming an issue.
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memory/slab_heap: Make use of static_cast over reinterpret_cast
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Casting from void* with static_cast is permitted by the standard, so we
can just make use of that instead.
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common/file_util: Allow access to files on network shares
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On Windows, network shares use paths like \\server\share\file which were
being broken by FileUtil::SanitizePath() removing double slashes.
Changed the code in SanitizePath to permit a double-backslash if it
occurs at the start of a filepath (on Windows only).
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Since yesterday, this breaks the build on linux.
So let's fix it.
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Revert "gl_shader_cache: Use CompileDepth::FullDecompile on GLSL"
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file_util: Early-exit in WriteArray and ReadArray if specified lengths are zero
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It's undefined behavior to pass a null pointer to std::fread and
std::fwrite, even if the length passed in is zero, so we must perform
the precondition checking ourselves.
A common case where this can occur is when passing in the data of an
empty std::vector and size, as an empty vector will typically have a
null internal buffer.
While we're at it, we can move the implementation out of line and add
debug checks against passing in nullptr to std::fread and std::fwrite.
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Implement a new virtual memory manager
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- Should be no functional changes.
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- Includes removing some service impls. that are untested.
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- Includes removing some SVC impls. that are untested.
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- Fixes Super Smash Bros. Ultimate.
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- More consistent with other system components.
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- This will be used for TLS pages, among other things.
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- Also add a missing include.
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- helpful to disambiguate Kernel::Memory namespace.
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gl_query_cache: Resolve use-after-move in CachedQuery move assignment operator
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Avoids potential invalid junk data from being read.
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kernel/thread: Resolve -Wswitch warnings
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CMakeLists: Specify -Wextra on linux builds
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Allows reporting more cases where logic errors may exist, such as
implicit fallthrough cases, etc.
We currently ignore unused parameters, since we currently have many
cases where this is intentional (virtual interfaces).
While we're at it, we can also tidy up any existing code that causes
warnings. This also uncovered a few bugs as well.
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buffer_cache: Return handles instead of pointer to handles
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The original idea of returning pointers is that handles can be moved.
The problem is that the implementation didn't take that in mind and made
everything harder to work with. This commit drops pointer to handles and
returns the handles themselves. While it is still true that handles can
be invalidated, this way we get an old handle instead of a dangling
pointer.
This problem can be solved in the future with sparse buffers.
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Neither core nor web_services use OpenSSL nor LibreSSL.
However they need to link them as it's a requirement of httplib.
So let's declare this within httplib instead of core and web_services.
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service: time: Implement CalculateStandardUserSystemClockDifferenceByUser.
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- Used by Animal Crossing: New Horizons.
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decode/shift: Remove unused variable within Shift()
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Removes a redundant variable that is already satisfied by the IsFull()
utility function.
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surface_view: Add missing operator!= to ViewParams
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Provides logical symmetry to the interface.
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gl_device: Mark stage_swizzle as constexpr
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Previously this was mutable even though it shouldn't be.
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surface_base: Make IsInside() a const member function
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This doesn't modify internal state, so this can be made const.
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control_flow: Make use of std::move in TryInspectAddress()
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Eliminates redundant atomic reference count increments and decrements.
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video_core: Amend doxygen comment references
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Fixes broken documentation references.
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Texture Cache: Read current data when flushing a 3D segment.
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This PR corrects flushing of 3D segments when data of other segments is
mixed, this aims to preserve the data in place.
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shader/memory: Implement RED.E.ADD and minor changes to ATOM
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Implements a reduction operation. It's an atomic operation that doesn't
return a value.
This commit introduces another primitive because some shading languages
might have a primitive for reduction operations.
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This can result in silent logic bugs within code, and given the amount
of times these kind of warnings are caused, they should be flagged at
compile-time so no new code is submitted with them.
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gl_rasterizer: Implement constant vertex attributes
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Credits go to gdkchan from Ryujinx for finding constant attributes are
used in retail games.
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maxwell_to_vk: Add uint16 vertex formats
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Avoid invalid fallbacks.
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gl_shader_cache: Use CompileDepth::FullDecompile on GLSL
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From my testing on a Splatoon 2 shader that takes 3800ms on average to
compile changing to FullDecompile reduces it to 900ms on average.
The shader decoder will automatically fallback to a more naive method if
it can't use full decompile.
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gl_texture_cache: Fix layered texture attachment base level
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The base level is already included in the texture view. If we specify
the base level in the texture again, this will end up in the incorrect
level and potentially out of bounds.
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shader/arithmetic: Add FCMP_CR variant
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Adds another variant of FCMP.
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Revert "gl_shader_decompiler: Implement merges with bitfieldInsert"
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This reverts commit 05cf27083608bebd3ee4c38f2f948c8f2030f881.
Apparently the first approach using floats instead of bitfieldInert
worked better for Fire Emblem: Three Houses. Reverting to get that
behavior back.
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When the dynamic state is specified, pViewports and pScissors are
ignored, quoting the specification:
pViewports is a pointer to an array of VkViewport structures, defining
the viewport transforms. If the viewport state is dynamic, this member
is ignored.
That said, AMD's proprietary driver itself seem to read it regardless of
what the specification says.
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vk_rasterizer: Default to 1 viewports with a size of 0
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Silence validation layer errors.
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This is a simple optimization as Buffer Copies are mostly used for texture recycling. They are, however, useful when games abuse undefined behavior but most 3D APIs forbid it.
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service: friend: Stub IFriendService::GetBlockedUserListIds.
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- This is safe to stub, as there should be no adverse consequences from reporting no blocked users.
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renderer_vulkan: Drop Vulkan-Hpp
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gl_rasterizer: Implement line widths and smooth lines
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Implements "legacy" features from OpenGL present on hardware such as
smooth lines and line width.
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texture_cache: Remove preserve_contents
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preserve_contents was always true. We can't assume we don't have to
preserve clears because scissored and color masked clears exist.
This removes preserve_contents and assumes it as true at all times.
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texture/astc: More small ASTC optimizations
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shader/conversion: Implement I2I sign extension, saturation and selection
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Reimplements I2I adding sign extension, saturation (clamp source value
to the destination), selection and destination sizes that are not 32
bits wide.
It doesn't implement CC yet.
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gl_texture_cache: Attach view instead of base texture for layered attchments
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This way we are not ignoring the base layer of the current texture.
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gl_shader_decompiler: Improve generated code in HMergeH*
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This also fixes Turing issues but it avoids doing more bitcasts. This
should improve the generated code while also avoiding more points where
compilers can flush floats.
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Avoiding bitwise expressions, this fixes Turing issues in shaders using
half float merges that affected several games.
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shader/texture: Remove type mismatches management from shader decoder
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Since commit e22816a5bb we handle type mismatches from the CPU.
We don't need to hack our shader decoder due to game bugs anymore.
Removed in this commit.
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service/vi: Partially implement BufferQueue disconnect
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shader/video: Partially implement VMNMX
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Implements the common usages for VMNMX. Inputs with a different size
than 32 bits are not supported and sign mismatches aren't supported
either.
VMNMX works as follows:
It grabs Ra and Rb and applies a maximum/minimum on them (this is
defined by .MX), having in mind the input sign. This result can then be
saturated. After the intermediate result is calculated, it applies
another operation on it using Rc. These operations are merges,
accumulations or another min/max pass.
This instruction allows to implement with a more flexible approach GCN's
min3 and max3 instructions (for instance).
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video_core: Add MSAA registers in 3D engine and TIC
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This adds the registers used for multisampling. It doesn't implement
anything for now.
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Buffer queue: Correct behavior of free buffer.
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This corrects the behavior of free buffer after witnessing it in an
unrelated hardware test. I haven't found any games affected by it but in
name of better accuracy we'll correct such behavior.
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Port citra-emu/citra#4956: "Fixes to game list sorting"
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Should fix citra-emu/citra#4593.
As the issue might not be entirely clear, I'll offer a short explanation from what I understood from it and found from experimentation.
Currently yuzu offers the user the option to change the text that's displayed in the "Name" column in the game list. Generally, it is expected that the items are sorted based on the displayed text, but yuzu would sort them by title instead.
Made it so that an access to SortRole returns the same as DisplayRole.
There shouldn't be any UI changes, only change in behaviour.
Also fixes a bug with directory sorting, where having the directories out of order would enable you to try to "move up" to the addDirectory button, which would crash the emulator.
Co-Authored-By: Vitor K <vitor-k@users.noreply.github.com>
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yuzu: Drop SDL2 and Qt frontend Vulkan requirements
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Create Vulkan instances and surfaces from the Vulkan backend.
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yuzu/configuration: Fix input profiles and a wrong assert
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This fixes failed assertions that were present in yuzu master code for 18 months.
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This was incorrectly using PlayerIndex 1 when calling the ConfigureDialog.
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qt/bootmanager: Remove unnecessary glBindFramebuffer
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Presentation context always has GL_DRAW_FRAMEBUFFER_BINDING as zero.
There is no need to bind the default framebuffer constantly.
According to Nsight this was using ~0.7ms per frame and it broke
renderdoc captures.
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video_core/texture: Use a LUT to convert sRGB texture borders
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This is a reversed look up table extracted from
https://gist.github.com/rygorous/2203834#file-gistfile1-cpp-L41-L62
that is used in
https://github.com/devkitPro/deko3d/blob/04d4e9e587fa3dc5447b43d273bc45f440226e41/source/maxwell/tsc_generate.cpp#L38
Games usually bind 0xFD expecting a float texture border of 1.0f.
The conversion previous to this commit was multiplying the uint8 sRGB
texture border color by 255. This is close to 1.0f but when that
difference matters, some graphical glitches appear.
This look up table is manually changed in the edges, clamping towards
0.0f and 1.0f.
While we are at it, move this logic to its own translation unit.
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Refactor all the GPU Caches to use VAddr for cache addressing
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video_core/shader: Add some instruction and S2R encodings
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Port citra-emu/citra#5127: "common: Port some changes from dolphin"
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* IOFile: Make the move constructor and move assignment operator noexcept
Certain parts of the standard library try to determine whether or not a
transfer operation should either be a copy or a move. The prevalent notion
of move constructors/assignment operators is that they should not throw,
they simply move an already existing resource somewhere else.
This is typically done with 'std::move_if_noexcept'. Like the name says,
if a type's move constructor is noexcept, then the functions retrieves an
r-value reference (for move semantics), or an l-value (for copy semantics)
if it is not noexcept.
As IOFile deletes the copy constructor and copy assignment operators,
using IOFile with certain parts of the standard library can fail in
unexcepted ways (especially when used with various container
implementations). This prevents that.
* fix various instances of -1 being assigned to unsigned types
* do not assign in conditional statements
* File/IOFile: Check _tfopen_s properly
* common/file_util.cpp: address review comments
Co-authored-by: Lioncash <mathew1800@gmail.com>
Co-authored-by: Shawn Hoffman <godisgovernment@gmail.com>
Co-authored-by: Sepalani <sepalani@hotmail.fr>
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Log version and about section version fix
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Revert "Merge pull request #3499 from ReinUsesLisp/depth-2d-array"
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This reverts commit 41905ee467b24172ba93e3fcd665bb4e4806a45a, reversing
changes made to 35145bd529c3517e2c366efc764a762092d96edf.
It causes regressions in several games.
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shader: implement SULD.D bits32/64
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Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
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* fix LayeredFS error when loading some games made with the Unity
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video_core: Use native ASTC when available
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shader_decompiler: Remove FragCoord.w hack and change IPA implementation
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Credits go to gdkchan and Ryujinx. The pull request used for this can
be found here: https://github.com/Ryujinx/Ryujinx/pull/1082
yuzu was already using the header for interpolation, but it was missing
the FragCoord.w multiplication described in the linked pull request.
This commit finally removes the FragCoord.w == 1.0f hack from the shader
decompiler.
While we are at it, this commit renames some enumerations to match
Nvidia's documentation (linked below) and fixes component declaration
order in the shader program header (z and w were swapped).
https://github.com/NVIDIA/open-gpu-doc/blob/master/Shader-Program-Header/Shader-Program-Header.html
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gl_rasterizer: Mark cleared textures as dirty
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Fixes a potential edge case where cleared textures read from the CPU
were not flushed.
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configuration: Reorder shoulder buttons
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services: ldr: Fix MemoryState for read/write regions of NROs.
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- Fixes #3541, used by Final Fantasy VIII Remastered.
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Silences a warning about control paths not all returning a value.
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Refactor Context management (Fixes renderdoc on opengl issues)
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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
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renderer_vulkan/wrapper: Add a Vulkan wrapper (part 2 of 2)
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* Organize capture services into individual files
* Stub GetAlbumContentsFileListForApplication
* Address feedback
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shader/conversion: Fix F2F rounding operations with different sizes
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Rounding operations only matter when the conversion size of source and
destination is the same, i.e. .F16.F16, .F32.F32 and .F64.F64.
When there is a mismatch (.F16.F32), these bits are used for IEEE
rounding, we don't emulate this because GLSL and SPIR-V don't support
configuring it per operation.
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shader/lea: Fix LEA implementation
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They were swapped.
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shader_decode: Implement partial ATOM/ATOMS instr
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renderer_vulkan/wrapper: Add a Vulkan wrapper (part 1 of 2)
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The intention behind a Vulkan wrapper is to drop Vulkan-Hpp.
The issues with Vulkan-Hpp are:
- Regular breaks of the API.
- Copy constructors that do the same as the aggregates (fixed recently)
- External dynamic dispatch that is hard to remove
- Alias KHR handles with non-KHR handles making it impossible to use
smart handles on Vulkan 1.0 instances with extensions that were included
on Vulkan 1.1.
- Dynamic dispatchers silently change size depending on preprocessor
definitions. Different files will have different dispatch definitions,
generating all kinds of hard to debug memory issues.
In other words, Vulkan-Hpp is not "production ready" for our needs and
this wrapper aims to replace it without losing RAII and exception
safety.
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gl_rasterizer: Synchronize stencil testing on clears
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services: time: Implement CalculateSpanBetween.
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- Used by Super Smash Bros. Ultimate.
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audio_core: Accept Audren REV8
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According to Ryujinx, REV8 only added changes on Performance buffer and Wavebuffer DSP command generation.
As we don't support any of those, we can just increment the revision number for now.
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am: Implement VR related APIs
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Implement (and stub) VR related APIs in AM sysmodule.
This fixes issue #2938
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services: hid: Stub InitializeSevenSixAxisSensor.
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- Used by Super Smash Bros. Ultimate v7.0.0.
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Port citra-emu/citra#5089: "Set render window's focus policy to Qt::StrongFocus"
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Co-Authored-By: Valentin Vanelslande <vvanelslandedev@gmail.com>
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engines/const_buffer_engine_interface: Store image format and types
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This information is required to properly implement SULD.B. It might also
be handy for all image operations, since it would allow us to implement
them on devices that require the image format to be specified (on
desktop, this would be AMD on OpenGL and Intel on OpenGL and Vulkan).
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yuzu: Remove exit lock for game pausing
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This removes the "exit lock" popup from yuzu when pausing a game.
Motivation
The exit lock feature is broken in many ways and doesn't work properly in a lot of games, causing it to appear every time you want to pause the game or stop it, even in places where it wouldn't on Switch.
Additionally, the feature of pausing a game doesn't exist like this on Switch and yuzu should be guaranteed to be deterministic anyway, so pausing the emulation shouldn't be able to interrupt any critical processes in any way.
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xmad: fix clang build error
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gl_shader_decompiler: Implement legacy varyings
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Legacy varyings are special attributes carried over in hardware from
the OpenGL 1 and OpenGL 2 days. These were generally used instead of the
generic attributes we use today. They are deprecated or removed from
most APIs, but Nvidia still ships them in hardware.
To implement these, this commit maps them 1:1 to OpenGL compatibility.
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Port citra-emu/citra#5106: "gdbstub: Ensure gdbstub doesn't drop packets crucial to initialization"
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gl_rasterizer: Use transformed viewport for depth ranges
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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.
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Implement MME shadow RAM
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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.
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core/web_browser: Allow WebApplet to exit gracefully when an error occurs
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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.
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set: implement GetRegionCode
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input_common/udp: Fix Linux build by using a backwards compatible way of error checking
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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.
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bcat: Disable Boxcat backend by default
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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.
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shader_decode: implement XMAD mode CSfu
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yuzu: Save sound output mode and set it to Stereo by default
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video_core: Silence misc warnings
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There were cases where raw_data didn't contain enough
space to hold the zero terminator.
This was caught with -fsanitize=address.
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DirtyFlags: relax need to set render_targets as dirty
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The texture cache already takes care of setting a render target to dirty
when invalidated.
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astc: General changes and optimizations
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vk_rasterizer: Implement scissor clears and layered clears
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maxwell_to_vk: Implement RG32 and RGB32 integer vertex formats
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gl_shader_decompiler: Add layer component to texelFetch
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TexelFetch was not emitting the array component generating invalid GLSL.
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Use getenv to detect Nsight.
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vk_rasterizer: Fix vertex range assert
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End can be equal to start in CalculateVertexArraysSize. This is quite
common when the vertex size is zero.
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video_core: Implement RGBA16_SNORM
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Implement RGBA16_SNORM with the current API. Nothing special here.
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shader_decode: Reimplement BFE instructions
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
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Implement reverse parallel follow: https://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel
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maxwell_to_vk: add vertex format eA2B10G10R10UnormPack32
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renderer_opengl: Keep frames synchronized when using a GPU debugger.
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- Fixes renderdoc with OpenGL renderer.
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PageTable: move backing addresses to a children class as the CPU page table does not need them.
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This PR aims to reduce the memory usage in the CPU page table by moving
GPU specific parameters into a child class. This saves 1Gb of Memory for
most games.
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texture_cache: Report incompatible textures as black
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Some games bind incompatible texture types to certain types.
For example Astral Chain binds a 2D texture with 1 layer (non-array) to
a cubemap slot (that's how it's used in the shader). After testing this
in hardware, the expected "undefined behavior" is to report all pixels
as black.
We already have a path for reporting black textures in the texture
cache. When textures types are incompatible, this commit binds these
kind of textures. This is done on the API agnostic texture cache so no
extra code has to be inserted on OpenGL or Vulkan.
As a side effect, this fixes invalidations of ASTC textures on Astral
Chain. This happened because yuzu detected a cube texture and forced
6 faces, generating a texture larger than what the TIC reported.
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texture_cache/surface_params: Force depth=1 on 2D textures
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Sometimes games will sample a 2D array TIC with a 2D access in the
shader. This causes bad interactions with the rest of the texture cache.
To emulate what the game wants to do, force a depth=1 on 2D textures
(not 2D arrays) and let the texture cache handle the rest.
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Use INSERT_UNION_PADDING_WORDS instead of alignas to ensure a size
requirement.
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
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We sometimes have to slice attributes in different parts. This is needed
for example in instances where the game feedbacks 3 components but
writes 4 from the shader (something that is possible with
GL_NV_transform_feedback).
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gl_rasterizer: Implement polygon modes and fill rectangles
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vk_rasterizer: fix mistype on SetupGraphicsImages
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This should use Maxwell3D engine. Fixed some GPU error on Kirby and maybe other games.
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vk_rasterizer: Support disabled uniform buffers
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Small corrections and features to microprofile
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framebuffer_layout.h: drop the use of enum for screen dimensions
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+clang format
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gl_shader_manager: Fix interaction between graphics and compute
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After a compute shader was set to the pipeline, no graphics shader was
invoked again. To address this use glUseProgram to bind compute shaders
(without state tracking) and call glUseProgram(0) when transitioning out
of it back to the graphics pipeline.
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cubeb_sink: Don't discard other channels when performing downmixing
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Previously, when performing downmixing, we would discard all channels except the left and right one.
This implementation respects them when mixing down to Stereo.
It is taken from this document: http://www.atsc.org/wp-content/uploads/2015/03/A52-201212-17.pdf.
Fixes Luigis Mansion 3 cutscene and Bayonetta audio.
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A previous commit introduced a way to declare as few render targets as
possible. Turns out this introduced a regression in some games.
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RenderDoc won't build shaders if we use GLSL compatibility.
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This is required for Vulkan. Sampling integer textures with float
handles is illegal.
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Registry consistency is something that practically can't happen and it
has a measurable runtime cost. Reduce it to a DEBUG_ASSERT.
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Store information GLSL forces us to provide but it's dynamic state in
hardware (workgroup sizes, primitive topology, shared memory size).
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Instead of pre-specializing shaders and then post-specializing them,
drop the later and only "specialize" the shader while decoding it.
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video_core: Remove gl_state and use a state tracker based on dirty flags
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Blending doesn't affect blits. Rasterizer discard does, update the
commentaries.
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Blending doesn't affect clears.
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Add support for render targets and viewports.
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This commit doesn't reset it for screen draws because clamping doesn't
change anything there.
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Previous code could generate an anisotropy value way higher than x16.
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frontend/Graphics: Add "Advanced" graphics tab and experimental Anisotropic Filtering support
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maxwell_to_vk: Remove Storage capability for A1B5G5R5U
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vk_swapchain: Silence TOCTOU race condition
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It's possible that the window is resized from the moment we ask for its
size to the moment a swapchain is created, causing validation issues.
To workaround this Vulkan issue request the capabilities again just
before creating the swapchain, making the race condition less likely.
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Minor fixes for udp input
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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
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vk_shader_decompiler: Implement indexed textures
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Implement accessing textures through an index. It uses the same
interface as OpenGL, the main difference is that Vulkan bindings are
forced to be arrayed (the binding index doesn't change for stacked
textures in SPIR-V).
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shader_decode: Fix LD, LDG when track constant buffer
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Refactoring to boot A32 games
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video_core: Implement more scaled attribute formats
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While changing this, fix assert in vk_shader_decompiler. We now know
scaled formats are expected to be float in shaders attributes.
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ARM_Interface: Cache the JITs instead of deleting/recreating.
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This was a bug inherited from citra which was fixed by then at some
time. This commit corrects such bug and ensures JITs are correctly
recycled.
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audio_core: interpolate: Improvements to fix audio crackling.
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- Fixes audio crackling in Crash Team Racing Nitro-Fueled, Super Mario Odyssey, and others.
- Addresses followup issues from #3310.
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- Fixes SRGB in Super Smash Bros. Ultimate.
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Port citra-emu/citra#4940: "Split Presentation thread from Render thread"
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* Stub SetLcdBacklighOffEnabled
Used by Super Smash Bros. Ultimate
We require backlight services to be implemented to turn on/off the backlight.
* Address feedback
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* shader: add FmulPostFactor LUT table
* shader: FMUL apply LUT
* Update src/video_core/engines/shader_bytecode.h
Co-Authored-By: Mat M. <mathew1800@gmail.com>
* nit: mistype
* clang-format & add missing import
* shader: remove post factor LUT.
* shader: move post factor LUT to function and fix incorrect order.
* clang-format
* shader: FMUL: add static to post factor LUT
* nit: typo
Co-authored-by: Mat M. <mathew1800@gmail.com>
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shader: implement LOP3 fast replace for old function
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ref: https://devtalk.nvidia.com/default/topic/1070081/cuda-programming-and-performance/reverse-lut-for-lop3-lut/
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InputCommon: analog_from_button get direction implementation
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video_core/surface: Add R32_SINT render target format
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video_core/gpu: Remove unused functions
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texture: Implement R32I
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texture_cache: Implement layered framebuffer attachments
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Layered framebuffer attachments is a feature that allows applications to
write attach layered textures to a single attachment. What layer the
fragments are written to is decided from the shader using gl_Layer.
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vk_shader_decompiler: Implement Layer output attribute
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SPIR-V's Layer is GLSL's gl_Layer. It lets the application choose from a
shader stage (vertex, tessellation or geometry) which framebuffer layer
write the output fragments to.
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surface_base: Implement texture buffer flushes
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Implement downloads to guest memory from texture buffers on the generic
cache and OpenGL.
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audio_core: Switch to a faster interpolation technique
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Fix typo in the illegal 3D texture assert logic. We care about catching
arrayed 3D textures or 3D shadow textures, not regular 3D textures.
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renderer_vulkan: Add the rest of case for TryConvertBorderColor
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
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vk_shader: Implement ImageLoad
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Please enter the commit message for your changes. Lines starting
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vulkan: add DXT23_SRGB
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texture_cache: Avoid matches in 3D textures
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Code before this commit was trying to match 3D textures with another
target. Fix that.
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video_core: memory_manager: Flush/invalidate asynchronously when possible.
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- Minor perf improvement.
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Update httplib to 0.5.5
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shader/texture: Allow 2D shadow arrays and simplify code
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Shadow sampler 2D arrays are supported on OpenGL, so there's no reason
to forbid these. Enable textureLod usage on these.
Minor style changes.
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maxwell_3d: Unify draw methods
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Pass instanced state of a draw invocation as an argument instead of
having two separate virtual methods.
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gl_rasterizer: Use the least generic OpenGL draw function possible
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This may help some implementations.
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vk_shader_decompiler: Fix vertex id and instance id
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Vulkan's VertexIndex and InstanceIndex don't match with hardware. This
is because Nvidia implements gl_VertexID and gl_InstanceID. The math
that relates these is:
gl_VertexIndex = gl_BaseVertex + gl_VertexID
gl_InstanceIndex = gl_InstanceIndex + gl_InstanceID
To emulate it using what Vulkan's SPIR-V offers (the *Index variants)
this commit substracts gl_Base* from gl_*Index to obtain the OpenGL and
hardware's equivalent.
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query_cache: Implement a query cache and query 21 (samples passed)
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Abstract the current OpenGL implementation into the VideoCommon
namespace and reimplement it on top of that. Doing this avoids repeating
code and logic in the Vulkan implementation.
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Use a custom cache instead of relying on a ranged cache.
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Instead of waiting immediately for executed commands, defer the query
until the guest CPU reads it. This way we get closer to what the guest
program is doing.
To archive this we have to build a dependency queue, because host APIs
(like OpenGL and Vulkan) use ranged queries instead of counters like
NVN.
Waiting for queries implicitly uses fences and this requires a command
being queued, otherwise the driver will lock waiting until a timeout. To
fix this when there are no commands queued, we explicitly call glFlush.
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Keep track of the queued OpenGL commands that can signal a fence if
waited on. As a side effect, we avoid calls to glFlush when no commands
are queued.
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Implements GL_SAMPLES_PASSED by waiting immediately for queries.
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GUI: Add aspect ratio dropdown
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Available as a drop down within the configure graphics tab.
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nvhost_gpu: implement ChannelSetTimeslice
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402: function name should be Initialize2 (7.0.0+) not SetOperationMode
Follow by: https://switchbrew.org/wiki/LDN_services#IUserLocalCommunicationService
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Set of refactors for Kernel Synchronization and Hardware Constants
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shader/decode: Fix constant buffer offsets
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Some instances were using cbuf34.offset instead of cbuf34.GetOffset().
This returned the an invalid offset. Address those instances and rename
offset to "shifted_offset" to avoid future bugs.
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update hwopus DecodeInterleaved for FW 7.0.0+
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trivial change,
see https://switchbrew.org/wiki/Audio_services#IHardwareOpusDecoder
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GPU: Refactor queries implementation and correct GPU Clock.
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Same behavior, but without the need to explicitly loop through
everything manually.
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Simplifies the overall function and also allows for it to become a
const-qualified member function.
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bcat/backend: Prevent fmt exception in debug log within NullBackend::Clear()
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Aligns the '=' to be consistent with the rest of the logs within this
source file.
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A formatting specifier within Clear wasn't being used, which will cause
fmt to throw an exception. This fixes that.
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We can just use the kernel member variable directly instead of going
through the system to obtain the same thing.
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gl_rasterizer: Implement GL_POINT_SPRITE
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OpenGL core defaults to GL_POINT_SPRITE, meanwhile on OpenGL
compatibility we have to explicitly enable it. This fixes
gl_PointCoord's behaviour.
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maxwell_3d: Fix stencil back mask
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Remove option "Show files with type 'Unknown'"
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hle: services: Use std::shared_ptr instead of copy by value.
- This is a prerequisite to adding a mutex to `ServiceFramework`, which cannot be copied.
- This will be used for threaded services.
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gpu_thread: Use MPSCQueue for GPU commands.
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- Necessary for multiple service threads.
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maxwell_to_gl: Implement R8G8_USCALED
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shader/shift: Implement SHF
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Shifts a pair of registers to the right and returns the low register.
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Shifts a pair of registers to the left and returns the high register.
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hle: services: Fix prepo IPC, and add better error checking.
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gl_rasterizer: Fix instanced draw arrays
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glDrawArrays was being used when the draw had a base instance specified.
This commit removes the draw parameters abstraction and fixes the
mentioned issue.
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- This was holdover from citra.
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Removes bounds checking from "texceptions" instances.
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shader/bfi: Implement register-constant buffer variant
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It's the same as the variant that was implemented, but it takes the
operands from another source.
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shader/arithmetic: Implement FCMP
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Compares the third operand with zero, then selects between the first and
second.
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GUI: Togglable graphics settings buttons in status bar
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yuzu: Implement Vulkan frontend
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Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing
bits on Vulkan initialization.
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This fixes crashes when a Vulkan device fails to initialize.
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Delay buffer destruction some extra frames to avoid destroying buffers
that are still being used from older frames. This happens on Nvidia's
driver with mailbox.
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Previously the UDP backend would never actually get shut down.
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Prevents trivial warnings and ensures interfaces are properly
maintained between the base class.
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std::function is allowed to heap allocate if the size of the captures
associated with each lambda exceed a certain threshold. This prevents
potentially unnecessary reallocations from occurring.
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Gets rid of a trivially avoidable atomic reference count increment and
decrement.
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Future-proofs code if boost is ever updated.
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Amends the constructor initializer list to specify the order of its
elements in the same order that initialization would occur.
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Partially implement Indexed samplers in general and specific code in GLSL
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GUI: Deadzone controls for sdl engine at configuration input
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hid: Fix analog sticks directional states
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core/arm: Remove usage of global GetCurrentThread()
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Now both CPU backends go through their referenced system instance to
obtain the current thread.
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kernel/physical_core: Make use of std::unique_ptr instead of std::shared_ptr
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shared_ptr was used in 2d1984c20c75e03ec79eeb3806b12efa1679b977 due to a
misunderstanding of how the language generates move constructors and
move assignment operators.
If a destructor is user-provided, then the compiler won't generate the
move constructor and move assignment operators by default--they must be
explicitly opted into.
The reason for the compilation errors is due to the fact that the
language will fall back to attempting to use the copy constructor/copy
assignment operators if the respective move constructor or move
assignment operator is unavailable.
Given that we explicitly opt into them now, the the move constructor and
move assignment operators will be generated as expected.
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Nothing from these headers are used within this source file, so we can
remove them.
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This isn't used within the class, so it can be removed to simplify the
overall interface.
While we're in the same area, we can simplify a unique_ptr reset() call.
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System: Refactor CPU Core management and move ARMInterface and Schedulers to Kernel
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This commit instends on better naming the new purpose of this classes.
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This commit moves ARM Interface and Scheduler handling into the kernel.
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system_archive: Fix Korean and Chinese fonts
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Adds the proper OSS font for the Chinese language.
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Fixes Korean fonts when using Open-source system archives.
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shader/memory: Implement LDL.S16, LDS.S16, STL.S16 and STS.S16
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shader/memory: Implement ATOM.ADD
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ATOM operates atomically on global memory. For now only add ATOM.ADD
since that's what was found in commercial games.
This asserts for ATOM.ADD.S32 (handling the others as unimplemented),
although ATOM.ADD.U32 shouldn't be any different.
This change forces us to change the default type on SPIR-V storage
buffers from float to uint. We could also alias the buffers, but it's
simpler for now to just use uint. While we are at it, abstract the code
to avoid repetition.
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texture_cache/surface_base: Fix layered break down
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Layered break downs was passing "layer" as a "depth" parameter. This
commit addresses that.
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gl_texture_cache: Silence implicit sign cast warnings
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gl_shader_decompiler: Remove UNIMPLEMENTED for gl_PointSize
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This was implemented by a previous commit and it's no longer required.
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gl_texture_cache: Properly implement depth/stencil sampling
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This addresses the long standing issue of compatibility vs. core
profiles on OpenGL, properly implementing depth vs. stencil sampling
depending on the texture swizzle.
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- Required for Little Town Hero to boot further.
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yuzu/configuration: create UI tab and move gamelist settings there
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Port citra-emu/citra#5039: "common/logging: don't use regex for path trimming"
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vk_shader_decompiler: Disable default values on unwritten render targets
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Some games like The Legend of Zelda: Breath of the Wild assign
render targets without writing them from the fragment shader. This
generates Vulkan validation errors, so silence these I previously
introduced a commit to set "vec4(0, 0, 0, 1)" for these attachments. The
problem is that this is not what games expect. This commit reverts that
change.
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Shader_IR: Implement TXD Array.
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This commit extends the compilation of TXD to support array samplers on
TXD.
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loader: provide default arguments (zero byte) to NSOs
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Certain newer unity games (Terraria, Pokemon Mystery Dungeon) require
that the argument region be populated. Failure to do so results in
an integer underflow in argument count, and eventually an unmapped
read at 0x800000000. Providing this default fixes this.
Note that the behavior of official software is as yet unverified,
arguments-wise.
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This should hopefully fix compilation errors.
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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>
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service: time: Implement ToPosixTimeWithMyRule.
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- Used by Pokemon Mystery Dungeon.
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gl_shader_cache: Disable fastmath on Nvidia
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Port citra-emu/citra#5037: "CMake: Create thin archives on Linux"
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This significantly reduces unnecessary disk writes and space usage
when building Citra.
libcore.a is now only ~1MB rather than several hundred megabytes.
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GUI: rename and reorder themes
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vk_blit_screen: Initial implementation
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This abstraction takes care of presenting accelerated and
non-accelerated or "framebuffer" images to the Vulkan swapchain.
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- Fixes timestamp in ZLA and Astral Chain saves.
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yuzu_qt: config: Move audio to its own tab.
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- We have some important audio settings, makes them more discoverable.
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vk_shader_decompiler: Implement UAtomicAdd (ATOMS) on SPIR-V
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Also updates sirit to include atomic instructions.
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vk_graphics_pipeline: Set front facing properly
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Front face was being forced to a certain value when cull face is
disabled. Set a default value on initialization and drop the forcefully
set front facing value with culling disabled.
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service: time: Rewrite implementation of glue services.
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vk_rasterizer: Implement Vulkan's rasterizer
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This abstraction is Vulkan's equivalent to OpenGL's rasterizer. It takes
care of joining all parts of the backend and rendering accordingly on
demand.
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* GUI/gamelist: add "None" as an option for second row and remove duplicated row options
* fix clang-format warnings
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gl_shader_decompiler: Fix decompilation of condition codes
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Use Visit instead of reimplementing it. Fixes unimplemented negations
for condition codes.
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This fixes template resolution considering GLboolean an integer instead
of a bool.
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GUI: add few missing hotkeys to main menu
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This allows us to create a fastmem arena within the memory.cpp helpers.
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It is currently a std::vector, however we might want to replace it with a more fancy allocator.
So we can't use the C++ iterators any more.
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gl_state: Implement PROGRAM_POINT_SIZE
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For gl_PointSize to have effect we have to activate
GL_PROGRAM_POINT_SIZE.
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shader/memory: Implement ATOMS.ADD.U32
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The information is duplicated in the brand string and the telemetry field is unused
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gl_texture_cache: Minor fixes and style changes
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format_lookup_table: Fix ZF32_X24S8 component types
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Component types for ZF32_X24S8 were using UNORM. Drivers will set FLOAT,
UINT, UNORM, UNORM; causing a format mismatch. This commit addresses
that.
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vk_texture_cache: Implement generic texture cache on Vulkan
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Co-Authored-By: MysticExile <30736337+MysticExile@users.noreply.github.com>
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It currently ignores PBO linearizations since these should be dropped as
soon as possible on OpenGL.
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maxwell_3d: Make dirty_pointers private
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This isn't used outside of the class itself, so we can make it private
for the time being.
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renderer_opengl/utils: Forward declare private structs
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Nothing from these headers are used, so they can be removed.
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Keeps the definitions hidden and allows changes to the structs without
needing to recompile all users of classes containing said structs.
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control_flow: Silence -Wreorder warning for CFGRebuildState
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Organizes the initializer list in the same order that the variables
would actually be initialized in.
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gl_shader_cache: Remove unused variables
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Given this isn't used, this can be removed entirely.
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Avoids several reallocations of std::vector instances where applicable.
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Eliminates a few unnecessary constructions of std::vectors.
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GUI/configure: resize hotkeys action column to fit content
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shader_ir/memory: Implement u16 and u8 for STG and LDG
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Using the same technique we used for u8 on LDG, implement u16.
In the case of STG, load memory and insert the value we want to set
into it with bitfieldInsert. Then set that value.
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shader_ir/texture: Simplify AOFFI code
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maxwell_to_vk: Implement GL_CLAMP hacking Nvidia's driver
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Nvidia's driver defaults invalid enumerations to GL_CLAMP. Vulkan
doesn't expose GL_CLAMP through its API, but we can hack it on Nvidia's
driver using the internal driver defaults.
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core/kernel: Fix GetTotalPhysicalMemoryUsed.
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module._memory was already moved over to a new shared_ptr.
So code_memory_size was not increased at all.
This lowers the heap space and so saves a bit of memory, usually between 50 to 100 MB.
This fixes a regression of c0a01f3adc466d07fc27020048e82cca60988970
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Comment hardcoded SPIR-V modules.
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This currently only supports quad arrays and u8 indices.
In the future we can remove quad arrays with a table written from the
CPU, but this was used to bootstrap the other passes helpers and it
was left in the code.
The blob code is generated from the "shaders/" directory. Read the
instructions there to know how to generate the SPIR-V.
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vk_pipeline_cache: Initial implementation
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Given a pipeline key, this cache returns a pipeline abstraction (for
graphics or compute).
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This abstractio represents the state of the 3D engine at a given draw.
Instead of changing individual bits of the pipeline how it's done in
APIs like D3D11, OpenGL and NVN; on Vulkan we are forced to put
everything together into a single, immutable object.
It takes advantage of the few dynamic states Vulkan offers.
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This abstraction represents a Vulkan compute pipeline.
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This function allows us to share code between compute and graphics
pipelines compilation.
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service: vi: Implement CloseLayer.
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- Needed for Undertale.
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vk_update_descriptor/vk_renderpass_cache: Add pipeline cache dependencies
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The renderpass cache is used to avoid creating renderpasses on each
draw. The hashed structure is not currently optimized.
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The update descriptor is used to store in flat memory a large chunk of
staging data used to update descriptor sets through templates. It
provides a push interface to easily insert descriptors following the
current pipeline. The order used in the descriptor update template has
to be implicitly followed. We can catch bugs here using validation
layers.
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renderer_vulkan: Buffer cache, stream buffer and memory manager changes
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The stream buffer before this commit once it was full (no more bytes to
write before looping) waiting for all previous operations to finish.
This was a temporary solution and had a noticeable performance penalty
in performance (from what a profiler showed).
To avoid this mark with fences usages of the stream buffer and once it
loops wait for them to be signaled. On average this will never wait.
Each fence knows where its usage finishes, resulting in a non-paged
stream buffer.
On the other side, the buffer cache is reimplemented using the generic
buffer cache. It makes use of the staging buffer pool and the new
stream buffer.
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* Allocate memory in discrete exponentially increasing chunks until the
128 MiB threshold. Allocations larger thant that increase linearly by
256 MiB (depending on the required size). This allows to use small
allocations for small resources.
* Move memory maps to a RAII abstraction. To optimize for debugging
tools (like RenderDoc) users will map/unmap on usage. If this ever
becomes a noticeable overhead (from my profiling it doesn't) we can
transparently move to persistent memory maps without harming the API,
getting optimal performance for both gameplay and debugging.
* Improve messages on exceptional situations.
* Fix typos "requeriments" -> "requirements".
* Small style changes.
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This is intended for a follow up commit to avoid circular dependencies.
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yuzu/bootmanager: Remove {glx,wgl}MakeCurrent on SwapBuffers
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MakeCurrent is a costly (according to Nsight's profiler it takes a tenth
of a millisecond to complete), and we don't have a reason to call it
because:
- Qt no longer signals a warning if it's not called
- yuzu no longer supports macOS
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core/memory + arm/dynarmic: Use a global offset within our arm page table.
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This saves us two x64 instructions per load/store instruction.
TODO: Clean up our memory code. We can use this optimization here as well.
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video_core: Block in WaitFence.
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This function is called rarely and blocks quite often for a long time.
So don't waste power and let the CPU sleep.
This might also increase the performance as the other cores might be allowed to clock higher.
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vk_descriptor_pool: Initial implementation
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
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Create a large descriptor pool where we allocate all our descriptors
from. It has to be wide enough to support any pipeline, hence its large
numbers.
If the descritor pool is filled, we allocate more memory at that moment.
This way we can take advantage of permissive drivers like Nvidia's that
allocate more descriptors than what the spec requires.
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nifm: Only return that there's an internet connection when there's a BCATServer
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This helps games that need internet for other purposes boot as the rest
of our internet infrastructure is incomplete.
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Shader_IR: add the ability to amend code in the shader ir.
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This commit introduces a mechanism by which shader IR code can be
amended and extended. This useful for track algorithms where certain
information can derived from before the track such as indexes to array
samplers.
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NvServices: Correct Ioctl Remap.
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This commit corrects a padding value in Ioctl Remap that was actually an
offset to the mapping address.
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This was carried from Citra and wasn't really used on yuzu. It also adds
some runtime overhead. This commit removes it from yuzu's codebase.
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maxwell_to_gl: Implement missing primitive topologies
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Many of these topologies are exclusively available in OpenGL.
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shader/p2r: Implement P2R Pr
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P2R dumps predicate or condition codes state to a register. This is
useful for unit testing.
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vk_image: Add an image object abstraction
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This object's job is to contain an image and manage its transitions.
Since Nvidia hardware doesn't know what a transition is but Vulkan
requires them anyway, we have to state track image subresources
individually.
To avoid the overhead of tracking each subresource in images with many
subresources (think of cubemap arrays with several mipmaps), this commit
tracks when subresources have diverged. As long as this doesn't happen
we can check the state of the first subresource (that will be shared
with all subresources) and update accordingly.
Image transitions are deferred to the scheduler command buffer.
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vk_staging_buffer_pool: Add a staging pool for temporary operations
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The job of this abstraction is to provide staging buffers for temporary
operations. Think of image uploads or buffer uploads to device memory.
It automatically deletes unused buffers.
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gl_rasterizer: Allow rendering without fragment shader
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Rendering without a fragment shader is usually used in depth-only
passes.
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shader/texture: Implement AOFFI and PTP for TLD4 and TLD4S
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fixed_pipeline_state: Define structure and loaders
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Marks as noexcept Hash, operator== and operator!= for consistency.
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The intention behind this hasheable structure is to describe the state
of fixed function pipeline state that gets compiled to a single graphics
pipeline state object. This is all dynamic state in OpenGL but Vulkan
wants it in an immutable state, even if hardware can edit it freely.
In this commit the structure is defined in an optimized state (it uses
booleans, has paddings and many data entries that can be packed to
single integers). This is intentional as an initial implementation that
is easier to debug, implement and review. It will be optimized in later
stages, or it might change if Vulkan gets more dynamic states.
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gl_rasterizer: Implement RASTERIZE_ENABLE
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RASTERIZE_ENABLE is the opposite of GL_RASTERIZER_DISCARD. Implement it
naturally using this.
NVN games expect rasterize to be enabled by default, reflect that in our
initial GPU state.
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gl_shader_cache: Style changes
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Remove false commentary. Not dividing by 4 the size of shared memory is
not a hack; it describes the number of integers, not bytes.
While we are at it sort the generated code to put preprocessor lines on
the top.
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vk_resource_manager: Catch device losses and other changes
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Notify the programmer when a request to release a fence is invalid
because the fence is already free.
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This allows us to put VKFenceWatch inside a std::vector without storing
it in heap. On move we have to signal the fences where the new protected
resource is, adding some overhead.
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VK_NV_device_diagnostic_checkpoints allows us to push data to a Vulkan
queue and then query it even after a device loss. This allows us to push
the current pipeline object and see what was the call that killed the
device.
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Texture Cache: Add HLE methods for building 3D textures
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This commit adds a series of HLE methods for handling 3D textures in
general. This helps games that generate 3D textures on every frame and
may reduce loading times for certain games.
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vk_shader_decompiler: Misc changes
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When full decompilation was enabled, labels were not being inserted and
instructions were misused. Fix these bugs.
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Avoid changing gl_Position when the NDC used by the game is [0, 1]
(Vulkan's native).
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Some games write from fragment shaders to an unexistant framebuffer
attachment or they don't write to one when it exists in the framebuffer.
Fix this by skipping writes or adding zeroes.
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renderer_vulkan/shader: Add helper GLSL shaders
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These shaders are used to specify code that is not dynamically generated
in the Vulkan backend. Instead of packing it inside the build system,
it's manually built and copied to the C++ file to avoid adding
unnecessary build time dependencies.
quad_array should be dropped in the future since it can be emulated with
a memory pool generated from the CPU.
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vk_shader_decompiler: Use Visit instead of reimplementing it
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ExprCondCode visit implements the generic Visit. Use this instead of
that one.
As an intended side effect this fixes unwritten memory usages in cases
when a negation of a condition code is used.
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shader/memory: Implement LDG.U8 and unaligned U8 loads
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LDG can load single bytes instead of full integers or packs of integers.
These have the advantage of loading bytes that are not aligned to 4
bytes.
To emulate these this commit gets the byte being referenced (by doing
"address & 3" and then using that to extract the byte from the loaded
integer:
result = bitfieldExtract(loaded_integer, (address % 4) * 8, 8)
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shader/conversion: Implement byte selector in I2F
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I2F's byte selector is used to choose what bytes to convert to float.
e.g. if the input is 0xaabbccdd and the selector is ".B3" it will
convert 0xaa. The default (when it's not shown in nvdisasm) is ".B0", in
that example the default would convert 0xdd to float.
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shader/texture: Properly shrink unused entries in size mismatches
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When a image format mismatches we were inserting zeroes to the texture
itself. This was not handling cases were the mismatch uses less
coordinates than the guest shader code. Address that by resizing the
vector.
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gl_shader_decompiler: Add missing DeclareImages
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shader_bytecode: Fix TLD4S encoding
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vk_scheduler: Delegate commands to a worker thread and state track
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Introduce a worker thread approach for delegating Vulkan work derived
from dxvk's approach. https://github.com/doitsujin/dxvk
Now that the scheduler is what handles all Vulkan work related to
command streaming, store state tracking in itself. This way we can know
when to reupload Vulkan dynamic state to the queue (since this one is
invalidated between command buffers unlike NVN). We can also store the
renderpass state and graphics pipeline bound to avoid redundant binds
and renderpass begins/ends.
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common: SPSCQueue: Notify after incrementing queue size.
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renderer_opengl: Miscellaneous clean ups
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Corrections and fixes to TLD4S & bindless samplers failing
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maxwell_to_vk: Use VK_EXT_index_type_uint8 and misc changes
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A1B5G5R5 uses A1R5G5B5. This is flipped with image view swizzles;
flushing is still not properly implemented on Vulkan for this particular
format.
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Add an extra argument to query device capabilities in the future. The
intention behind this is to use native quads, quad strips, line loops
and polygons if these are released for Vulkan.
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The OpenGL spec defines GL_CLAMP's formula similarly to CLAMP_TO_EDGE
and CLAMP_TO_BORDER depending on the filter mode used. It doesn't
exactly behave like this, but it's the closest we can get with what
Vulkan offers without emulating it by injecting shader code.
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gl_device: Enable compute shaders for Intel Mesa drivers
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Previously we naively checked for "Intel" in GL_VENDOR, but this
includes both Intel's proprietary driver and the mesa driver. Re-enable
compute shaders for mesa.
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gl_shader_cache: Add missing new-line on emitted GLSL
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Add missing new-line. This caused shaders using local memory and shared
memory to inject a preprocessor GLSL line after an expression (resulting
in invalid code).
It looked like this:
shared uint smem[8];#define LOCAL_MEMORY_SIZE 16
It should look like this (addressed by this commit):
shared uint smem[8];
\#define LOCAL_MEMORY_SIZE 16
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kernel/svc: Amend function signature of SignalProcessWideKey
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This function doesn't actually return a result code, so we can amend the
signature of it to match.
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Added missing include
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This commit ensures the OGL backend does not execute tesselation shader
stages as they are currently unimplemented.
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shader: Implement MEMBAR.GL
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Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
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* Kernel: Correct behavior of Address Arbiter threads.
This corrects arbitration threads to behave just like in Horizon OS.
They are added into a container and released according to what priority
they had when added. Horizon OS does not reorder them if their priority
changes.
* Kernel: Address Feedback.
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kernel/svc: Provide implementations for svcDumpInfo/svcDumpInfoNew
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These are fairly trivial to implement, we can just do nothing. This also
provides a spot for us to potentially dump out any relevant info in the
future (e.g. for debugging purposes with homebrew, etc).
While we're at it, we can also correct the names of both of these
supervisor calls.
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This commit finishes adding depth mode that was reverted before due to
other unresolved issues.
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Update Sirit and its usage in vk_shader_decompiler. Highlights:
- Implement tessellation shaders
- Implement geometry shaders
- Implement some missing features
- Use native half float instructions when available.
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- Setup more features and requirements.
- Improve logging for missing features.
- Collect telemetry parameters.
- Add queries for more image formats.
- Query push constants limits.
- Optionally enable some extensions.
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maxwell_3d: Add tessellation state entries
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vk_swapchain: Add support for swapping sRGB
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We don't know until the game is running if it's using an sRGB color
space or not. Add support for hot-swapping swapchain surface formats.
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Over the course of the changes to the kernel code, a few includes are no
longer necessary, particularly with the change over to std::shared_ptr
from Boost's intrusive_ptr.
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CpuCore: Clear exclusive state after doing a run in dynarmic.
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This commit corrects an error in which a Core could remain with an
exclusive state after running, leaving space for possible race
conditions between changing cores.
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Implement FLO & TXD Instructions on GPU Shaders
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We only have OpenGL as an option for now. Hardcode the entry.
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Texture_Cache: Redo invalid Surfaces handling.
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This commit aims to redo the full setup of invalid textures and
guarantee correct behavior across backends in the case of finding one by
using black dummy textures that match the target of the expected
texture.
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kernel: Implement a more accurate IPC dispatch.
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gl_framebuffer_cache: Optimize framebuffer cache management
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Pack color attachment enumerations into a single u32. To determine the
number of buffers, the highest color attachment with a shared pointer
that doesn't point to null is used.
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Some texture views were being created out of bounds (with more layers or
mipmaps than what the original texture has). This is because of a
miscalculation in mipmap bounding. end_layer and end_mipmap are out of
bounds (e.g. layer 6 in a cubemap), there's no need to add one more
there.
Fixes OpenGL errors and Vulkan crashes on Splatoon 2.
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core/memory: Deglobalize memory management code
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Now that literally every other API function is converted over to the
Memory class, we can just move the file-local page table into the Memory
implementation class, finally getting rid of global state within the
memory code.
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Now that everything else is migrated over, this is essentially just code
relocation and conversion of a global accessor to the class member
variable.
All that remains is to migrate over the page table.
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The Write functions are used slightly less than the Read functions,
which make these a bit nicer to move over.
The only adjustments we really need to make here are to Dynarmic's
exclusive monitor instance. We need to keep a reference to the currently
active memory instance to perform exclusive read/write operations.
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With all of the trivial parts of the memory interface moved over, we can
get right into moving over the bits that are used.
Note that this does require the use of GetInstance from the global
system instance to be used within hle_ipc.cpp and the gdbstub. This is
fine for the time being, as they both already rely on the global system
instance in other functions. These will be removed in a change directed
at both of these respectively.
For now, it's sufficient, as it still accomplishes the goal of
de-globalizing the memory code.
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These currently aren't used anywhere in the codebase, so these are very
trivial to move over to the Memory class.
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This is only used within the accelerated rasterizer in two places, so
this is also a very trivial migration.
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This only had one usage spot, so this is fairly straightforward to
convert over.
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With all of the interfaces ready for migration, it's trivial to migrate
over GetPointer().
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Amends a few interfaces to be able to handle the migration over to the
new Memory class by passing the class by reference as a function
parameter where necessary.
Notably, within the filesystem services, this eliminates two ReadBlock()
calls by using the helper functions of HLERequestContext to do that for
us.
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These will eventually be migrated into the main Memory class, but for
now, we put them in an anonymous namespace, so that the other functions
that use them, can be migrated over separately.
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A fairly straightforward migration. These member functions can just be
mostly moved verbatim with minor changes. We already have the necessary
plumbing in places that they're used.
IsKernelVirtualAddress() can remain a non-member function, since it
doesn't rely on class state in any form.
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Migrates all of the direct mapping facilities over to the new memory
class. In the process, this also obsoletes the need for memory_setup.h,
so we can remove it entirely from the project.
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Currently, the main memory management code is one of the remaining
places where we have global state. The next series of changes will aim
to rectify this.
This change simply introduces the main skeleton of the class that will
contain all the necessary state.
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filesys/romfs: Make ProcessFile and ProcessDirectory internally linked
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These inclusions aren't used at all within the public interface, so they
can be removed.
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These functions aren't used outside of this file, so we can place them
within an anonymous namespace.
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* Adds check for disabled cheats to prevent them from being added to the CheatList
* Address feedback
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file_sys/directory: Make EntryType an enum class
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This can trivially be an enum class rather than a regular enum, making
it more strongly typed.
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video_core/gpu_thread: Tidy up SwapBuffers()
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We can just use std::nullopt and std::make_optional to make this a
little bit less noisy.
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Tidies it up a little bit visually.
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Silences a compiler warning.
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gl_device: Deduce indexing bug from device instead of heuristic
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The heuristic to detect AMD's driver was not working properly since it
also included Intel. Instead of using heuristics to detect it, compare
the GL_VENDOR string.
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* core_timing: Use better reference tracking for EventType.
- Moves ownership of the event to the caller, ensuring we don't fire events for destroyed objects.
- Removes need for unique names - we won't be using this for save states anyways.
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gl_shader_decompiler: Fix casts from fp32 to fp16
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Casts from f32 to f16 zeroes the higher half of the target register.
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- Fixes shutdown crash and crash in Pokemon SwSh.
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gl_texture_cache: Apply sRGB on blits
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glBlitFramebuffer keeps in mind GL_FRAMEBUFFER_SRGB's state. Enable this
depending on the target surface pixel format.
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service: Update function tables
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Keeps the function tables up to date.
Updated based off information from Switchbrew.
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gpu_thread: Don't spin wait if there are no GPU commands.
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* kernel: Replace usage of boost::intrusive_ptr with std::shared_ptr for kernel objects.
- See https://github.com/citra-emu/citra/pull/4710 for details.
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gl_shader_cache: Miscellaneous changes to shaders
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SSBOs and other resources are limited per pipeline on Intel and AMD.
Heuristically reserve resources per stage having in mind the reported
OpenGL limits.
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glBindTextureUnit doesn't support null textures. Skip binding these.
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Intel's proprietary driver enters in a corrupt state when compute
shaders are executed. For now, disable these.
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The current shared memory size seems to be smaller than what the game
actually uses. This makes Nvidia's driver consistently blow up; in the
case of FE3H it made it explode on Qt's SwapBuffers while SDL2 worked
just fine. For now keep this hack since it's still progress over the
previous hardcoded shared memory size.
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Stage and compute shaders were using a different binding counter.
Normalize these.
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Images were not being bound to draw invocations because these would
require a cache invalidation.
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Local memory size in compute shaders was stubbed with an arbitary size.
This commit specializes local memory size from guest GPU parameters.
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Shared memory was being declared with an undefined size. Specialize from
guest GPU parameters the compute shader's shared memory size.
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Drop the usage of ARB_compute_variable_group_size and specialize compute
shaders instead. This permits compute to run on AMD and Intel
proprietary drivers.
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Some games like "Fire Emblem: Three Houses" bind 2D textures to offsets
used by instructions of 1D textures. To handle the discrepancy this
commit uses the the texture type from the binding and modifies the
emitted code IR to build a valid backend expression.
E.g.: Bound texture is 2D and instruction is 1D, the emitted IR samples
a 2D texture in the coordinate ivec2(X, 0).
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Instead of specializing shaders to separate texture buffers from 1D
textures, use the locker to deduce them while they are being decoded.
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maxwell_3d: Fix stencil_back_func_mask offset
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stencil_back_func_mask and stencil_back_mask were misplaced. This commit
addresses that issue.
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svc: GetSystemTick should return cntpct_el0, not core ticks.
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Port citra-emu/citra#4964: "Unfold UNREACHABLE implementation for dumb compilers"
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We relies on UNREACHABLE's noreturn attribute to eliminate parent's "no return value" warning. However, this was wrapped in a `if(!false)` block, which compilers may not unfold to recognize the noreturn nature.
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buffer_cache: Remove brace initialized for objects with default constructor
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Kernel: Correct behavior of Condition Variables to be more similar to real hardware.
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When the target is 0, all threads must be processed.
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This commit ensures cond var threads act exactly as they do in the real
console. The original implementation uses an RBTree and the behavior of
cond var threads is that at the same priority level they act like a
FIFO.
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gl_shader_gen: Apply default value to gl_Position
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Nvidia has sane default output values for varyings, but the other
vendors don't apply these. To properly emulate this we would have to
analyze the shader header. For the time being, apply the same default
Nvidia applies so we get the same behaviour on non-Nvidia drivers.
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Kernel: Correct Cancel Synchronization.
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This commit corrects the behavior of cancel synchronization when the
thread is running/ready and ensures the next wait is cancelled as it's
suppose to.
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Port citra-emu/citra#4953: "citra_qt/main.ui: remove unused actions "Load Symbol Map..." and "Select Game Directory...""
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..."Select Game Directory..."
Co-authored-by: vvanelslande <vvanelslandedev@gmail.com>
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service/am: Remove unnecessary Skip calls
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We can simplify these by wrapping the necessary members in structs and
then simply reading out the whole struct.
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am: Stub QueryApplicationPlayStatistics
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Maintains implementation parity between QueryApplicationPlayStatistics
and QueryApplicationPlayStatisticsByUid.
These function the same behaviorally underneath the hood, with the only
difference being that one allows specifying a UID.
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While DEPBAR is stubbed it doesn't change anything from our end. Shading
languages handle what this instruction does implicitly. We are not
getting anything out fo this log except noise.
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texture_cache: Use a flat table instead of switch for texture format lookups
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format_lookup_table: Drop bitfields
format_lookup_table: Use std::array for definition table
format_lookup_table: Include <limits> instead of <numeric>
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Use a large flat array to look up texture formats. This allows us to
properly implement formats with different component types. It should
also be faster.
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Abstracted ComponentType was not being used in a meaningful way.
This commit drops its usage.
There is one place where it was being used to test compatibility between
two cached surfaces, but this one is implied in the pixel format.
Removing the component type test doesn't change the behaviour.
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gl_rasterizer: Emulate viewport flipping with ARB_clip_control
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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.
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Emulates negative y viewports with ARB_clip_control. This allows us to
more easily emulated pipelines with tessellation and/or geometry shader
stages. It also avoids corrupting games with transform feedbacks and
negative viewports (gl_Position.y was being modified).
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core: Make most implicit type conversion warnings errors on MSVC
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Since the introduction of this library, numerous improvements have been
made. Notably, many of the warnings we would get by simply including the
library header have now been fixed. This makes it much easier to make
conversion warning an error.
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These are fairly trivial to resolve and most of the changes entail
using RESULT_UNKNOWN over ResultCode(-1).
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We simply need to turn the literal argument to std::accumulate into a
double, rather than an int.
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Uncovered a bug within Thread's SetCoreAndAffinityMask() where an
unsigned variable (ideal_core) was being compared against "< 0", which
would always be a false condition.
We can also get rid of an unused function (GetNextProcessorId) which contained a sign
mismatch warning.
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Resolves a few trivial sign conversion/mismatch errors.
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Will be used to reduce the overall duplication of the same magic value
all over the codebase in following changes.
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The constructor was implicitly using signed->unsigned conversions to
produce 0xFFFFFFFF. We can just specify this explicitly with UINT32_MAX.
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While we're at it, this also resolves a type truncation warning as well,
given the code was truncating from a 64-bit value to a 32-bit one.
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Quite frequently there have been cases where code has been merged into
the core that produces warning. In order to prevent this from occurring,
we can make the compiler flag these cases and allow our CI to flag down
any code that would generate these warnings.
This is beneficial given silent conversions from signed/unsigned can
result in logic bugs. This forces one writing changes to be explicit
about when signedness conversions are desirable, rather than leaving it
up to readers' interpretation.
Currently the codebase isn't in a state where it will build successfully
with this change applied, but this will be addressed in subsequent
follow-up changes. This set of changes will focus on making it build
properly with these changes for MSVC as a starting point for basic
coverage.
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common_funcs: Remove semicolons from INSERT_PADDING_* macros
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Makes code that uses the macros consistent by requiring the lines to be
terminated with a semicolon.
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Implement stub for IApplicationFunctions::QueryApplicationPlayStatisticsByUid
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core: Migrate off deprecated mbedtls functions
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These functions are marked for deprecation and it's recommended that the
*_ret variants be used instead.
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key_manager: Make use of IOFile in WriteKeyToFile()
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This properly handles unicode-based paths on Windows, while opening a
raw stream doesn't out-of-the-box.
Prevents file creation from potentially failing on Windows PCs that make
use of unicode characters in their save paths (e.g. writing to a user's
AppData folder, where the user has a name with non-ASCII characters).
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shader: Implement FSWZADD and reimplement SHFL
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Silence GLSL compilation warnings.
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common/hash: Remove unused HashableStruct
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This is unused, so it can be removed. There's better ways of ensuring
zeroed out padding bits, like using zero-initialization, anyhow.
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xts_archive: Remove redundant std::string constructor
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We can just call the .data() member of path instead of constructing a
completely new string.
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common_funcs: silence sign-conversion warnings in MakeMagic()
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We can trivially resolve these by casting the characters to unsigned
values and then shifting the bits.
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video_core: Treat implicit conversions as errors
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Enable sign conversion warnings but don't treat them as errors.
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yuzu: configure_web: Use Base64 encoded token
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gl_shader_cache: Fix locker constructors
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Properly pass engine when a shader is being constructed from memory.
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GLSLDecompiler: Correct Texture Gather Offset.
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This commit corrects the argument ordering in textureGatherOffset.
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shader/control_flow: Abstract repeated code chunks in BRX tracking
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Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
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Remove copied and pasted for cycles into a common templated function.
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These containers have a default constructor.
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`boost::make_iterator_range` is available when `boost/range/iterator_range.hpp` is included.
Also include `boost/icl/interval_map.hpp` and `boost/icl/interval_set.hpp`.
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shader_ir: Reduce severity of warnings
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These warnings don't offer meaningful information while decoding
shaders. Remove them.
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gl_rasterizer: Upload constant buffers with glNamedBufferSubData
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Global memory is still using the stream buffer when it shouldn't. As a
temporary fix re-enable the stream buffer on compute.
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Nvidia's OpenGL driver maps gl(Named)BufferSubData with some requirements
to a fast. This path has an extra memcpy but updates the buffer without
orphaning or waiting for previous calls. It can be seen as a better
model for "push constants" that can upload a whole UBO instead of 256
bytes.
This path has some requirements established here:
http://on-demand.gputechconf.com/gtc/2014/presentations/S4379-opengl-44-scene-rendering-techniques.pdf#page=24
Instead of using the stream buffer, this commits moves constant buffers
uploads to calls of glNamedBufferSubData and from my testing it brings a
performance improvement. This is disabled when the vendor is not Nvidia
since it brings performance regressions.
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ci: Populate build repository from Azure environment
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kernel: Improve events
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- This does not actually seem to exist in the real kernel - games reset these automatically.
# Conflicts:
# src/core/hle/service/am/applets/applets.cpp
# src/core/hle/service/filesystem/fsp_srv.cpp
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shader/node: Unpack bindless texture encoding
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Bindless textures were using u64 to pack the buffer and offset from
where they come from. Drop this in favor of separated entries in the
struct.
Remove the usage of std::set in favor of std::list (it's not std::vector
to avoid reference invalidations) for samplers and images.
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hid: Stub SetNpadJoyAssignmentModeSingle and GetNpadHandheldActivationMode
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Fermi2D: limit blit area to only available area
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Normaly OpenGL does not care if the areas exceed the texture regions but
other backends such as Vulkan do care about the limits of this areas.
This PR crops the areas of the blit in order that they don't surpass the
limits of the textures. This should help Vulkan and faulty OpenGL
drivers
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- Zero initialization here is useful for determinism.
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core/am: Stub InitializeApplicationCopyrightFrameBuffer, SetApplicationCopyrightImage and SetApplicationCopyrightVisibility
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These commands require Screenshots to be implemented anyway, so they are safe to stub for now.
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See bunneis comment here https://github.com/citra-emu/citra/pull/4629#discussion_r258533167.
They were supposed to be removed by him, but he missed them.
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Co-Authored-By: Valentin Vanelslande <vvanelslandedev@gmail.com>
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Originally on the last commit I thought TLD4 acted the same as TLD4S and
didn't have a mask. It actually does have a component mask. This commit
corrects that.
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shader_ir: Fix TLD4 and add bindless variant
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This commit fixes an issue where not all 4 results of tld4 were being
written, the color component was defaulted to red, among other things.
It also implements the bindless variant.
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kernel/scheduler: Minor changes
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This is only compared against, so it can be made const.
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Reduces the overall amount of code.
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Adjusts the formatting of a few of the comments an ensures they get
recognized as proper Doxygen comments.
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gl_state: Miscellaneous clean up
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
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This requires removing constness from some methods, but for consistency
it's removed in all methods.
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OpenGL has defaults values we can trust. Remove these.
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rasterizer_accelerated: Add intermediary for GPU rasterizers
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Add an intermediary class that implements common functions across GPU
accelerated rasterizers. This avoids code repetition on different
backends.
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savedata_factory: Automatically create certain savedata
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After further hardware investigation, it appears that some games, perhaps those more lazily coded, will not call EnsureSaveData, meaning that they expect the normal (current) save to be automatically made. Additionally, some games do not create a cache or temporary save before use.
In these 3 specific instances, the save is created automatically for the game if it doesn't exist.
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maxwell_3d: Remove unused entries
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video_core: Implement texture format E5B9G9R9_SHAREDEXP.
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This commit implements the E5B9G9R9 Texture format into the general
system and OpenGL backend.
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Kernel: Implement a New Thread Scheduler V2
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In case of redundant yields, the scheduler will now idle the core for
it's timeslice, in order to avoid continuously yielding the same thing
over and over.
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maxwell_3d: Silence implicit conversion warnings
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While we are at it, unify types for dirty reg pointers.
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Implement Fast BRX, fix TXQ and addapt the Shader Cache for it
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shader_ir: Use std::array with std::pair instead of std::unordered_map
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Given the overall size of the maps are very small, we can use arrays of
pairs here instead of always heap allocating a new map every time the
functions are called. Given the small size of the maps, the difference
in container lookups are negligible, especially given the entries are
already sorted.
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Shader_Ir: Fix TLD4S from using a component mask.
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TLD4S always outputs 4 values, the previous code checked a component
mask and omitted those values that weren't part of it. This commit
corrects that and makes sure all 4 values are set.
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shader_bytecode: Make Matcher constexpr capable
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Greatly shrinks the amount of generated code for GetDecodeTable().
Collapses an assembly output of 9000+ lines down to ~3621 with Clang,
and 6513 down to ~2616 with GCC, given it's now allowed to construct all
the entries as a sequence of constant data.
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|/ / / / / / /
| | | | | | |
| | | | | | |
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Silences a few -Wshadow warnings.
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|\ \ \ \ \ \ \
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hid/npad: Minor cleanup
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We should be setting the connection state to true, otherwise we aren't
actually making the controllers connected like the function name
indicates.
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While not an issue, it does prevent fallthrough from occurring if
anything is ever added after this case (unlikely to occur, but this
turns a trivial "should not cause issues" into a definite "won't cause
issues).
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Performs the same behavior, but is built into the core language itself.
No functional change.
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The const qualified variant can also be called in non-const contexts, so
we can remove the non-const variant to eliminate a bit of code
duplication.
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| | | | | | | | |
Clearly separate these from the variable declarations to make them more
visible.
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|\ \ \ \ \ \ \ \
| | | | | | | | |
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shader_ir/memory: Ignore global memory when tracking fails
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Ignore global memory operations instead of invoking undefined behaviour
when constant buffer tracking fails and we are blasting through asserts,
ignore the operation.
In the case of LDG this means filling the destination registers with
zeroes; for STG this means ignore the instruction as a whole.
The default behaviour is still to abort execution on failure.
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| |_|_|/ / / / /
|/| | | | | | | |
gl_shader_decompiler/vk_shader_decompiler: Resolve implicit fallthrough cases
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This would previously result in NeverExecute and UnusedIndex being
treated as regular predicates.
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This would previously result in NeverExecute and UnusedIndex being
treated as regular predicates.
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|/| | | | | | |
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|\ \ \ \ \ \ \
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video_core/shader/ast: Minor changes to ASTPrinter
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These can also trivially be made const member functions, with the
addition of a few consts.
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Given all visiting functions never modify the nodes, we can trivially
make this a const member function.
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This member already has an accessor, so there's no need for it to be
public.
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The returned string is simply a substring of our constexpr tabs
string_view, so we can just use a string_view here as well, since the
original string_view is guaranteed to always exist.
Now the function is fully non-allocating.
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It's never used outside of this class, so we can narrow its scope down.
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This can be confusing, given "ident" is generally used as a shorthand
for "identifier".
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| | |/ / / / /
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| | | | | | |
| | | | | | | |
Makes a few strings nicer to read and also eliminates a bit of string
churn with operator+.
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vk_shader_decompiler: Mark operator() function parameters as const references
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| |/ / / / / /
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| | | | | | |
| | | | | | |
| | | | | | | |
These parameters aren't actually modified in any way, so they can be
made const references.
|
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| | | | | | | |
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dmnt_cheat_vm: Correct register Restore and ClearRegs behavior
|
| |/ / / / / /
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| | | | | | |
| | | | | | |
| | | | | | | |
Previously these were performing the same behavior as the Save and
ClearSaved opcode types.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
Implement a series of ASTC formats and R4G4B4A4 format
|
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|\ \ \ \ \ \ \ \
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video_core/macro_interpreter: Make definitions of most private enums/unions hidden
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| | | | | | | |
| | | | | | | | |
This allows the implementation of these types to change without
requiring a rebuild of everything that includes the macro interpreter
header.
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
service/apm/controller: Minor interface changes
|
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| | | | | | | | |
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| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
While a map is an OK way to do lookups (and usually recommended in most
cases), this is a map that lives for the entire duration of the program
and only deallocates its contents when the program terminates.
Given the total size of the map is quite small, we can simply use a
std::array of pairs and utilize std::find_if to perform the same
behavior without loss of performance.
This eliminates a static constructor and places the data into the
read-only segment.
While we're at it, we can also handle malformed inputs instead of
directly dereferencing the resulting iterator.
|
| | |_|/ / / / /
| |/| | | | | |
| | | | | | | |
| | | | | | | | |
This doesn't modify instance state, so it can be made const qualified.
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Amends the initializer lists to be ordered in the same manner that
they're declared within the class.
|
|/ / / / / / /
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Amends the initializer lists to be ordered in the same manner that
they're declared within the class.
|
|\ \ \ \ \ \ \
| |_|_|_|/ / /
|/| | | | | | |
maxwell_3d: Silence truncation warnings
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
This can be trivially fixed by making the input size a size_t.
CFGRebuildState's constructor parameter is already a std::size_t, so
this just makes the size type fully conform with it.
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
A trivial warning caused by not using size_t as the argument types
instead of u32.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
video_core/texture_cache: Amend Doxygen references
|
| | |_|/ / /
| |/| | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Amends the doxygen comments so that they properly resolve. While we're
at it, we can correct some typos and fix up some of the comments'
formatting in order to make them slightly nicer to read.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
texture_cache: Avoid unnecessary surface copies within PickStrategy() and TryReconstructSurface()
|
| | |/ / / /
| |/| | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
We can take these by const reference and avoid making unnecessary
copies, preventing some atomic reference count increments and
decrements.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
General fixes to Async GPU
|
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| | | | | | | |
Events are supposed to be cleared on quering. This fixes that issue.
|
| | | | | | |
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| | | | | | |
| | | | | | |
| | | | | | | |
This has been hardware tested and it seems that NVFlinger will still
signal even if there are no buffers to present.
|
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| | | | | | |
| | | | | | |
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| | | | | | |
| | | | | | | |
This commit uses guest fences on vSync event instead of an articial fake
fence we had.
It also corrects to keep signaling display events while loading the game
as the OS is suppose to send buffers to vSync during that time.
|
| | | | | | | |
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
video_core/surface: Add missing break in PixelFormatFromTextureFormat()
|
| | |/ / / / /
| |/| | | | |
| | | | | | |
| | | | | | | |
Prevents fallthrough into the following case.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
gl_shader_decompiler: Minor cleanup-related changes
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
This is only ever used to read, but not write, the resulting string, so
we can enforce this by making it a const member function.
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
This allows the function to be completely non-allocating for inputs of
all sizes (i.e. there's no heap cost for an input to convert to a
std::string_view).
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
This is only ever used within this function, so we can narrow it's scope
down.
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
These member functions don't actually modify the input parameter, so we
can make this explicit with the use of const.
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Avoids an unnecessary atomic reference count increment and decrement.
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
This only ever queries if the type exists within the variant, but
doesn't actually do anything with the return value. We can just use
std::holds_alternative for this use case.
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Allows usages of the constructor to avoid an unnecessary copy.
|
| |/ / / / / /
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
MetaImage contains a std::vector, so copying here could result in
unnecessary reallocations. Given the operation lives throughout the
entire scope, this is safe to do.
|
|\ \ \ \ \ \ \
| |/ / / / / /
|/| | | | | | |
{bcat, gpu, nvflinger}: Remove trivial usages of the global system accessor
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
We can just make use of the reference member variable instead of
accessing the global system instance.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Removes all uses of the global system accessor within the BCAT
interface.
|
| | | | | | | |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Makes it explicit that the header is intended for iterator-based
algorithms that can ideally operate on any type.
|
| |_|/ / / /
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| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Makes the header more general for other potential algorithms in the
future. While we're at it, include a missing <functional> include to
satisfy the use of std::less.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
Core Timing: Rework Core Timing to run all cores evenly.
|
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|
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|
| | |_|/ / /
| |/| | | | |
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
pl_u: Move open source font archives and fix NAND error
|
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|
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|
| | |/ / / /
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|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
yuzu/configure_input_player: Fix input handling for ZL and ZR from controllers with analog triggers
|
| | | | | | | |
|
| |/ / / / / |
|
|\ \ \ \ \ \
| |/ / / / /
|/| | | | | |
file_sys: Add code to access raw gamecard partitions and lazily load them
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
Port citra-emu/citra#4930: "Pause when in background"
|
| | |_|_|_|/
| |/| | | |
| | | | | |
| | | | | | |
Co-Authored-By: Vitor K <vitor-k@users.noreply.github.com>
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
maxwell_3d: Add dirty flags for depth bounds values
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
This is useful in Vulkan where we want to update depth bounds without
caring if it's enabled or disabled through vkCmdSetDepthBounds.
|
|\ \ \ \ \ \ \
| |_|_|_|/ / /
|/| | | | | | |
gl_rasterizer: Fix polygon offset units
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
For some reason hardware divides polygon offset units by two. This is
visible since drivers multiply the application requested polygon offset
by two.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
Services::ES fix casting warnings
|
| | | | | | | |
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
lm: Rewrite logger to use core reporting services
|
| | | | | | | | |
|
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Allows saving and clearer output of data.
|
| | | | | | | | |
|
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Allows centralized control over logging mechanisms.
|
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Takes the vector from head to tail of log data and saves it.
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
shader/half_set_predicate: Fix HSETP2 for constant buffers
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
HSETP2 when used with a constant buffer parses the second operand type
as F32. This is not configurable.
|
| | | | | | | | | |
|
| |_|_|_|_|_|_|/
|/| | | | | | |
| | | | | | | |
| | | | | | | | |
Makes use of the already existing DeactivateController function.
|
|\ \ \ \ \ \ \ \
| |/ / / / / / /
|/| | | | | | | |
core: Remove Core::CurrentProcess()
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
This isn't used anywhere in either the cpp or header file.
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
This only encourages the use of the global system instance (which will
be phased out long-term). Instead, we use the direct system function
call directly to remove the appealing but discouraged short-hand.
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Migrates the HLE service code off the use of directly accessing the
global system instance where trivially able to do so.
This removes all usages of Core::CurrentProcess from the service code,
only 8 occurrences of this function exist elsewhere. There's still quite
a bit of "System::GetInstance()" being used, however this was able to
replace a few instances.
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
bcat: Silence various warnings
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
We need to perform explicit casts here, otherwise we're implicitly
truncating a 64-bit type to a 32-bit one.
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Without this, the std::move within the constructor initializer list
won't be able to actually perform a move.
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Allows us to remove a constructor initializer list.
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Given the string is appended to another, we can make it a view so a
redundant full copy of the string isn't made.
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
This member function doesn't modify internal member state, so it can be
marked const.
|
| |/ / / / / / /
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
On parse errors, we can log out the explanatory string indicating what
the parsing error was, rather than just ignoring the variable and
returning an overly broad error code.
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
alignment: Resolve allocator construction issues on debug
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
This was related to the source allocator being passed into the
constructor potentially having a different type than allocator being
constructed.
We simply need to provide a constructor to handle this case.
This resolves issues related to the allocator causing debug builds on
MSVC to fail.
|
| |/ / / / / / /
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Allows containers and other data structures to consider optimizations
based off of them. We satisfy all of these requirements anyways.
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
gl_shader_disk_cache: Properly ignore existing cache
|
| |/ / / / / / /
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Previously old entries where appended to the file even if the shader
cache was ignored at boot. Address that issue.
|
|/ / / / / / / |
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
Silence miscellaneous warnings
|
| | | | | | | | |
|
| | | | | | | | |
|
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|
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|
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|
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|
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|
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|
| | |_|_|_|_|/
| |/| | | | | |
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
ci: Add custom titlebars for mainline and patreon
|
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These can inhibit the ability of a compiler to perform RVO.
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Allows the function to be non-allocating in terms of the output string.
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Same behavior, but without the need to heap allocate
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This is behaviorally equivalent and also fixes a bug where some members
weren't being moved over.
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Keeps them alphabetically sorted for readability.
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Provides logical symmetry to the interface.
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Avoids unnecessary atomic reference count increments and decrements.
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Provides const equivalents of data accessors for use within const
contexts.
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Shader_IR: Implement a full control flow decompiler for the shader IR.
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This fixes linux and mingw builds.
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Port citra-emu/citra#4950: "Add FPS to SDL title bar"
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Also fix a small issue with incorrect shutdown ordering in SDL.
Previously the system would still be running so the telemetry task
didn't launch and detached_tasks would assert(count == 0)
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[crypto] Use IsAllZeroArray helper function
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Port citra-emu/citra#4004: "qt_themes: add two colorful themes"
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These two colorful themes are based on the Default and Dark themes, and contain icons that are colored rather than black and white. These icons come from icons8.com and they have been slightly revised by me. I'm pretty sure I was licensed to use them for Citra.
Co-Authored-By: Pengfei Zhu <zhupengfei321@sina.cn>
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bcat: Implement BCAT service and connect to yuzu Boxcat server
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Ports BCAT to use FSC interface
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Huge thanks to lioncash for re-ing this for me.
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Returns the data that should be returned by PopLaunchParameter kind=ApplicationSpecific.
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Previously we were simply returning the account-preselect structure all times but if passed with a different mode the game expects application-specific data. This also adds a hook for BCAT into this allowing us to send the launch parameter through bcat,
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Also displays current events if boxcat is selected.
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Takes a title ID and simply deletes all the data for that title ID's bcat. Invokes the respective backend command.
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Takes a title ID and passphrase (0x40 byte string) and passes it to the backend.
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Variant also supports only updating a single directory. These just both invoke backend commands.
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Used to query completion status and events for the current delivery task.
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Used to read the contents of files and access their metadata.
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Used to list and get directories at the root level.
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Used to create subclasses to manage files and directories and to list directories.
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Used to access contents of download.
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Downloads content from yuzu servers and unpacks it into the temporary directory provided. Fully supports all Backend features except passphrase.
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Provides the most abstract simplified functions of BCAT as functions. Also includes a NullBackend class which is just a no-op.
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Allows other services to call applets without using LLE.
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Signal styleset changes at a better time
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We should signal when a net controller is added and our event should be manual, not automatic.
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arm_dynarmic: Check if jit is nullptr when preparing reschedule
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Prevents crash with multiprocess loading.
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shader/image: Implement SULD and fix SUATOM
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In the process remove implementation of SUATOM.MIN and SUATOM.MAX as
these require a distinction between U32 and S32. These have to be
implemented with imageCompSwap loop.
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* Implement SULD as float.
* Remove conditional declaration of GL_ARB_shader_viewport_layer_array.
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am: Implement exit locking and self exit commands
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Closes the current application.
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Tested against libnx, signals to games to begin cleanup.
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Used to determine if yuzu should confirm before pausing or stopping a game.
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Add missing include
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AcquireNpadStyleSetUpdateEventHandle should have a separate event for each controller type
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Added frame_count for REV5 audio renderer
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Added framecount
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service/acc: Lower log severity from INFO to DEBUG
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According to ogniK, this should have always been Debug and not Info.
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Initial implementation of Ioctl2 & Ioctl3
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Purpose of Ioctl2 and Ioctl3 is to prevent the passing of raw pointers through ioctls
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Remove usage of System::CurrentInterface() from most services
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Implement a MME Draw commands Inliner and correct host instance drawing
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video_core: Implement RGBX16F and lower Surface Copy log severity
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gl_rasterizer: Remove unused code paths from ConfigureFramebuffers
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This reverts commit fa1c60c33ef88c6cd0b72da46842dc9098db712d, reversing
changes made to e34899067b60a69bca02761bd1290c6824bb559a.
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cheat_engine: Use Atmosphere's Cheat VM and fix cheat crash
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This used to occur due to the VMManager being nullptr at the time cheats were registered (during load, but before it was done). This is bypassed by not accessing the VMManager for offset data until load is complete,
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As opposed to converting to string and then back to hex array
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This is to go with the Atmosphere VM port, now it just contains the callbacks needed for the interface between DmntCheatVm and yuzu, along with the cheat parsers.
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This was done because the current VM contained many inaccuracies and this also allows cheats to have identical behavior between hardware and yuzu.
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This is better than just using something like Common.Filesystem or Common.Memory
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system_archive: Move shared font data to system_archive and fix extended font data
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prepo: Implement New, System, and Non-User variants of SaveReport
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core: Implement FileSystemController to deglobalize FS services
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Used by fsp-srv/IDeviceOperator
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Includes version and meta title ID, used by fsp-srv/IDeviceOperator
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Creates a default save data for the application given a user ID.
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Prevents a crash if the filename is less than 9 characters long.
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Matches hardware behavior and eliminates some nasty behavior we were doing that wasn't hw-accurate at all.
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If title ID is 0, there are no add ons, prevents wasting time looking for them.
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Prevents a crash if the load dir would be nullptr, instead logs an error and returns appropriately.
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Needed to use the RegisteredCache/PlaceholderCache on gamecards.
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Fixes a bug where homebrew that has a title ID with the update bit set can cause issues with the PatchManager
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Log the current title id and game name which is booting
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Spit out a LOG_INFO of the current game name and it's title id in the log. This helps to read log files and figure out which games have which issues
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shader_ir: Implement ICMP
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Port citra-emu/citra#4944: "Added Host CPU and OS to log"
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Port citra-emu/citra#4882: "Add frametime logging for tracking performance over time"
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Co-Authored-By: jroweboy <jroweboy@gmail.com>
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Core/Memory: Only FlushAndInvalidate GPU if the page is marked as RasterizerCachedMemory
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This commit avoids Invalidating and Flushing the GPU if the page is not
marked as a RasterizerCache Page.
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nsp: Fix various errors with loading and processing of extracted NSPs
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Avoids all extracted NSPs being marked as error file type because they don't have program NCAs.
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Avoids 0 being used as title ID for all extracted NSPs.
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configure_input: Uncheck "Joycons Docked" when "Use Docked Mode" is checked
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maxwell_to_gl: Fix mipmap filtering
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OpenGL texture filters follow GL_<texture_filter>_MIPMAP_<mipmap_filter>
but we were using them in the opposite way.
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Mark KickOffPb & SubmitGPFIFO as trace
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These functions are not stubbed and are called fairly often. Due to the nature of how often they're called, we should keep them marked as LOG_TRACE instead of LOG_DEBUG or LOG_WARNING
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There's no reason to clog logs with DrawArray.
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gl_shader_decompiler: Avoid writing output attribute when unimplemented
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shader_ir/warp: Implement SHFL for Nvidia devices
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shader_ir: Implement shared memory
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Loads from shared memory.
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This instruction writes to a memory buffer shared with threads within
the same work group. It is known as "shared" memory in GLSL.
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renderer_opengl: Fix sRGB blits
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Removes the sRGB hack of tracking if a frame used an sRGB rendertarget
to apply at least once to blit the final texture as sRGB. Instead of
doing this apply sRGB if the presented image has sRGB.
Also enable sRGB by default on Maxwell3D registers as some games seem to
assume this.
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Revert "Revert #2466" and stub FirmwareCall 4
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video_core/surface: Add function to detect sRGB surfaces
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This is required for proper conversion to RGBA8_UNORM or RGBA8_SRGB
surfaces when a backend can target both native and converted ASTC.
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vk_device: Add miscellaneous features and minor style changes
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* Increase minimum Vulkan requirements
* Require VK_EXT_vertex_attribute_divisor
* Require depthClamp, samplerAnisotropy and largePoints features
* Search and expose VK_KHR_uniform_buffer_standard_layout
* Search and expose VK_EXT_index_type_uint8
* Search and expose native float16 arithmetics
* Track current driver with VK_KHR_driver_properties
* Query and expose SSBO alignment
* Query more image formats
* Improve logging overall
* Minor style changes
* Minor rephrasing of commentaries
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acc: Implement IProfileEditor interface and 'Store'/'StoreWithImage' commands
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Takes a UUID of a user and provides and interface that allows RW access to user data/settings.
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Verified with IDA
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Needed by IProfileEditor 'Store' and 'StoreWithImage'
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Since 2/3 of the commands are shared, this is likely how its done on HW.
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shader/shift: Implement SHR wrapped and clamped variants
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Nvidia defaults to wrapped shifts, but this is undefined behaviour on
OpenGL's spec. Explicitly mask/clamp according to what the guest shader
requires.
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maxwell_3d: Avoid moving macro_params
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gl_rasterizer: Bind images and samplers to compute
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nro/ui: Show "Developer" field in Properties
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With this, the "Developer" field in the Properties for homebrew is now populated.
Signed-off-by: Nick Renieris <velocityra@gmail.com>
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service/am: Remove usages of global system accessors
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Avoids the use of global accessors, removing the reliance on global
state. This also makes dependencies explicit in the interface, as
opposed to being hidden
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kernel/vm_manager: Minor cleanup
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Corrects the parameter names within the doxygen comments so that they
resolve properly.
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Narrows the scope of variables down to where they're only necessary.
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If an unmapping operation fails, we shouldn't be decrementing the amount
of memory mapped and returning that the operation was successful. We
should actually be returning the error code in this case.
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Avoids potentially expensive (depending on the size of the memory block)
allocations by reserving the necessary memory before performing both
insertions. This avoids scenarios where the second insert may cause a
reallocation to occur.
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Avoids an unnecessary atomic reference count increment and decrement.
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Avoids needing to read the same long sequence of code in both code
paths. Also makes it slightly nicer to read and debug, as the locals
will be able to be shown in the debugger.
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Same behavior, one less magic constant to read.
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Assertions already log out the function name, so there's no need to
manually include the function name in the assertion strings.
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gl_shader_cache: Remove special casing for geometry shaders
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Now that ProgramVariants holds the primitive topology we no longer need
to keep track of individual geometry shaders topologies.
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gl_rasterizer: Fix stencil testing
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* Fix stencil dirty flags tracking when stencil is disabled
* Attach stencil on clears (previously it only attached depth)
* Attach stencil on drawing regardless of stencil testing being enabled
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Port citra-emu/citra#4877: "citra_qt: on osx chdir to bundle dir to allow detection of user folder"
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Fix compile error on Windows caused by #4877
Weird, I thought I saw this guard during the code review...
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half_set_predicate: Fix HSETP2 predicate assignments
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es: Implement various ticket accessor commands from IEticketService
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Copies the raw personal ticket data into the buffer provided.
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Copies the raw common ticket data for the specified rights ID into the buffer provided.
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Returns the size of the buffer needed to hold the personal ticket associated with the rights ID.
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Returns the size of the buffer needed to hold the common ticket associated with the rights ID.
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Returns an application-specific number of entries of personal tickets, starting at offset 0.
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Returns an application specified count of entries of common tickets, starting at offset 0.
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Returns the number of personalized (console/user-unique) tickets in the KeyManager.
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Returns the number of common (non-console-unique) tickets in the KeyManager.
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Takes a rights ID as input and returns the associated title key, if it exists.
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Takes a ticket and certificate and installs it to the KeyManager.
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Port citra-emu/citra#4866: "configure_dialog: reverse tab map to avoid logic based on user-facing/translatable text"
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Co-Authored-By: Weiyi Wang <wwylele@gmail.com>
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system_archive: Add open-source reimplementation of MiiModel data
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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>
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Port citra-emu/citra#4911: "Add cancel option to analog stick configuration"
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Co-Authored-By: Vitor K <vitor-k@users.noreply.github.com>
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audren_u: Stub IAudioDevice::QueryAudioDeviceInputEvent
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hid: Implement PermitVibration and IsVibrationPermitted
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Co-Authored-By: David <25727384+ogniK5377@users.noreply.github.com>
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externals: update fmt to 6.0.0
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gl_shader_decompiler: Rework GLSL decompiler type system
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GLSL decompiler type system was broken. We converted all return values
to float except for some cases where returning we couldn't and
implicitly broke the rule of returning floats (e.g. for bools or bool
pairs).
Instead of doing this introduce class Expression that knows what type a
return value has and when a consumer wants to use the string it asks for
it with a required type, emitting a runtime error if types are
incompatible.
This has the disadvantage that there's more C++ code, but we can emit
better GLSL code that's easier to read.
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* AM: Implement IApplicationFunctions::GetGpuErrorDetectedSystemEvent
* Remove unneeded event clear
* Fix event name
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service/audio/audren_u: Stub IAudioDevice::GetAudioDeviceOutputVolume
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We can remove this since its already a f32 value
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Volume is a f32 value. (SwIPC describes it as a u32, but it is actually f32 as corroborated by switchbrew docs and SetAudioDeviceOutputVolume)
```cpp
const f32 volume = rp.Pop<f32>();
```
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Ported from https://github.com/citra-emu/citra/pull/3617.
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mii: Handle logging of unknown database source
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renderer_opengl: Implement RGB565 framebuffer format
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shader_ir/conversion: Implement F2I and F2F F16 selector
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float_set_predicate: Add missing negation bit for the second operand
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maxwell_3d: Fix macro binding cursor
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Port citra-emu/citra#4914: "Fix to Windows sleep issues"
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Co-Authored-By: Vitor K <vitor-k@users.noreply.github.com>
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I missed this in my original PR (https://github.com/yuzu-emu/yuzu/pull/1886).
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MaxwellDMA: Fixes, corrections and relaxations.
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This commit fixes offsets on Linear -> Tiled copies, corrects z pos
fortiled->linear copies, corrects bytes_per_pixel calculation in tiled
-> linear copies and relaxes some limitations set by latest dma fixes
refactors.
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* texture_cache/surface_params: Remove unused local variable
* rasterizer_interface: Add missing documentation commentary
* maxwell_dma: Remove unused rasterizer reference
* video_core/gpu: Sort member declaration order to silent -Wreorder warning
* fermi_2d: Remove unused MemoryManager reference
* video_core: Silent unused variable warnings
* buffer_cache: Silent -Wreorder warnings
* kepler_memory: Remove unused MemoryManager reference
* gl_texture_cache: Add missing override
* buffer_cache: Add missing include
* shader/decode: Remove unused variables
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RasterizerInterface was considered an incomplete object by clang.
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gl_texture_cache: Miscellaneous texture buffer fixes
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The online OpenGL documentation is wrong. The type definition is
imageBuffer.
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Implement a New LLE Buffer Cache
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shader/decode: Implement S2R Tic
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Implement VOTE using Nvidia's intrinsics. Documentation about these can
be found here
https://developer.nvidia.com/reading-between-threads-shader-intrinsics
Instead of using portable ARB instructions I opted to use Nvidia
intrinsics because these are the closest we have to how Tegra X1
hardware renders.
To stub VOTE on non-Nvidia drivers (including nouveau) this commit
simulates a GPU with a warp size of one, returning what is meaningful
for the instruction being emulated:
* anyThreadNV(value) -> value
* allThreadsNV(value) -> value
* allThreadsEqualNV(value) -> true
ballotARB, also known as "uint64_t(activeThreadsNV())", emits
VOTE.ANY Rd, PT, PT;
on nouveau's compiler. This doesn't match exactly to Nvidia's code
VOTE.ALL Rd, PT, PT;
Which is emulated with activeThreadsNV() by this commit. In theory this
shouldn't really matter since .ANY, .ALL and .EQ affect the predicates
(set to PT on those cases) and not the registers.
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VM_Manager: Align allocated host physical memory to 256bytes
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This commit ensures that all backing memory allocated for the Guest CPU
is aligned to 256 bytes. This due to how gpu memory works and the heavy
constraints it has in the alignment of physical memory.
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GPU: Flush commands on every dma pusher step.
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This commit ensures that the host gpu is constantly fed with commands to
work with, while the guest gpu keeps producing the rest of the commands.
This reduces syncing time between host and guest gpu.
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half_set_predicate: Fix HSETP2_C constant buffer offset
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Shader_Ir: Implement F16 Variants of F2F, F2I, I2F.
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This commit takes care of implementing the F16 Variants of the
conversion instructions and makes sure conversions are done.
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yuzu-tester/yuzu: Remove unused variable
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Prevents an invalid formatting exception from being thrown.
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Gets rid of a compilation warning.
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service/audren_u: Unstub ListAudioDeviceName
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Audio devices use the supplied revision information in order to
determine if USB audio output is able to be supported. In this case, we
can only really handle using this revision information in
ListAudioDeviceName(), where it checks if USB audio output is supported
before supplying it as a device name.
A few other scenarios exist where the revision info is checked, such as:
- Early exiting from SetAudioDeviceOutputVolume if USB audio is
attempted to be set when that device is unsupported.
- Early exiting and returning 0.0f in GetAudioDeviceOutputVolume when
USB output volume is queried and it's an unsupported device.
- Falling back to AHUB headphones in GetActiveAudioDeviceName when the
device type is USB output, but is unsupported based off the revision
info.
In order for these changes to also be implemented, a few other changes
to the interface need to be made.
Given we now properly handle everything about ListAudioDeviceName(), we
no longer need to describe it as a stubbed function.
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The revision querying facilities are used by more than just audren. e.g.
audio devices can use this to test whether or not USB audio output is
supported.
This will be used within the following change.
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Trims out the lingering reliance on global state out of the audio code.
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This service function only ever returns a result and nothing more.
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AudioDevice and AudioInterface aren't valid device names on the Switch.
We should also be returning consistent names in
GetActiveAudioDeviceName().
While we're at it, we can also handle proper name output in
ListAudioDeviceName, by returning all the available devices on the
Switch.
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shader_ir: Implement NOP
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decode/half_set_predicate: Fix predicates
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Port citra-emu/citra#4849: "Qt: Fixed behaviour of buttons by connecting functors to correct signals"
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Following screens got fixes:
- Configure/Debug
- Configure/Input
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yuzu/CMakeLists: Remove qt5_wrap_ui macro usage
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We can simply enable CMAKE_AUTOUIC and let CMake take care of handling
the UI code generation for targets.
As part of letting CMake automatically handle the header file parsing,
we must not name includes with "ui_*" unless they're related to the
output of the Qt UIC compiler. Because of this, we need to rename
ui_settings, given it would conflict with this restriction.
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Implement GPU Synchronization Mechanisms & Correct NVFlinger
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Async GPU: Always invalidate synced.
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video_core/control_flow: Minor changes/warning cleanup
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Provides operational symmetry for the respective structures.
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The return value is a u32, not an s32, so this would result in an
implicit signedness conversion.
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This is the default behavior of the copy constructor, so it doesn't need
to be specified.
While we're at it we can make the other non-default constructor
explicit.
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Results in less work being done where avoidable.
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Same thing, but potentially allows a standard library implementation to
pick a more efficient codepath.
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It's what it's there for.
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Ensures that the constructor members are always initialized in the order
that they're declared in.
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Prevents a truncation warning from occurring with MSVC. Also the
internal data structures already treat it as a size_t, so this is just a
discrepancy in the interface.
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Previously, quite a few functions were being linked with external
linkage.
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Makes it explicit that the conversions here are intentional.
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Shader_Ir: Correct tracking to track from right to left
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yuzu/main: Make error messages within OnCoreError more localization-friendly
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Previously, a translated string was being appended onto another string
in a manner that doesn't allow the translator to control where the
appended text is placed. This can be a nuisance for languages where
grammar and text ordering differs from English.
We now append the strings via the format strings themselves, which
allows translators to reorder where the text will be placed.
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Downgrade and suppress a series of GPU asserts and debug messages.
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This adds some missing puller methods. We don't assert them as these are
nop operations for us.
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This log was just to know which games used DMA. It's no longer
important.
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Textures can have different components types in different orders. This
assert was completely inprecise and the effectiveness of such is better
handled by case and within the texture cache.
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This commit reduces the sevirity of asserts for FP precision and
rounding as this are well known and have little to no consequences in
gpu's accuracy.
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maxwell3d: Implement Conditional Rendering
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Conditional Rendering takes care of conditionaly clearing or drawing
depending on a set of queries. This PR implements the query checks to
stablish if things can be rendered or not.
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gl_rasterizer: Implement compute shaders
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Rework Dirty Flags in GPU Pipeline, Optimize CBData and Redo Clearing mechanism
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kernel/process: Allocate the process' TLS region during initialization
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Prior to execution within a process beginning, the process establishes
its own TLS region for uses (as far as I can tell) related to exception
handling.
Now that TLS creation was decoupled from threads themselves, we can add
this behavior to our Process class. This is also good, as it allows us
to remove a stub within svcGetInfo, namely querying the address of that
region.
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Keeps this particular set of behavior isolated to its own function.
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shader-ir: Minor cleanup-related changes
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These are std::shared_ptr instances underneath the hood, which means
copying them isn't as cheap as a regular pointer. Particularly so on
weakly-ordered systems.
This avoids atomic reference count increments and decrements where they
aren't necessary for the core set of operations.
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This is more accurate in terms of describing what the functions are
actually doing. Temporal relates to time, not the setting of a temporary
itself.
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Removes unnecessary header dependencies.
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This messages were originally set as warnning since few games used these
svcs and it was needed for debugging. This is no longer the case.
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shader/decode/other: Correct branch indirect argument within BRA handling
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This appears to have been a copy/paste error introduced within
8a6fc529a968e007f01464abadd32f9b5eb0a26c
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core: Remove CurrentArmInterface() global accessor
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Replaces the final usage of the global accessor function and removes it.
Removes one more enabler of global state.
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shader/track: Track indirect buffers
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While changing this code, simplify tracking code to allow returning
the base address node, this way callers don't have to manually rebuild
it on each invocation.
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gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders
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This commit implements gl_ViewportIndex and gl_Layer in vertex and
geometry shaders. In the case it's used in a vertex shader, it requires
ARB_shader_viewport_layer_array. This extension is available on AMD and
Nvidia devices (mesa and proprietary drivers), but not available on
Intel on any platform. At the moment of writing this description I don't
know if this is a hardware limitation or a driver limitation.
In the case that ARB_shader_viewport_layer_array is not available,
writes to these registers on a vertex shader are ignored, with the
appropriate logging.
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GPU: Fixes to Texture Cache and Include Microprofiles for GL State/BufferCopy/Macro Interpreter
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buffer_cache: Implement a generic buffer cache and its OpenGL backend
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Implements a templated class with a similar approach to our current
generic texture cache. It is designed to be compatible with Vulkan and
OpenGL,
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Implement MapPhysicalMemory/UnmapPhysicalMemory
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This sets the DeviceMapped attribute for GPU-mapped memory blocks,
and prevents merging device mapped blocks. This prevents memory
mapped from the gpu from having its backing address changed by
block coalesce.
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This implements svcMapPhysicalMemory/svcUnmapPhysicalMemory for Yuzu,
which can be used to map memory at a desired address by games since
3.0.0.
It also properly parses SystemResourceSize from NPDM, and makes
information available via svcGetInfo.
This is needed for games like Super Smash Bros. and Diablo 3 -- this
PR's implementation does not run into the "ASCII reads" issue mentioned
in the comments of #2626, which was caused by the following bugs in
Yuzu's memory management that this PR also addresses:
* Yuzu's memory coalescing does not properly merge blocks. This results
in a polluted address space/svcQueryMemory results that would be
impossible to replicate on hardware, which can lead to game code making
the wrong assumptions about memory layout.
* This implements better merging for AllocatedMemoryBlocks.
* Yuzu's implementation of svcMirrorMemory unprotected the entire
virtual memory range containing the range being mirrored. This could
lead to games attempting to map data at that unprotected
range/attempting to access that range after yuzu improperly unmapped
it.
* This PR fixes it by simply calling ReprotectRange instead of
Reprotect.
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shader/texture: Add F16 support for TLDS
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Creating multiple "AudioRenderer" threads cause the previous thread to be overwritten. The thread will name be renamed to AudioRenderer-InstanceX, where X is the current instance number.
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Implement a New Shader Scanner, Decompile Flow Stack and implement BRX BRA.CC
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Also shows Nvidia's address space on comments.
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Restore memory perms on svcUnmapMemory/UnloadNro
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Prior to PR, Yuzu did not restore memory to RW-
on unmap of mirrored memory or unloading of NRO.
(In fact, in the NRO case, the memory was unmapped
instead of reprotected to --- on Load, so it was
actually lost entirely...)
This PR addresses that, and restores memory to RW-
as it should.
This fixes a crash in Super Smash Bros when creating
a World of Light save for the first time, and possibly
other games/circumstances.
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core/arm: Remove obsolete Unicorn memory mapping
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The JIT is mature enough that this setting can be removed, falling back
to Unicorn only on unsupported architectures. Any missing features from
Unicorn (of which there are extremely few), are mostly
developer-oriented, which most users don't care about.
Features should be coordinated with the JIT, not the interpreter,
anyhow.
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This was initially necessary when AArch64 JIT emulation was in its
infancy and all memory-related instructions weren't implemented.
Given the JIT now has all of these facilities implemented, we can remove
these functions from the CPU interface.
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This simply queries whether or not auto-sleep facilities are disabled
and has no special handling. It's a basic getter function.
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Provides a basic implementation of SetAutoSleepDisabled. Until idle
handling is implemented, this is about the best we can do.
In the meantime, provide a rough documenting of specifics that occur
when this function is called on actual hardware.
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gl_rasterizer: Amend documentation comment for ConfigureFramebuffers()
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must_reconfigure isn't a parameter for this function any more, so it can
be replaced with current_state.
While we're at it, we can make the parameters of the declaration match
the same name as the ones in the definition.
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vk_scheduler: Drop execution context in favor of views
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Instead of passing by copy an execution context through out the whole
Vulkan call hierarchy, use a command buffer view and fence view
approach.
This internally dereferences the command buffer or fence forcing the
user to be unable to use an outdated version of it on normal usage.
It is still possible to keep store an outdated if it is casted to
VKFence& or vk::CommandBuffer.
While changing this file, add an extra parameter for Flush and Finish to
allow releasing the fence from this calls.
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IFriendService::GetFriendList
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We don't have any friends implemented in Yuzu yet so it doesn't make sense to return any friends. For now we'll be returning 0 friends however the information provided will allow a proper implementation of this cmd when needed.
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pm: Implement various pm commands for finding process and title IDs
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Returns the process ID of the current application or 0 if no app is running.
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Takes a title ID and searches for a matching process, returning error if it doesn't exist, otherwise the process ID.
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Searches the process list for a process with the specified ID, returning the title ID if it exists.
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mii: Implement IDatabaseService SetInterfaceVersion
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Appears to set a member variable used to affect the API that games access, and the method used to store data.
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video_core: Add missing override specifiers
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These are no longer used within this header, so they can be removed.
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audren: Only manage wave buffers with a size
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We shouldn't be incrementing if wave buffers are empty. They are considered invalid/unused wave buffers.
This fixes the issue of certain sounds looping when they shouldn't
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hid:StartLrAssignmentMode, hid:StopLrAssignmentMode, hid:SwapNpadAssignment
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StartLrAssignmentMode and StopLrAssignmentMode don't require any implementation as it's just used for showing the screen of changing the controller orientation if the user wishes to do so. Ever since #1634 this has not been needed as users can specify the controller orientation from the config and swap at any time. We store a private member just in case this gets used for anything extra in the future
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apm: Initial implementation of performance config and boost mode
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8.0.0+ identical version of apm
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fsp-srv: Implement Access Logging Functionality
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Returns some misc. data about logging to help the game determine if it should log.
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Allows games to log data to the SD.
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core/reporter: Minor changes
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Taking the json instance as a constant reference, makes all moves into
the parameter non-functional, resulting in copies. Taking it by value
allows moves to function.
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Adds missing inclusions to prevent potential compilation issues.
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The Reporter class is part of the Core namespace, so the System class
doesn't need to be qualified.
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This can inhibit copy-elision, so we can remove this redundant move.
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Makes all control statements braced, regardless of their size, making
code more uniform.
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If the path couldn't be created, then we shouldn't be attempting to save
the file.
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kernel/vm_manager: Handle stack/TLS IO region placement a little better
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These aren't used within the central memory management code, so they can
be removed.
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This isn't used by anything in the header file, so it can be removed.
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Provides a more accurate name for the memory region and also
disambiguates between the map and new map regions of memory, making it
easier to understand.
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Handles the placement of the stack a little nicer compared to the
previous code, which was off in a few ways. e.g.
The stack (new map) region, shouldn't be the width of the entire address
space if the size of the region calculation ends up being zero. It
should be placed at the same location as the TLS IO region and also have
the same size.
In the event the TLS IO region contains a size of zero, we should also
be doing the same thing. This fixes our memory layout a little bit and
also resolves some cases where assertions can trigger due to the memory
layout being incorrect.
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Implement a new Texture Cache
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This makes conflicts between non compress and compress textures to be
auto recycled. It also limits the amount of mipmaps a texture can have
if it goes above it's limit.
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Testing so far has proven this to be quite safe as texture memory read
added a 2-5ms load to the current cache.
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This also does some fixes on compressed textures reinterpret and on the
Fermi2D engine in general.
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Also corrects some asserts.
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This fixes clouds in SMO Cap Kingdom and lens on Cloud Kingdom.
Also moved accurate_gpu setting check to Pick Strategy
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Fixed ASTC mipmaps loading
Fixed alignment on openGL upload/download
Fixed Block Height Calculation
Removed unalign_height
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Instead of using Common::AlignUp, use Common::AlignBits to align the
texture compression factor.
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Instead of storing all block width, height and depths in their shifted
form:
block_width = 1U << block_shift;
Store them like they are provided by the emulated hardware (their
block_shift form). This way we can avoid doing the costly
Common::AlignUp operation to align texture sizes and drop CPU integer
divisions with bitwise logic (defined in Common::AlignBits).
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Due to our current infrastructure, it is possible for a mipmap to be set
on as a render target before a texception of that mipmap's superset be
set afterwards. This is problematic as we rely on texture views to set
up texceptions and protecting render targets targets for 3D texture
rendering.
One simple solution is to configure framebuffers after texture setup but
this brings other problems. This solution, forces a reconfiguration of
the framebuffers after such event happens.
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This also reverses the changes to make invalidation and flushing through
the GPU address.
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The texture will now be reconstructed if the width only matches on GoB
alignment.
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This is done to simplify the OpenGL implementation, it is needed for
Vulkan.
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yuzu: Move CPU Jit setting to Debug tab
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A normal user shouldn't change this, as it will slow down the emulation and can lead to bugs or crashes. The renaming is done in order to prevent users from leaving this on without a way to turn it off from the UI.
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kernel/process: Decouple TLS handling from threads
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Ensures a Process instance is always created with a deterministic
initial state.
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Extracts out all of the thread local storage management from thread
instances themselves and makes the owning process handle the management
of the memory. This brings the memory management slightly more in line
with how the kernel handles these allocations.
Furthermore, this also makes the TLS page management a little more
readable compared to the lingering implementation that was carried over
from Citra.
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This will be necessary for making our TLS slot management slightly more
straightforward. This can also be utilized for other purposes in the
future.
We can implement the existing simpler overload in terms of this one
anyways, we just pass the beginning and end of the ASLR region as the
boundaries.
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gl_shader_cache: Make CachedShader constructor private
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Fixes missing review comments introduced.
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IAudioDevice::QueryAudioDeviceOutputEvent
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The event should only be signaled when an output audio device gets changed. Example, Speaker to USB headset. We don't identify different devices internally yet so there's no need to signal the event yet.
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set: Implement GetQuestFlag with config option
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Simply returns a true/false value indicating if the system is a kiosk system. This has been mapped to a config option for the purposes of yuzu.
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Implemented InitializeApplicationInfo & InitializeApplicationInfoRestricted
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InitializeApplicationInfoRestricted will need further implementation as it's checking for other user requirements about the game. As we're emulating, we're assuming the user owns the game so we skip these checks currently, implementation will need to be added further on
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Implement Time::GetSharedMemoryNativeHandle
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This PR attempts to implement the shared memory provided by GetSharedMemoryNativeHandle. There is still more work to be done however that requires a rehaul of the current time module to handle clock contexts. This PR is mainly to get the basic functionality of the SharedMemory working and allow the use of addition to it whilst things get improved on.
Things to note:
Memory Barriers are used in the SharedMemory and a better solution would need to be done to implement this. Currently in this PR I’m faking the memory barriers as everything is sync and single threaded. They work by incrementing the counter and just populate the two data slots. On data reading, it will read the last added data.
Specific values in the shared memory would need to be updated periodically. This isn't included in this PR since we don't actively do this yet. In a later PR when time is refactored this should be done.
Finally, as we don't handle clock contexts. When time is refactored, we will need to update the shared memory for specific contexts. This PR does this already however since the contexts are all identical and not separated. We're just updating the same values for each context which in this case is empty.
Tiime:SetStandardUserSystemClockAutomaticCorrectionEnabled, Time:IsStandardUserSystemClockAutomaticCorrectionEnabled are also partially implemented in this PR. The reason the implementation is partial is because once again, a lack of clock contexts. This will be improved on in a future PR.
This PR closes issue #2556
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gl_shader_cache: Use static constructors for CachedShader initialization
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Implemented INotificationService
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Seems to be an issue with clang format
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rasterizer_cache: Protect inherited caches from submission level
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This can happen when installing NSPs too, not just XCIs.
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DeltaFragments are not useful to us and are often not included in patch NSPs.
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DeltaFragments are only used to download and apply partial patches on a real console, and are not useful to us at all. Most patch NSPs do not include them, and when they do, it's a waste of space to install them.
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Avoids potential confusion, since patches and DeltaFragments are not the same thing. Actual full patches are listed under the Program type.
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Core_Timing: Make core_timing threadsafe by default.
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The old implementation had faulty Threadsafe methods where events could
be missing. This implementation unifies unsafe/safe methods and makes
core timing thread safe overall.
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memory: Add class to manage and enforce memory freezing
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applets: Implement backend and default frontend for Parental Controls and EShop (ShopN) applets
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Avoids using system accessor to get current process in applet code.
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Prevents crashes with ShopN applet occasionally.
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If it is needed but wasn't passed (or passed nullptr), the Shop handling code will alert and throw an error.
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Allows easy handling of multiple shim types, as they have enough in common to be the same backend but not enough to share init/exec.
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Much, much more HW-accurate and allows us to easily support all of the different web 'shim' types.
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This is more representative of what actually occurs, as web does support remote URLs which wouldn't need a romfs callback. This paves for easy future support of this with a call like 'OpenPageRemote' or similar.
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This is responsible for parental controls and supports verifying, changing, and registering PIN codes.
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These keep track of running process' launch properties and control properties and allows for issuing and reading them by process and title ID.
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Glue is the name of the sysmodule that contains both arp and bgtc.
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Manages mapping between title IDs and application launch and control properties.
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Used to determine StorageId source for application data.
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gl_device: Fix TestVariableAoffi test
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This test is intended to be invalid GLSL, but it was being invalid in
two points instead of one. The intention is to use a non-immediate
parameter in a textureOffset like function.
The problem is that this shader was being compiled as a separable
shader object and the text was writting to gl_Position without a
redeclaration, being invalid GLSL.
Address that issue by using a user-defined output attribute.
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service/acc: Silence truncation warnings
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The sanitizing function ensures that the returned type is always the
correct type. This eliminates warnings without extra casts.
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kernel: Differentiate kernel and user processes when picking ID
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This allows kernel internal type processes to be assigned IDs in the KIP range while userland processes are assigned in the user range.
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loader, file_sys: Add support for parsing and loading KIP (Kernel Internal Process) files
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Needed for KIP loading as KIPs do not have an NPDM but do have the essential parts of the data within.
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Previously, this TU contained the necessary headers to parse KIP/INI but now it should just use the FileSys class.
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core: Add detailed local reporting feature for development
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Also cleanup of general stuff
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Logs a lot of seemingly innocuous telemetry games generate.
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Matches offical behavior with creport and replaces old log/text based report system.
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This matches official behavior with the erpt/eclct/eupld service chain.
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This also reworks the applet data storage to be peekable.
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Reports are unnecessary for normal users and this is to prevent 'power' users from enabling the feature by accident.
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Full enable/disable for all reports.
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Returns results as a vector of entries for further processing. Logs addresses, offsets, and mangled name.
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Needed for backtrace decomposition
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yuzu_tester: Add and implement testing utility for homebrew
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Revert PR 2590.
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Even though it has been proven that IAudioRenderer:SystemEvent is
actually an automatic event. The current implementation of such event is
all thought to be manual. Thus it's implementation needs to be corrected
when doing such change. As it is right now this PR introduced a series
of regressions on softlocks on multiple games. Therefore, this pr
reverts such change until a correct implementation is made.
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Update content_archive.cpp
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log clutter in debug logs when theres really no need
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core: Remove unused CiTrace source files
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These source files have been unused for the entire lifecycle of the
project. They're a hold-over from Citra and only add to the build time
of the project, so they can be removed.
There's also likely no way this would ever work in yuzu in its current
form without revamping quite a bit of it, given how different the GPU on
the Switch is compared to the 3DS.
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service/audio/audren_u: Correct event reset type for the system event
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This is actually an auto-reset event in the audio service itself, not a
manual one.
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yuzu/configure_input: Add missing space in window title
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Added missing whitespace character between two words in the "Warning Missing Derivation Components" warning message box.
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Impl'd IsUserAccountSwitchLocked, SetAudioOutVolume, GetAudioOutVolume & Partial impl of GetAccumulatedSuspendedTickChangedEvent
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IPC-100 was changed to InitializeApplicationInfoOld instead of InitializeApplicationInfo. IPC-150 makes an indentical call to IPC-100 however does extra processing. They should not have the same name as it's quite confusing to debug.
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video_core/engines: Move ConstBufferInfo out of Maxwell3D
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shader: Split SSY and PBK stack
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Hardware testing revealed that SSY and PBK push to a different stack,
allowing code like this:
SSY label1;
PBK label2;
SYNC;
label1: PBK;
label2: EXIT;
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common/hex_util: Combine HexVectorToString() and HexArrayToString()
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Avoids potentially performing multiple reallocations (depending on the
size of the input data) by reserving the necessary amount of memory
ahead of time.
This is trivially doable, so there's no harm in it.
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These can be generified together by using a concept type to designate
them. This also has the benefit of not making copies of potentially very
large arrays.
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file_sys/ips_layer: Remove unnecessary reserve() call
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Given 'replace' is assigned to on the following line, this isn't
necessary, given the underlying data is going to be overwritten
entirely.
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kernel/vm_manager: Remove redundant Reset call in destructor
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This is performing more work than would otherwise be necessary during
VMManager's destruction. All we actually want to occur in this scenario
is for any allocated memory to be freed, which will happen automatically
as the VMManager instance goes out of scope.
Anything else being done is simply unnecessary work.
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file_sys/card_image: Minor cleanup
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We already support Rev 1+.
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Makes for nicer reading.
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Makes for more consistent reading.
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Same thing, significantly less noisy.
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Same thing, less duplication. We can also std::move raw into the
PartitionFilesystem constructor.
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We can just use the size of the array to dehardcode it.
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Same thing, less code.
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file_sys/nca_metadata: Update CNMT structures
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Names a few more entries in relevant structures. Information based off
SwitchBrew and my own RE.
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GPUVM: Correct GPU VM virtual address space
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kernel/process: Make Create()'s name parameter be taken by value
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Makes the interface more flexible in terms of how Create() may be
called, while still allowing the parameter itself to be moved into.
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Given we don't currently implement the personal heap yet, the existing
memory querying functions are essentially doing what the memory querying
types introduced in 6.0.0 do.
So, we can build the necessary machinery over the top of those and just
use them as part of info types.
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Disambiguates and makes the name a little more consistent with
TotalPhysicalMemoryUsed.
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kepler_compute: Minor changes
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yuzu/configuration: Make all widgets and dialogs aware of language changes
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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.
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video_core: Drop OpenGL core in favor of OpenGL compatibility
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Removes the alpha testing code from each fragment shader invocation.
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Reflect std::shared_ptr nature of Node on initializers and remove
constant members in nodes.
Add some commentaries.
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Analysis passes do not have a good reason to depend on shader_ir.h to
work on top of nodes. This splits node-related declarations to their own
file and leaves the IR in shader_ir.h
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shader: Use shared_ptr to store nodes and move initialization to file
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Instead of having a vector of unique_ptr stored in a vector and
returning star pointers to this, use shared_ptr. While changing
initialization code, move it to a separate file when possible.
This is a first step to allow code analysis and node generation beyond
the ShaderIR class.
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kernel/process: Remove unused boost header include
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Boost headers typically include a lot of other headers, so removing this
can prevent a bit of unnecessary compiler churn when building.
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yuzu/CMakeLists: Pass compilation flags that make it more difficult to cause bugs in Qt code
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Enforces the use of the proper URL resolution functions. e.g.
url = some_local_path_string;
should actually be:
url = QUrl::fromLocalPath(some_local_path_string);
etc.
This makes it harder to cause bugs when operating with both strings and
URLs at the same time.
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Other overloads of start() are considerably much safer to use if we ever
need this in the future and need to pass arguments to the program, given
it contains separate parameters for the program path and the arguments
themselves, whereas this unsafe overload contains both as a single
string.
Given the alternatives are much safer, we can disable this.
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Prevents hard-to-diagnose bugs from potentially occurring and requires
any type narrowing to be explicitly performed by our code.
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service/ns: Add missing override specifiers
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vk_device,vk_shader_decompiler: Miscellaneous changes
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Fix missing OpSelectionMerge instruction. This caused devices loses on
most hardware, Intel didn't care.
Fix [-1;1] -> [0;1] depth conversions.
Conditionally use VK_EXT_scalar_block_layout. This allows us to use
non-std140 layouts on UBOs.
Update external Vulkan headers.
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Keeps track of native ASTC support, VK_EXT_scalar_block_layout
availability and SSBO range.
Check for independentBlend and vertexPipelineStorageAndAtomics as a
required feature. Always enable it.
Use vk::to_string format to log Vulkan enums.
Style changes.
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gl_shader_decompiler: Remove guest "position" varying
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"position" was being written but not read anywhere besides geometry
shaders, where it had the same value as gl_Position.
This commit replaces "position" with gl_Position, reducing the
complexity of our code and the emitted GLSL code.
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lr: Add command handler skeletons for Open*LocationResolver
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Returns an object of type IAddOnContentLocationResolver for the provided StorageId.
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Returns an object of type IRegisteredLocationResolver for the StorageId.
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Returns an object of type ILocationResolver with the provided StorageId.
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yuzu/configuration: Make function naming consistent
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gl_shader_decompiler: Pessimize uniform buffer access on AMD's prorpietary driver
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The following code is broken on AMD's proprietary GLSL compiler:
```glsl
uint idx = ...;
vec4 values = ...;
float some_value = values[idx & 3];
```
It index the wrong components, to fix this the following pessimized code
is emitted when that bug is present:
```glsl
uint idx = ...;
vec4 values = ...;
float some_value;
if ((idx & 3) == 0) some_value = values.x;
if ((idx & 3) == 1) some_value = values.y;
if ((idx & 3) == 2) some_value = values.z;
if ((idx & 3) == 3) some_value = values.w;
```
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Component indexing on AMD's proprietary driver is broken. This commit adds
a test to detect when we are on a driver that can't successfully manage
component indexing.
It dispatches a dummy draw with just one vertex shader that writes to an
indexed SSBO from the GPU with data sent through uniforms, it then reads
that data from the CPU and compares the expected output.
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core/telemetry_session: Remove usages of the global system accessor
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The contents of these includes aren't used anywhere in this translation
unit.
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Amends the formatting specifier to obey libfmt. Prevents the application
from terminating due to a formatting issue in the error case.
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This is a hold-over from Citra and doesn't apply to yuzu.
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This will automatically occur when the backend instance goes out of
scope at the end of the destructor's execution.
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Makes the dependency explicit in the TelemetrySession's interface
instead of making it a hidden dependency.
This also revealed a hidden issue with the way the telemetry session was
being initialized. It was attempting to retrieve the app loader and log
out title-specific information. However, this isn't always guaranteed to
be possible.
During the initialization phase, everything is being constructed. It
doesn't mean an actual title has been selected. This is what the Load()
function is for. This potentially results in dead code paths involving
the app loader. Instead, we explicitly add this information when we know
the app loader instance is available.
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NonCopyable is misleading here. It also makes the class non-moveable as
well, so we can be explicit about this.
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core/core_timing_util: Use std::chrono types for specifying time units
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Makes the casing consistent with all of our general function naming
conventions.
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Makes the interface more type-safe and consistent in terms of return
values.
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Removes unused overloads, simplifying the overall interface,
deduplicating some code.
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input_common/sdl/sdl_impl: Minor cleanup
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If this path was ever taken, a runtime exception would occur due to the
lack of a formatting specifier to insert the error code into the format
string.
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Places the documentation comments with the rest of SDLState's member
function documentation.
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Adds another underscore to clearly indicate the axis names.
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Make it explicit that these aren't modified elsewhere (either through
functions by reference, or by other operations).
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Its prototype declared at the top of the translation unit contains the
static qualifier, so the function itself should also contain it to make
it a proper internally linked function.
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It's valid to static_cast a void pointer back into its proper type.
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Same behavior, but without a potential need to unnecessarily default
construct a value.
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The deleter can just be set in the constructor and maintained throughout
the lifetime of the object.
If a contained pointer is null, then the deleter won't execute, so this
is safe to do. We don't need to swap it out with a version of a deleter
that does nothing.
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Silences the final two warnings in SDL code.
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Gets rid of a few unnecessary inclusion dependencies. It also uncovered
a few indirect inclusion dependencies being relied upon.
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Implement/Fix IApplicationFunctions::GetDesiredLanguage
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yuzu/{profile_select, software_keyboard}: Tidy up interface
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Like with the profile selection dialog, we can just use the result of
QDialog's exec() function to determine whether or not a dialog was
accepted.
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This behavior is already provided by the built-in exec() function. We
just need to check the return value of it.
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Qt uses a signed value to represent indices. We should follow this
convention where applicable to avoid unnecessary sign-conversion
warnings, as well as making it easier to interoperate with other aspects
of Qt.
While we're at it, we can also make a sign-conversion explicit.
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gl_shader_cache: Minor style changes
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qt: Silence name collision warnings
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yuzu/configuration/configure_graphics: Eliminate type narrowing in a connect call
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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.
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game_list_worker: Use QFile over our own IOFile instance or std streams for the game list cache
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Stays consistent in our code with using Qt's provided mechanisms, and
also properly handles Unicode paths (which file streams on Windows don't
do very well).
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This is equivalent to specifying two separate functions, so we can just
do that.
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yuzu/bootmanager: Minor interface tidying
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We can make this message more meaningful by indicating the location the
screenshot has been saved to. We can also log out whenever a screenshot
could not be saved (e.g. due to filesystem permissions or some other
reason).
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Treating it as a u16 can result in a sign-conversion warning when
performing arithmetic with it, as u16 promotes to an int when aritmetic
is performed on it, not unsigned int.
This also makes the interface more uniform, as the layout interface now
operates on u32 across the board.
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This class contains non-trivial members, so we should default the
destructor's definition within the cpp file.
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Same thing (for platforms we support), less reading.
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This function is defined as taking an int, not a bool.
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We can just pass a pointer to GMainWindow directly and make it a
requirement of the interface. This makes the interface a little safer,
since this would technically otherwise allow any random QWidget to be
the parent of a render window, downcasting it to GMainWindow (which is
undefined behavior).
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We can just invoke these functions by qualifying the object name before
the function.
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yuzu: Remove unused birthday setting
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Fixes #2522.
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Makes the conversions explicit, as opposed to implicit.
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Allows for things such as:
auto rect = Common::Rectangle{0, 0, 0, 0};
as opposed to being required to explicitly write out the underlying
type, such as:
auto rect = Common::Rectangle<int>{0, 0, 0, 0};
The only requirement for the deduction is that all constructor arguments
be the same type.
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mii: Implement MiiManager backend and several mii service commands
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Since the MiiManager was designed around the IPC interface, this is quite easy. Only functions that were clearly defined were implemented.
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Provides serialization/deserialization to the database in system save files, accessors for database state and proper handling of both major Mii formats (MiiInfo and MiiStoreData)
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Since the Mii database uses UUIDs very similar to the Accounts database, it makes no sense to not share code between them.
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yuzu: Implement a caching mechanism for the game list
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Preserves list of add ons and the icon, which are the two costliest parts of game list population.
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shader: Implement S2R Tid{XYZ} and CtaId{XYZ}
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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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loader/nso, core/core_timing_util: Silence sign-comparison warning
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We can just make the conversion explicit instead of implicit here to
silence -Wsign-compare warnings.
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This was previously performing a size_t == int comparison. Silences a
-Wsign-compare warning.
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