| Commit message (Collapse) | Author | Age | Files | Lines |
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This moves all GenerateYuzuPath calls outside of the platofrm-specific #ifdefs, replacing them with assignments to paths.
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- configure_input_player_widget.cpp: always better to use `const auto &`
whenever possible
- profiler.cpp: `ev->pos()` is deprecated, replace with
`ev->position()`, which returns floats, thus the addition of
`.toPoint()` (same as what's happening in `pos()`)
- game_list.cpp: `QString::SplitBehavior` is deprecate, use `Qt::`
namespace instead
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applets/web: Fallback to loader to get the manual romfs if none is found
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Touhou Genso Wanderer Lotus Labyrinth R decodes 1920x1080 videos into 1920x1088 surface.
Only allow mismatch for height, since larger width would result in increasingly offset rows and somewhat defeat entire purpose of this check.
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vic: Implement RGBX8 video frame format
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This is a work around to avoid buffer overflow errors until multi channel/multi stream decoding is supported.
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gpu: Migrate implementation to the cpp file
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Avoids a destruction data race that may occur on the vsync thread
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This seems to only be used to protect a later gpu function call. So we can move the lock into that call instead.
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(Minor Change) Hint (?) Button Removal and Spacing Change to the TAS Window
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Previously, the dialog buttons would be floating in-place when the dialog is stretched downwards.
This change ensures that the dialog buttons always stay at the bottom of the window.
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common/logging: Reduce dependent header include overhead
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This reduces the load of requiring to include std::chrono in all files which include log.h
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service: Replace all service event creation with ServiceContext::CreateEvent
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The service context helps to manage all created events and allows us to close them upon destruction.
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vk_graphics_pipeline: Force patch list topology when tessellation is used
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Fixes a crash on some drivers when tessellation is used but the IA topology is not patch list.
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prevent access violation from iob in Memory::IsValidVirtualAddress
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core: Fix memory leak
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main: Don't add an extra separator when the title version is absent
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Some titles, such as homebrew, do not have any version string. Because
yuzu hard codes the title bar string assuming a version string is
preset, booting homebrew causes yuzu to add an extra separator with no
content between.
This uses a lambda expression to prevent that from happening.
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network: Do not log IP address
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Logging this may be a privacy concern for some users.
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input_common: Add alternative string for joycons
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This also moves the call to the end to ensure services are properly destructed on exit.
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This allows ISelfController::Exit to stop the currently running application. This is typically used by homebrew to exit back to the homebrew menu after calling consoleExit with libnx.
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Remove Boxcat BCAT backend
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The current implementation of BoxCat as it stands is non-functional due to the reliance on a server providing BCAT files.
This implementation will eventually be replaced with one that allows the use of local BCAT files dumped from a Nintendo Switch.
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applets: Use subdirectory of main data directory for QtWebEngine storage
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Previously, an unrelated directory was used for this. Keep everything together for consistency.
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buffer_cache, maxwell_dma: Minor refactoring and code fixes
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Loop through the tmp_intervals by reference, rather than by copy, and fix gl clear buffer size calculation.
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style: Remove extra space preceding the :: operator
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gl_texture_cache: Unify BGR copy passes using PBOs
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The BGR copies no longer use shaders.
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audin_u: stub Start, RegisterBufferEvent, AppendAudioInBufferAuto
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Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
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This also moves IAudioIn's definition to the header.
Required for Splatoon 2 LAN play.
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Hide XInput bypass on non-Windows OSes
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This way, if someone copies their Windows config to other OS, they won't be stuck without web applet for no apparent reason.
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Follow-up to #6950. This option is a no-op on other OSes and only serves to spread confusion there.
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vk_texture_cache: Disable cube compatibility flag on non-mesa AMD GCN4 and earlier
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Fixes rainbow textures on BOTW.
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video_core: Fix jthread related hangs when stopping emulation
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jthread on some compilers is more picky when it comes to the order in which objects are destroyed.
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- Used by Diablo II: Resurrected
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- Used by Diablo II: Resurrected
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common/uuid: Add validity checking functions to interface
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The default constructor of UUID doesn't initialize its data members, so
we need to directly initialize it to be invalid.
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Given we have a function to invalidate, we should also have ones to
query the validity. Also makes the code more straightforward to read.
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Debug Config Ui: Clean-up and nits
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Remove redundent label, rearange checkboxs to keep same 3 per column layout, remove unneeded properties.
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Tas configure ui nits
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Numerize names, remove unneeded properties and spacer.
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Text looked cramped on my pc (Ubuntu 21.04). Re-flowed text as well for nicer read.
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vk_swapchain: Use immediate present mode when mailbox is unavailable and FPS is unlocked
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Allows drivers that do not support VK_PRESENT_MODE_MAILBOX_KHR the ability to present at a framerate higher than the monitor's refresh rate when the FPS is unlocked.
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Spir-V: Rescale the frag depth to 0,1 mode when -1,1 mode is used in Vulkan.
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videocore: Use std::jthread for worker threads
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Useful for jthreads which make use of the threadsafe queues.
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To keep the TAS inputs synced to the game speed even through lag spikes and loading zones, deeper access is required.
First, the `TAS::UpdateThread` has to be executed exactly once per frame. This is done by connecting it to the service method the game calls to pass parameters to the GPU: `Service::VI::QueueBuffer`.
Second, the loading time of new subareas and/or kingdoms (SMO) can vary. To counteract that, the `CPU_BOOST_MODE` can be detected: In the `APM`-interface, the call to enabling/disabling the boost mode can be caught and forwarded to the TASing system, which can pause the script execution if neccessary and enabled in the settings.
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During script playback/recording, the user has to see what happens currently. For that, a new label has been added to the bottom-left corner, always displaying the current state of the TASing system.
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First of all, TASing requires a script to play back. The user can select the parent directory at `System -> Filesystem`, next to an option to pause TAS during loads: This requires a "hacky" setup deeper in the code and will be added in the last commit.
Also, Hotkeys are being introduced: CTRL+F5 for playback start/stop, CTRL+F6 for re-reading the script and CTRL+F7 for recording a new script.
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The base playback system supports up to 8 controllers (specified by `PLAYER_NUMBER` in `tas_input.h`), which all change their inputs simulataneously when `TAS::UpdateThread` is called.
The recording system uses the controller debugger to read the state of the first controller and forwards that data to the TASing system for recording. Currently, this process sadly is not frame-perfect and pixel-accurate.
Co-authored-by: Naii-the-Baf <sfabian200@gmail.com>
Co-authored-by: Narr-the-Reg <juangerman-13@hotmail.com>
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Remove audio stretching
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input_common: Add advanced setting for 8 player support
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ngct: Stub Match
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Needed for Cruis'n Blast
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vulkan_debug_callback: Ignore InvalidCommandBuffer-VkDescriptorSet errors
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This validation error is spammed on some titles, asserting that VkDescriptorSet 0x0[] was destroyed.
This is likely a validation layer bug when using VK_KHR_push_descriptor, which can avoid using traditional VkDescriptorSet. It should be safe to ignore for now.
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vulkan_device: Reorder Float16Int8 declaration
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This variable was going out of scope before its usage in the vulkan device creation, causing a crash on very specific drivers.
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This reverts commit 62e88d0e7455e37840db7e2a8e199bc6ca176966, reversing
changes made to edf3da346f4ec0ca492b427f4f693d56e84abc52.
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vfs: Partially implement GetFileTimeStampRaw
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Gets rid of homebrew warnings using this func
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core: Destroy main_process during shutdown
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The main_process was never being cleaned up, causing a noticeable memory leak after subsequent launches. This change cleans up the memory during Core Shutdown, mitigating the leak.
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Vulkan: Disable VK_EXT_SAMPLER_FILTER_MINMAX in GCN AMD
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Vulkan: Blacklist Int8Float16 Extension on AMD on driver 21.9.1
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common_funcs: Add enum flag bitwise shift operator overloads
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This adds bitwise shift operator overloads (<<, >>, <<=, >>=) in the macro DECLARE_ENUM_FLAG_OPERATORS(type)
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Vulkan/Descriptors: Increase sets per pool on AMD propietary driver.
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vk_rasterizer: Fix dynamic StencilOp updating when two faces are enabled
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This function was incorrectly using the stencil_two_side_enable register when dynamically updating the StencilOp.
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FS: Mark recursive CreateDirectory as inaccurate and temporary
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vk_state_tracker: Remove unused function
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shaders: Fix warp instructions on 64-thread warp devices
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account: EnsureTokenIdCacheAsync
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Closes #2547, #6946
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FS: Recursively create directories for CreateDirectory
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Co-authored-by: Mai M. <mathew1800@gmail.com>
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Originally we only created the parent directory, this caused issues for creating directories which also contained subdirectories, eg `/Folder1/Folder2`
This allows the ultimate mod manager homebrew to at least boot
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main: Apply confirm exit setting in exit locked scenarios
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Some titles set an exit lock through HLE, which prompts an exit confirmation when stopping emulation if the system is locked.
This change allows bypassing this confirmation if the setting to confirm exits has been disabled by the user.
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hid/am: Stub SetTouchScreenConfiguration and implement GetNotificationStorageChannelEvent
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common: Move error handling functions out of common_funcs
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This allows us to avoid implicitly including <string> every time common_funcs.h is included.
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api_version: Update and add AtmosphereTargetFirmware
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nvdec: Add GPU video decoding for all capable drivers and platforms
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GPU decoding seems to be more picky when it comes to the maximum number of reference frames.
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Some system configurations may see visual regressions or lower performance using GPU decoding compared to CPU decoding. This setting provides the option for users to specify their decoding preference.
Co-Authored-By: yzct12345 <87620833+yzct12345@users.noreply.github.com>
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Adds {h264_,vp9_}{nvdec,vdpau} hwaccels.
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Supplements the VAAPI intel gpu decoder by implementing the D3D11VA decoder for Windows, and CUVID/VDPAU for Nvidia and AMD on drivers linux respectively.
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vk_rasterizer: Only clear depth/stencil buffers when specified in attachment aspect mask
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Silences validation errors for clearing the depth/stencil buffers of framebuffer attachments that were not specified to have depth/stencil usage.
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vk_swapchain: Prefer linear swapchain format when presenting sRGB images
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Silences validation errors when creating sRGB image views of linear swapchain images
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Fixes broken sRGB when presenting from a secondary GPU.
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renderer_vulkan: Wait on present semaphore at queue submit
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The present semaphore is being signalled by the call to acquire the
swapchain image. This semaphore is meant to be waited on when rendering
to the swapchain image. Currently it is waited on when presenting, but
moving its usage to be waited on in the command buffer submission allows
for proper usage of this semaphore.
Fixes the device lost when launching titles on the Intel Linux Mesa driver.
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nvflinger: Use external surface format for framebuffer creation
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The format member the IGBPBuffer may not always specify the correct desired format. Using the external format member ensures a valid format is provided when creating the framebuffer.
Fixes homebrew using the wrong framebuffer format.
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renderer_vulkan: Spirv support glsl legacy attribute
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Fix blend equation enum error
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core: hle: service: buffer_queue: Improve management of KEvent.
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Second part of Golden's PR #6976
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After Hades, both OpenGL and Vulkan use a pipeline cache instead of single stages of the graphics pipeline. Renamed the Remove menu entries to match.
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core: cpu_manager: Use jthread.
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structured_control_flow: Add DemoteCombinationPass
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Nested demote branches add complexity with combining the condition if it has not been initialized yet. Skip them for the time being.
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This is only needed on select drivers when a fragment shader discards/demotes.
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Some drivers misread data when demotes are interleaved in the program. This moves demote branches to be checked at the end of the program.
Fixes "wireframe" issue in Pokemon SwSh on some drivers
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Project <tentative title>: Rework Garbage Collection.
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emit_spirv_context_get_set: Fix Get FrontFace return value
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The IR expects GetAttribute to return an F32 value. This case was returning a U32 instead.
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vk_blit_screen: Fix non-accelerated texture size calculation
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Addresses the potential OOB access in UnswizzleTexture.
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nifm/network_interface: Cleanup and populate fields in GetCurrentNetworkProfile
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Populates the current_address, subnet_mask, and gateway fields from the selected network interface.
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vp9_types: Remove unusued VP9 info struct members
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ngct: Stub NGCT:U service
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logging: Display backtrace on crash
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This implements backtraces so we don't have to tell users how to use gdb anymore.
This prints a backtrace after abort or segfault is detected. It also fixes the log getting cut off with the last line containing only a bracket. This change lets us know what caused a crash not just what happened the few seconds before it.
I only know how to add support for Linux with GCC. Also this doesn't work outside of C/C++ such as in dynarmic or certain parts of graphics drivers. The good thing is that it'll try and just crash again but the stack frames are still there so the core dump will work just like before.
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vulkan_device: Add a check for int8 support
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Silences validation errors when shaders use int8 without specifying its support to the API
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GPU_MemoryManger: Fix GetSubmappedRange.
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The log filter was being ignored on initialization due to the logging instance being initialized before the config instance, so the log filter was set to its default value.
This fixes that oversight, along with using descriptive exceptions instead of abort() calls.
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kernel: Optimize GetHostThreadID
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CMakeLists: Ensure proper numerusform tags are generated for pluralized translations
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If we don't set an explicit source and target language for the base
english translation, then we'll generate an incorrect number of
<numerusform> tags (which Transifex doesn't like).
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logging: Simplify and make thread-safe
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This simplifies the logging system.
This also fixes some lost messages on startup.
The simplification is simple. I removed unused functions and moved most things in the .h to the .cpp. I replaced the unnecessary linked list with its contents laid out as three member variables. Anything that went through the linked list now directly accesses the backends. Generic functions are replaced with those for each specific use case and there aren't many. This change increases coupling but we gain back more KISS and encapsulation.
With those changes it was easy to make it thread-safe. I just removed the mutex and turned a boolean atomic. I was planning to use this thread-safety in my next PR about stacktraces. It was actually async-signal-safety at first but I ended up using a different approach. Anyway getting rid of the linked list is important for that because have the list of backends constantly changing complicates things.
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The maximum is now 17 with the addition of Brazilian Portuguese
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video_core: eliminate constant ternary
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`via_header_index` is already checked above, so it would never be true in this branch
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dynarmic: Update and enable DYNARMIC_IGNORE_ASSERTS
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SPIR-V: Merge two ifs in EmitGetAttribute
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applet_error: Fix 64-bit error code conversion
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Previously, floats were implicitly cast to integers
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It was trying to log value of layer_id which is specifically known not to exist, potentially leading to segfault. Log display_id instead.
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Misplaced break made it only check for the first core.
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kernel: Various improvements to scheduler
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- This would have limited value, and would be a mess to handle properly.
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- Useful purely for debugging.
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Fix LAN Play
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The header "combaseapi.h" of mingw-w64 defines "interface" as "struct".
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GetAvailableNetworkInterfaces
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network interface combobox
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This commit renames the "Services" tab to "Network" and adds a combobox that allows the user to select the network interface that yuzu should use. This new setting is now used to get the local IP address in Network::GetHostIPv4Address. This prevents yuzu from selecting the wrong network interface and thus using the wrong IP address. The return type of Network::GetHostIPv4Adress has also been changed.
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If non-blocking sockets are used, they generate a lot of Errno::AGAIN errors when they didn't receive any data. These errors shouldn't be logged.
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Service::NIFM::IGeneralService::GetCurrentIpConfigInfo currently hardcodes 192.168.1.100 as the IP address, which prevents LAN play from working correctly.
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F_SETFL/F_GETFL are the correct commands to set a socket to be non-blocking
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decoders: Optimize memcpy for the other functions
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This fixes a lost wakeup in SPSCQueue. If the reader is in just the right position, the writer's notification will be lost and this will be a problem if the writer then does something to wait on the reader.
This was discovered to affect my upcoming stacktrace PR. I don't think any performance decrease will be noticeable because an uncontended mutex is smart enough to skip the syscall. This PR might also resolve some rare deadlocks but I don't know of any examples.
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input_common: Disable sdl raw input mode
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vic: Specify sws_scale height stride.
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Silences a sws_scale runtime warning about unaligned strides.
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According to https://stackoverflow.com/questions/469508, we run into a
MSVC bug (since VS 2005) when using diamond inheritance for
RangedSetting.
This explicitly implements those functions in RangedSetting. GetValue is
implemented as just calling the inherited version. The explicit
converson operator is reimplemented. I opted for this over ignoring the
warning with a pragma since this specifies the inherited behavior, and I
have now less faith in MSVC to pick the right one.
In addition, we mark destructors as virtual to silence what I believe is
a fair MSVC compilation error.
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settings: Implement settings ranges
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Addresses PR review
Co-authored-by: PixelyIon <pixelyion@protonmail.com>
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Addresses review feedback.
Co-authored-by: Mai M. <mathew1800@gmail.com>
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Fixes a theoretical scenario where a Setting is using the BasicSetting's
GetValue function. In practice this probably only happens on yuzu-cmd,
where there is no need for a Setting's additional features. Need to fix
regardless.
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Clamps the setting's values against the specified minimum and maximum
values.
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texture_cache: Split out template definitions
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main: Avoid stopping emulation when taking a screenshot
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memory: Clean up code
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configure_general: Swap positions of speed limit and frame limit options
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vp9: Ensure the first frame is complete
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Silences a runtime error due to the first frame missing the frame data, and being set to hidden despite being a key-frame.
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Respect Vulkan bufferImageGranularity
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input_common: Improve SDL joystick and hide toggle option
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Add description to fast gpu time option
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add description too fast gpu time
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common: uuid: Add hash function for UUID
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Used when UUID is a key in an unordered_map. The hash is produced by XORing the high and low 64-bits of the UUID together.
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nvdec: Better logging for unimplemented codecs
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yuzu-cmd: hide mouse cursor when started fullscreen
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Exposed the SDL_ShowCursor function to EmuWindow baseclass. When creating the window (GL or VK) in fullscreen it now automatically hides the cursor.
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settings_ui: Add emulated joystick position dot to controller preview
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astc_decoder: Various performance and memory optimizations
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This reduces the amount of over dispatching when there are odd dimensions (i.e. ASTC 8x5), which rarely evenly divide into 32x32.
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Alleviates the dependency on the swizzle table and a uniform which is constant for all ASTC texture sizes.
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This buffer was a list of EncodingData structures sorted by their bit length, with some duplication from the cpu decoder implementation.
We can take advantage of its sorted property to optimize its usage in the shader.
Thanks to wwylele for the optimization idea.
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Moves leftover values that are no longer used by the gpu decoder back to the cpp implementation.
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nvdec: Fix VP9 reference frame refreshes
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This was mainly used to keep track of mapped buffers for later unmapping. Since unmap is no longer implemented, this no longer seves a valuable purpose.
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With reference frames refreshes fix, we no longer need to buffer two frames in advance.
We can also remove other unused or otherwise unneeded variables.
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This resolves the artifacting when decoding VP9 streams.
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Skip unmapping nvdec buffers to avoid breaking the continuity of the VP9 reference frame addresses, and the risk of invalidating data before the async GPU thread is done with it.
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assert: Avoid empty macros
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common: uuid: Add hex string to UUID constructor
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This allows for easily converting a hex string into a Common::UUID, which is backed by a 128 bit unsigned integer.
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applet_swkbd: Include the null terminator in the buffer size calculation
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Some games may interpret the read string as a null-terminated string instead of just reading the string up to buffer_size.
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hex_util: Fix incorrect array size in AsArray
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Although this isn't used, this is a potential bug as HexStringToArray will perform an out-of-bounds read.
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Currently yuzu will read the mapping but does not connect a controller
despite adding subsequent configurations for it. Read the `connected`
setting for now as a boolean like the Qt frontend.
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* nvdec: VA-API
* Verify formatting
* Forgot a semicolon for Windows
* Clarify comment about AV_PIX_FMT_NV12
* Fix assert log spam from missing negation
* vic: Remove forgotten debug code
* Address lioncash's review
* Mention VA-API is Intel/AMD
* Address v1993's review
* Hopefully fix CMakeLists style this time
* vic: Improve cache locality
* vic: Fix off-by-one error
* codec: Async
* codec: Forgot the GetValue()
* nvdec: Address ameerj's review
* codec: Fallback to CPU without VA-API support
* cmake: Address lat9nq's review
* cmake: Make VA-API optional
* vaapi: Multiple GPU
* Apply suggestions from code review
Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
* nvdec: Address ameerj's review
* codec: Use anonymous instead of static
* nvdec: Remove enum and fix memory leak
* nvdec: Address ameerj's review
* codec: Remove preparation for threading
Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
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config: Only read/write current_user on global config
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|/ / / / / |
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|/| | |
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This makes UnswizzleTexture up to two times faster. It is the main bottleneck in NVDEC video decoding.
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Makes the default game list folder icons 48x48 by default instead of 64x64, and allows for selecting small (24x24) and large (72x72) icon sizes.
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renderer_vulkan: Implement screenshots
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OpenGL and Vulkan images render in different coordinate systems. This allows us to specify the coordinate system of the screenshot within each renderer
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Allows specifying the framebuffer and render area dimensions, rather than being hard coded for the render window.
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vk_rasterizer: Flip viewport on Y_NEGATE
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Matches OpenGL's behavior. I don't believe this register flips geometry,
but we have to try to match behavior on both backends.
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Keeps us up to date with reporting the system version.
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service: ns, set: Add PT_BR (Brazilian Portuguese)
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emu_window: Remove global system instance
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It was just the one in emu_window_sdl2, but since _gl and _vk inherit
from it, they all needed adjustments.
Leaves just the one auto system& in main().
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renderer_vulkan: Add setting to log pipeline statistics
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Use VK_KHR_pipeline_executable_properties when enabled and available to
log statistics about the pipeline cache in a game.
For example, this is on Turing GPUs when generating a pipeline cache
from Super Smash Bros. Ultimate:
Average pipeline statistics
==========================================
Code size: 6433.167
Register count: 32.939
More advanced results could be presented, at the moment it's just an
average of all 3D and compute pipelines.
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| | | |
| | | | |
The buffer size here does not include the initial 8 bytes.
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shader: Fold UnpackFloat2x16 and PackFloat2x16
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Simplifies the code a bit when possible. These instructions should be
no-ops codegen wise.
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shader: Fold integer FMA from Nvidia's pattern
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Fold shaders doing "a * b + c" on integers from the pattern generated by
Nvidia's GL compiler.
On a somewhat complex compute shader it reduces the code size by 16
instructions from 2 matches on Turing GPUs.
On Intel as extracted from KHR_pipeline_executable_properties:
Before the optimization:
```
Instruction Count: 2057
Basic Block Count: 45
Scratch Memory Size: 14752
Spill Count: 232
Fill Count: 261
SEND Count: 610
Cycle Count: 11325
```
After the optimization:
```
Instruction Count: 2046
Basic Block Count: 44
Scratch Memory Size: 13728
Spill Count: 219
Fill Count: 268
SEND Count: 604
Cycle Count: 11367
```
|
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| | | | | |
Simplify a bit the logic.
|
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|
|\ \ \ \ \
| | | | | |
| | | | | | |
service: ns: Map ZH_TW and ZH_CN to Traditional/Simplified Chinese
|
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|
|\ \ \ \ \ \
| |_|_|_|/ /
|/| | | | | |
common: uuid: Return a lower-case hex string in Format
|
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|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
shader: Mark ConvertF16F32 and ConvertF32F16 as fp16 instructions
|
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| |/| | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Fixes instances where fp16 types are not declared on SPIR-V but they are
used. This shouldn't happen on master, as it's been uncovered by an
additional optimization pass.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
host_memory: enable fastmem on FreeBSD
|
| | | | | | |
| | | | | | |
| | | | | | |
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| | | | | | |
| | | | | | |
| | | | | | | |
src/common/host_memory.cpp:360:14: error: use of undeclared identifier
'memfd_create'
fd = memfd_create("HostMemory", 0);
^
|
| | |_|_|_|/
| |/| | | |
| | | | | |
| | | | | | |
HW.Memory <Critical> common/host_memory.cpp:HostMemory:492: Fastmem unavailable, falling back to VirtualBuffer for memory allocation
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
general: Implement FullscreenMode enumeration
|
| |\ \ \ \ \ \
| | | |_|/ / /
| | |/| | | | |
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| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
We don't need to manually apply this setting now that a template can do
this for us.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Prevents us from using an unclear 0 or 1 to describe the fullscreen
mode.
|
|\ \ \ \ \ \ \
| |_|_|_|/ / /
|/| | | | | | |
applets/web: Addressing QT Navigation issues in Linux
|
| | | | | | | |
|
| | |_|_|/ /
| |/| | | |
| | | | | |
| | | | | | |
Focusing on the first link element fixes element navigation upon loading the web applet in games such as Super Mario Odyssey
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
render_target: Add missing initializer for size extent
|
| |/ / / / /
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| | | | | |
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| | | | | |
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Everything else has a default constructor that does the straightforward
thing of initializing most members to a default value, except for the
size.
We explicitly initialize the size (and others, for consistency), to
prevent potential uninitialized reads from occurring. Particularly given
the largeish surface area that this struct is used in.
|
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| |_|_|_|/ /
|/| | | | | |
common: fs: fs_util: Add BufferToUTF8String
|
| |/ / / /
| | | | |
| | | | |
| | | | | |
Allows for direct conversion to std::string without having to convert std::u8string to std::string
|
|\ \ \ \ \
| | | | | |
| | | | | | |
video_core/engine: Consistently initialize rasterizer pointers
|
| |/ / / /
| | | | |
| | | | |
| | | | |
| | | | | |
Ensures all of the engines have consistent and deterministic
initialization of the rasterizer pointers.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
exception: Make constructors explicit
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Ensures that exception construction is always explicit.
|
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| | | | |
| | | | |
| | | | | |
We can use the <exception> header instead of pulling in all of the
exception-style classes.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
video_core: Remove some unused variables
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Given this is non-trivial, the constructor is required to execute, so
this removes a bit of redundant codegen.
|
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|
| |/ / / /
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| | | | |
| | | | | |
Resolves two compiler warnings.
|
|/ / / /
| | | |
| | | |
| | | | |
We should be using the passed in object type instead.
|
|\ \ \ \
| | | | |
| | | | | |
general: Rename "Frame Limit" references to "Speed Limit"
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
use_framelimiter was not being used internally by the renderers.
set_background_color was always set to true as there is no toggle for the renderer background color, instead users directly choose the color of their choice.
|
| |/ / /
| | | |
| | | |
| | | |
| | | | |
This setting is best referred to as a speed limit, as it involves the limits of all timing based aspects of the emulator, not only framerate.
This allows us to differentiate it from the fps unlocker setting.
|
|\ \ \ \
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| | | | | |
vk_stream_buffer: Remove unused stream buffer
|
| | | | |
| | | | |
| | | | |
| | | | | |
Remove unused file.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
Handle allocation failure in Staging buffer
|
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|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
vk_buffer_cache: Add transform feedback usage to null buffer
|
| | |_|_|_|/
| |/| | | |
| | | | | |
| | | | | | |
Fixes bad API usages on Vulkan.
|
|\ \ \ \ \ \
| |_|_|/ / /
|/| | | | | |
vk_compute_pass: Fix pipeline barrier for indexed quads
|
| |/ / / /
| | | | |
| | | | |
| | | | | |
Use an index buffer barrier instead of a vertex input read barrier.
|
|\ \ \ \ \
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shader_recompiler: Remove unnecessary [[nodiscard]] instances
|
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| |/| | |
| | | | |
| | | | |
| | | | | |
[[nodiscard]] doesn't do anything on functions with a void return type
and causes superfluous warnings.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
emit_spirv_instructions: Add missing header guard
|
| |/ / / / |
|
|\ \ \ \ \
| |_|_|/ /
|/| | | | |
emit_glasm: Fix LINESS_ADJACENCY typo in InputPrimitive()
|
| |/ / /
| | | |
| | | |
| | | | |
This should be LINES_ADJACENCY
|
| | | |
| | | |
| | | | |
Change wording to explain that GLASM is actually short for Assembly Shaders
|
|\ \ \ \
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| | | | | |
object_pool: Add missing return in Chunk move assignment operator
|
| |/ / /
| | | |
| | | |
| | | | |
Prevents undefined behavior from occurring.
|
|\ \ \ \
| |_|/ /
|/| | | |
control_flow: Fix duplicate switch case in OpcodeToken
|
| |/ /
| | |
| | |
| | | |
This previously duplicated the case of the PBK case above it.
|
|\ \ \
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|/| | |
config, nvflinger: Add FPS cap setting
|
| |/
| |
| |
| | |
Allows finer tuning of the FPS limit.
|
|\ \
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| | | |
Settings: Eliminate ASYNC & MULTICORE Toggles and add GPU Accuracy to status bar
|
| | |
| | |
| | | |
Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
|
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|
|\ \ \
| | | |
| | | | |
main: Fix screenshot filepath construction
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
The screenshot directory path returned does not have a trailing directory separator character. This caused screenshots to be saved in the parent directory of the configured screenshot directory.
This fixes that behavior
|
|\ \ \ \
| |/ / /
|/| | | |
Shader Decompiler Rewrite
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
Support ignoring immediate out of bound writes. Writing dynamically out
of bounds is not yet supported (e.g. R0+0x4).
Reading out of bounds yields zero. This is supported checking for the
size from the IR; if the input is immediate, the optimization passes
will drop it.
|
| | | |
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| | | |
| | | |
| | | | |
Fixes race condition caused. The descriptor pool is not thread safe, so
we have to commit descriptor sets within the same thread.
|
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| | | |
| | | | |
Causes crashes on Link's Awakening intro. It's hard to debug if it's our
fault due to bugs in validation layers.
|
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|
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| | | |
| | | |
| | | | |
This reverts commit 4a152767286717fa69bfc94846a124a366f70065.
|
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| | | |
| | | | |
Wait for shader to build before configuring it, and wait for the shader
to build before sharing it with other contexts.
|
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| | | | |
This allows us invalidating OpenGL and Vulkan separately in the future.
|
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|
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|
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Adheres to GL_ARB_separate_shader_objects requirements
|
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| | | |
| | | |
| | | | |
Ensures that states set for a particular stage are not attached to other
stages which may not need them.
|
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Silences the following warnings-turned-errors:
-Wsign-conversion
-Wunused-private-field
-Wbraced-scalar-init
-Wunused-variable
And some other errors
|
| | | |
| | | |
| | | |
| | | |
| | | | |
This change adds two new context menu items to remove either the OpenGL or the Vulkan shader caches individually, and the provides the option to remove all caches for the selected title.
This also changes the behavior of the open shader cache option. Now it creates the shader cache directory for the title if it does not yet exist.
|
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|
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The current implementation is prone to causing graphical issues. Disable until a better solution is implemented.
|
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|
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Fix regression on Fire Emblem: Three Houses when using native fp16.
|
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Workaround potential bug on Nvidia's driver where only updating high
attributes leaves low attributes out dated.
|
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|
| | | |
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| | | |
| | | | |
account for the fact that program.*memory_size is in units of bytes.
|
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| | | | |
Used by MH:Rise
|
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|
| | | | |
|
| | | |
| | | |
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| | | | |
Fixes OpenGL.
|
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|
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| | | |
| | | |
| | | |
| | | | |
GLASM is getting good enough that we can move it out of advanced
graphics settings. This removes the setting `use_assembly_shaders`,
opting for a enum class `shader_backend`. This comes with the benefits
that it is extensible for additional shader backends besides GLSL and
GLASM, and this will work better with a QComboBox.
Qt removes the related assembly shader setting from the Advanced
Graphics section and places it as a new QComboBox in the API Settings
group. This will replace the Vulkan device selector when OpenGL is
selected.
Additionally, mark all of the custom anisotropic filtering settings as
"WILL BREAK THINGS", as that is the case with a select few games.
|
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|
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|
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|
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|
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| | | |
| | | | |
Put all varyings into a single std::bitset with helpers to access it.
Implement passthrough geometry shaders using host's.
|
| | | | |
|
| | | | |
|
| | | | |
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
Useful for mobile and Intel Xe devices.
|
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|
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|
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|
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| | | | |
This ensures the original operand values are not overwritten when being used in the overflow detection.
|
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|
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|
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|
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|
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| | | | |
Port optimization from Vulkan.
|
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|
| | | |
| | | |
| | | |
| | | | |
Fixes rendering in Devil May Cry without regressing Ori and the Blind Forest.
|
| | | | |
|
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|
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| | | |
| | | |
| | | | |
Fixes shader compilation in Okami HD
|
| | | |
| | | |
| | | |
| | | |
| | | | |
A buffer binding can change between shaders without changing the
shaders. This lead to outdated bindings on OpenGL.
|
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|
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|
| | | |
| | | |
| | | |
| | | | |
Atomic operations are considered to have both read and write access. This was not being accounted for.
|
| | | |
| | | |
| | | |
| | | | |
WAR for AMD reading zeroes on uniform buffers of size 2.
|
| | | | |
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
~51% faster on Nvidia compared to previous method.
|
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|
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|
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| | | |
| | | | |
Fixes Ori and the blind forest title screen
|
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plus some minor refactoring of implementations
|
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|
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|
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|
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| | | |
| | | | |
Fixes flicker seen in XC2
|
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|
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| | | | |
and wip nv thread shuffle impl
|
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|
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|
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|
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| | | |
| | | |
| | | | |
Fix for SULD.D
|
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|
| | | | |
|
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|
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| | | |
| | | | |
along with some more cleanup/oversight fixes
|
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|
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and more cleanup
|
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needed for HW:AoC.
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along with some other misc changes and fixes
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and add some more separation in the shader for better debugability when dumped
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and implement misc getters
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SSBU now working
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and missed a diff in emit_glsl relating to var alloc ref counting
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fixes font rendering issues as these were used to index into the ssbos
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to fix Loop control flow.
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plus some other misc additions/changed
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and many other misc implementations
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Logic for ordered/unordered ops was wrong.
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based on glasm with some tweaks
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Also add a setting for enable Nsight Aftermath.
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Opens the new shader cache directory location for the specified title, if it exists.
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The lod query functions exposed by the rendering API's do not make use of the texturearray layer indexing.
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Reduces the number of total pipelines generated on Vulkan.
Tested on Super Smash Bros. Ultimate.
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The sign bit on integers of size < 32 was not properly preserved in casts
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BitCast U32 to S32 before converting to float on drivers with broken
signed operations.
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Fixes black textures in UE4 games
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Fixes DOOM 2016 missing local memory
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Fixes SULD.D tests.
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Fixes pixelated presentation on Intel devices.
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Used by Claybook.
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Fixes a crash on Age of Calamity cutscenes.
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Increases performance significantly on certain titles.
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MSVC generates better code for it.
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Recreate only when requested (or sRGB is changed) instead of tracking
the frontend's size. That size is still used as a hint.
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"Negative" offsets don't exist. They are shown as such due to a bug in
nvdisasm.
Unaligned offsets have been proved to read the aligned offset. For
example, when reading an U32, if the offset is 6, the offset read will
be 4.
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Add support for Polaris AMD devices.
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Intel devices pre-Xe don't support this.
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Fixes Ori and the Blind Forest's menu on GLASM. For some reason
(probably high level optimizations) it is not sanitized on SPIR-V for
OpenGL. Vulkan is unaffected by this change.
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Fixes ubsan issue.
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Add Intel Xe support.
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Causes regressions on Bowser's Fury.
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Add support for null registers. These are used when an instruction has
no usages.
This comes handy when an instruction is only used for its CC value, with
the caveat of having to invalidate all pseudo-instructions before
defining the instruction itself in the register allocator. This commits
changes this.
Workaround a bug on Nvidia's condition codes conditional execution using
branches.
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Reorder them to the bottom of the file for readability.
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With this, Luigi's Mansion's sand renders properly.
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Works around a bug where program parameters are only applied to the
current stage, and this one wasn't bound at the moment.
Affects all SSBO usages on GLASM.
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Immediate condition refs where not handled correctly. Just move the
value for now.
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Fixes the identity removal pass.
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Remove lod clamp from texture instructions with lod, as this is not
needed (nor supported).
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Fixes members of unnamed union not being accessible, and one function
without a declaration.
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Silence unused variable warning
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This commit regresses VertexA shaders, their transformation pass has to
be adapted to the new control flow.
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StorageAtomicExchangeU64 is failing test seemingly due to failure storing 64-bit
result into the register
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Use a struct constructor to serialize register allocation arguments to
ensure registers are allocated in the same order regardless of the
compiler used.
The A and B functions can be called in any order when passed as
arguments to "foo":
foo(A(), B())
But the order is guaranteed for curly-braced constructor calls in
classes:
Foo{A(), B()}
Use this to get consistent behavior.
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also fixes ADD and SUB to use U modifier
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Along with implementations of common instructions along the way
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This tries to fix a data race where we'd wait forever for the GPU.
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This is enabled by an extension instead of the capability.
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Workaround bug on Nvidia's OpenGL SPIR-V compiler when using unsigned
texture offsets.
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Workaround more bugs on Nvidia's OpenGL SPIR-V compiler.
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Worksaround a bug on Nvidia's OpenGL SPIR-V compiler where names are
used for name matching.
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This changes how Scheduler::Flush works. It queues the current command
buffer to be sent to the GPU but does not do it immediately. The Vulkan
worker thread takes care of that. Users will have to use
Scheduler::Flush + Scheduler::WaitWorker to get the previous behavior.
Scheduler::Finish is unchanged.
To avoid waiting on work never queued, Scheduler::Wait sends the current
command buffer if that's what the caller wants to wait.
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Move code to separate files to be able to reuse it from OpenGL. This
greatly simplifies the pipeline cache logic on Vulkan.
Transform feedback state is not yet abstracted and it's still
intrusively stored inside vk_pipeline_cache. It will be moved when
needed on OpenGL.
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Move descriptor lookup and update code to a separate thread. Delaying
this removes work from the main GPU thread and allows creating
descriptor layouts on another thread. This reduces a bit the workload
of the main thread when new pipelines are encountered.
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Create multiple descriptor pools on demand. There are some degrees of
freedom what is considered a compatible pool to avoid wasting large
pools on small descriptors.
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Our unit tests were hitting this exception.
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Compute shaders spill uniform buffers on storage buffers, increasing the
expected number.
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Avoid using std::array to fix Intellisense not properly compiling this
code and disabling itself on all files that include it.
While we are at it, change the code to use u8 instead of size_t for the
number of instructions in an opcode.
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Find sibling node containing a nephew searching from the nephew itself
instead of the uncle.
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When we can't track the SSBO origin of a global memory instruction,
leave it as a global memory operation and assume these pointers are in
the NVN storage buffer slots, then apply a linear search in the shader's
runtime.
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Fix two bugs in BFI.
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Silences `-Werror=missing-field-initializers` due to missing
initializers.
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Throw when other instructions are missing CC.
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Mostly fixing unused *, implicit conversion, braced scalar init,
fpermissive, and some others.
Some Clang errors likely remain in video_core, and std::ranges is still
a pertinent issue in shader_recompiler
shader_recompiler: cmake: Force bracket depth to 1024 on Clang
Increases the maximum fold expression depth
thread_worker: Include condition_variable
Don't use list initializers in control flow
Co-authored-by: ReinUsesLisp <reinuseslisp@airmail.cc>
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It may generate better code on some compilers and it's easier to handle.
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Wait from the worker thread for a pipeline to build before binding it to
the command buffer. This allows queueing pipelines to multiple threads.
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This is needed because pseudo-instructions where invalidated.
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This could potentially leave unvisited blocks, leading to illegal phi
nodes.
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Also add a missing const on DADD
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Also fix oversight with adding SignedZeroInfNanPreserve execution mode.
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And add a const in FCMP
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still need to configure some settings for NV denorm flush and intel NaN
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state is unused in the branch where with_state is false
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common: Publically link to pthreads
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Common requires pthreads but does not refer to it when linking to other
modules. Fix this by linking to Threads where necessary.
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buffer_cache: Misc fixups related to buffer clears
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Avoids reading out of bounds from the stack.
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Use existing helper functions and avoid looping when
only one buffer has to be active.
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Improve management of kernel objects
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- ExitProcess is not actually implemented either way, and this needs more work before we implement.
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- Since we do not implement multiprocess right now, this should not be a crashing assert.
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vk_texture_cache: Use VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL when possible
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Silences performance warnings generated from validation layers on each frame.
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yuzu_cmd: Make use of fullscreen_mode setting
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Reverts 48259de0c1a6a1aca77eec31cb8aca5ca2b680dd to the previous
hierarchy and fixes the resolution issue with this fullscreen mode.
yuzu-cmd will now read the fullscreen_mode setting and use it
appropriately.
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input_common: Make button threshold customizable
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* emu_window_sdl2_vk: Use the generated SDL config
On Linux, due to the way we include SDL2 as a submodule, it makes it
difficult for us to specify which SDL_config.h we intended to include.
Before, CMake would default to the dummy one included with SDL and
ignore the generated one.
This tells CMake to use the generated one. In addition, we define
USING_GENERATED_CONFIG_H to throw an error in case the dummy config is
used by accident. Fixes Vulkan not working on Linux yuzu-cmd.
* emu_window_sdl2_vk: Specify the window manager if it should be supported
The original language "not implemented" is wrong if the implementation
exists but is not compiled. This causes a bit of a debugging headache
when it goes wrong. Log it if the window manager is known before
exiting.
* sdl_impl, emu_window: Remove clang ignore
Fixed upstream by
libsdl-org/SDL@25fc40b0bd44c484051064bc6b945ea9943f88dd
* Enable fullscreen support for Vulkan on yuzu-cmd
Hooked up the existing SDL2 logic for fullscreen support in the Vulkan window of yuzu-cmd.
* Change fullscreen logic to attempt desktop resolution first on yuzu-cmd
Changed the order in which we attempt to switch to fullscreen. First try desktop resolution first, if it fails fall back to streched fullscreen using windowed resolution.
Co-authored-by: lat9nq <22451773+lat9nq@users.noreply.github.com>
Co-authored-by: san <san+gitkraken@smederijmerlijn.nl>
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applet_controller: Add preliminary support for version 8
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Version 8 adds support for key remapping introduced in FW 11.0, we will not be implementing this for now.
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input_common: Support SDL toggle buttons
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DMAEngine: Accelerate BufferClear [accelerateDMA Part 2]
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bootmanager: Create a dummy render widget
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This ensures that Qt positions the render window at the correct position on initializing the respective render backends.
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gl_texture_cache: Workaround slow PBO downloads on radeonsi
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There's an optimization bug on non-git mesa versions where not
specifying GL_CLIENT_STORAGE_BIT causes very slow reads on the CPU
side.
Add this bit for all vendors.
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|/| | | | | |
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We can now update this for C++20
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- value return can be different 0, is not error is normal, error is only -1.
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Adds support for loading games with multiple programs embedded within such as the Dragon Quest 1+2+3 Collection
|
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vk_buffer_cache: Use emulated null buffers for transform feedback
|
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Vulkan does not support null buffers on transform feedback bindings.
Emulate these using the same null buffer we were using for index
buffers.
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yuzu-cmd: Linux Vulkan fixes
|
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Fixed upstream by
libsdl-org/SDL@25fc40b0bd44c484051064bc6b945ea9943f88dd
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The original language "not implemented" is wrong if the implementation
exists but is not compiled. This causes a bit of a debugging headache
when it goes wrong. Log it if the window manager is known before
exiting.
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| | |_|_|/ /
| |/| | | |
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| | | | | |
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| | | | | | |
On Linux, due to the way we include SDL2 as a submodule, it makes it
difficult for us to specify which SDL_config.h we intended to include.
Before, CMake would default to the dummy one included with SDL and
ignore the generated one.
This tells CMake to use the generated one. In addition, we define
USING_GENERATED_CONFIG_H to throw an error in case the dummy config is
used by accident. Fixes Vulkan not working on Linux yuzu-cmd.
|
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yuzu-cmd: Update settings
|
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| | | | | | | |
Many settings in common/settings.h are missing from yuzu-cmd, either
they were added to default_ini.h but not read in, or vice versa, or the
setting was altogether omitted from yuzu-cmd. Some defaults were
reported wrong, so those were fixed where noticed.
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| |/ / / / /
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These settings are not being read in config.cpp AND they do not exist in
common/settings.h. Remove their references.
|
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| | | | | | |
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Fix Pokemon Let's Go on Vulkan
|
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Co-authored-by: Vitor K <vitor-kiguchi@hotmail.com>
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Co-authored-by: Vitor K <vitor-kiguchi@hotmail.com>
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texture_cache: Always prepare image views on render targets
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Images used as render targets were not being "prepared", causing
desynchronizations on the texture cache. Needs #6669 to avoid
performance regressions on certain cooking titles.
- Fixes black shadows on Age of Calamity.
|
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texture_cache/util: Fix size calculations of multisampled images
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On the texture cache we handle multisampled images by keeping their real
size in samples (e.g. 1920x1080 with 4 samples is 3840x2160).
This works nicely with size matches and other comparisons, but the
calculation for guest sizes was not having this in mind, and the size
was being multiplied (again) by the number of samples per dimension.
For example a 3840x2160 texture cache image had its width and height
multiplied by 2, resulting in a much larger texture.
Fix this issue.
- Fixes performance regression on cooking related titles when an
unrelated bug was fixed.
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|/ / / / / / |
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input_common: Fix mouse panning behaivour
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|/ / / / / |
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| |_|_|/ /
|/| | | | |
settings: Eliminate usage of float-point setting values
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vk_rasterizer: Only clear valid color attachments
|
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nvdec: Fix Submit Ioctl data source, vic frame dimension computations
|
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Fixes out of bound memory crashes in Mario Golf
|
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Fixes Mario Golf intro video decoding.
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Plus some minor cleanup for consistency.
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This fixes the hint videos in New Super Mario Bros. U Deluxe
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npad: Disable vibration check if disabled
|
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qt/main: Make title string more i18n-friendly
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Currently, whether or not the title is 32-bit or 64-bit was being
appended as a suffix to the title, which is fine for left-to-right
languages, but may not always fly so smoothly with some right-to-left
languages.
We also weren't marking that portion of the string as translatable,
which prevents translators from translating part of the title string.
|
|\ \ \ \ \ \
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input_common: Fix build with SDL disabled
|
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boxcat,web_service: Silence -Wmaybe-uninitialized when including httplib.h
|
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content_archive: Remove unnecessary include to <ranges>
|
| |/ / / / / /
| | | | | | |
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| | | | | | | |
Fixes build issues on clang.
|
|\ \ \ \ \ \ \
| |_|_|_|_|_|/
|/| | | | | | |
audio_core: Replace NaN mix volume samples with silence
|
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| | | | | | | |
Fixes Xenoblade Chronicles 2 blowing out the audio.
|
|\ \ \ \ \ \ \
| |_|/ / / / /
|/| | | | | | |
DMAEngine: Introduce Accelerate DMA.
|
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|\ \ \ \ \ \ \
| |/ / / / / /
|/| | | | | | |
settings: Disable FPS unlimit setting between title launches
|
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| | | | | | |
Some titles crash if the FPS limit is disabled when launching. This change ensures that titles launch with the limit in-place to avoid issues.
In order to simplify the change, the UI toggle was removed as it will always be overridden at launch to be disabled.
The setting can still be toggled during gameplay with the hotkey, and indicated by the fps label in the status bar.
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core,common,yuzu qt: Add CPU accuracy option 'Auto'
|
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Decouples the CPU debugging mode from the enumeration to its own
boolean. After this, it moves the CPU Debugging tab over to a sub tab
underneath the Debug tab in the configuration UI.
|
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Old CPU Accuracy setting won't translate well into since we're adding
one at the beginning of the list. On first boot with the new setting,
just use the default setting.
|
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| | | | | | |
Now sets optimizations regardless of the Settings. Drops unsafe fastmem
optimization.
|
| |/ / / /
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| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
The current CPU accuracy settings in yuzu are fairly polarized and
require more than common knowledge to know what the optimal settings for
yuzu would be. This adds a curated option called 'Auto' that applies a
few at the moment known-good unsafe optimizations to Dynarmic.
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| |_|_|/
|/| | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
This is a bug fix. Enabling graphics debug mode, then saving a custom
configuration causes graphics debugging to be saved and read from the
custom configuration.
Isolate it the same way we isolate the CPU settings.
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|/ / / |
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| | | | |
general: Move most settings' defaults and labels into their definition
|
| | | |
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Slight improvements to readability.
Dropped suggestions for string_view (settings.h:101), pass by value
(settings.h:82), reverting double to a float (config.cpp:316), and other
smaller ones, some out of scope.
Addresses review feedback.
Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
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I must have been asleep or something. These need to be read with the new
ReadBasicSetting function.
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Fixes Disgaea 6 Demo issues.
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Also adds documentation for the ReadSetting function.
Address review comments.
Co-authored-by: Mai M. <mathew1800@gmail.com>
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bcat: Fix settings access
telemetry_session: Fix settings accesses
So this is what I get for testing with the web service disabled.
touch_from_button: Fix settings access for clang
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For simple primitive settings, moves their defaults and labels to
definition time.
Also fixes typo and clang-format
yuzu qt: config: Fix rng_seed
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Creates a new BasicSettings class in common/settings, and forces setting
a default and label for each setting that uses it in common/settings.
Moves defaults and labels from both frontends into common settings.
Creates a helper function in each frontend to facillitate reading the
settings now with the new default and label properties.
Settings::Setting is also now a subclass of Settings::BasicSetting. Also
adds documentation for both Setting and BasicSetting.
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Avoids double-setting defaults, and avoids potential accidents when
inconsistently setting the default on new settings.
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Requires a default value when creating each per-game setting.
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* Fix out of bound blit error
* Fix code read
* Fix ci error
Co-authored-by: Feng Chen <chen.feng@gloritysolutions.com>
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Support more PCM formats
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audio_core: Preserve front channel volume after 6 to 2 downmix
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Many games report 6 channel output while only providing data for 2. We only output 2-channel audio regardless, and in the downmixing, front left/right only provide 36% of their volume. This is done assuming all of the other channels also contain valid data, but in many games they don't. This PR alters the downmixing to preserve front left/right, so volume is not lost.
This improves volume in Link's Awakening, New Super Mario Bros U, Disgaea 6, Super Kirby Clash.
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[audren] Report 2 channels active rather than 1
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According to
https://gitlab.freedesktop.org/mesa/mesa/-/issues/3820#note_753371 we
need to set these to true for use with 3D textures.
Fixes BOTW teleporting on RadeonSI and iris.
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common: fs: More misc. changes
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There's no point in keeping the file open after the write limit is exceeded. This allows the file to be committed to the disk shortly after it is closed and avoids redundantly checking whether or not the write limit is exceeded.
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It became apparent that logging can continuously spam errors that trigger file flushing.
Since committing the files to disk is an expensive operation, this causes unnecessarily high disk usage.
As such, we will revert Flush() to the previous behavior and add a Commit() member function in the event that this behavior is needed.
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This ensures that GetSize always retrieves the correct file size after a write operation.
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GPU Memory Manager - Correct handling of non continuous backing memory.
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Treats (un)signed comparison mismatches as errors to be consistent with MSVC
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general: Enforce multiple warnings in MSVC
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This lets us avoid needing to wrap external headers with #pragma warning directives for warnings we treat as errors and avoids generating warnings for external code.
Thanks to MerryMage for pointing this out.
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service: mii: Retrieve the correct default miis.
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We were including the first 2 default miis which are not meant to be shown in games. With this change, we properly retrieve the 6 default miis shown in games, with 3 of each gender.
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Slightly refactor NVDEC and codecs for readability and safety
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input_common: Add missing modifier callback to analog from button
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CMakeLists: Enforce C4189 on MSVC
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This supplements C4101 by detecting initialized but unreferenced local variables
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[audio_core] Decouple audio update and processing, and process at variable rate
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Currently, processing of audio samples is called from AudioRenderer's Update method, using a fixed 4 buffers to process the given samples. Games call Update at variable rates, depending on framerate and/or sample count, which causes inconsistency in audio processing. From what I've seen, 60 FPS games update every ~0.004s, but 30 FPS/160 sample games update somewhere between 0.02 and 0.04, 5-10x slower. Not enough samples get fed to the backend, leading to a lot of audio skipping.
This PR seeks to address this by de-coupling the audio consumption and the audio update. Update remains the same without calling for buffer queuing, and the consume now schedules itself to run based on the sample rate and count.
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cmake: Improve Linux dependency checking for externals
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yuzu requires CMake 3.15 yet find_program was using REQUIRED, which is
only available on 3.18 and later. Instead, we check for
"<VAR>-NOTFOUND".
In addition, check for additional requirements before building libusb or
FFmpeg with autotools. Otherwise, CMake configuration will pass yet
compilation will fail.
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yuzu qt, core: Support LayeredFS mods from SDMC directory
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We should not apply any mods when dumping a game's RomFS.
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This prevents mod files from being locked due to the read-only share flag in Windows.
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If someone else wants to support other mod formats in the SDMC
directory, that can be added later. For now, just allow RomFS modding
here and force people to do other types of mods the old way.
Addresses review comments.
Co-authored-by: LC <mathew1800@gmail.com>
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Enables loading a mod directly from `[yuzu data
directory]/sdmc/atmosphere/contents/[title_id]`. For use with some
homebrew mod managers.
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Enables dumping the RomFS to SDMC directory, specifically '[yuzu data
directory]/sdmc/atmosphere/contents/[title_id]/romfs'.
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main: Add GPU Vendor name to running title bar
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Makes this list a bit more capable at identifying Mesa drivers. Tries to
deal with two of the overloaded vendor strings in a more generic
fashion.
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Displays whether the currently running title uses 64-bit instructions or only 32-bit instructions.
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buffer_cache,texture_cache: Misc fixups from the memory reaper
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Fixes a regression unintentionally introduced by the garbage collector.
This makes regular memory downloads only flush the requested sizes.
This negatively affected Koei Tecmo games.
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Enforce implicit integer casts to a smaller type as errors.
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services: Misc. minor changes for latest SDK update.
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- TIPC does not use this.
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- This is used by the latest update of Doom Eternal.
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- This is used by the latest update of Doom Eternal.
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- This is used in fw 12.x.x games.
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Match the style in the file.
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astc: Various robustness enhancements for the gpu decoder
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We can move them to instead be compile time constants within the shader.
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These changes should help in reducing crashes/drivers panics that may
occur due to synchronization issues between the shader completion and
later access of the decoded texture.
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common: Replace common_sizes into user-literals
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Removes common_sizes.h in favor of having `_KiB`, `_MiB`, `_GiB`, etc
user-literals within literals.h.
To keep the global namespace clean, users will have to use:
```
using namespace Common::Literals;
```
to access these literals.
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general: Add missing #pragma once directives
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* Add missing includes
* Add array
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externals: Update fmt to 8.0.0
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Also removes some deprecated API usages.
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[audout] Implement GetAudioOutPlayedSampleCount
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Used in Ninja Gaiden games.
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maxwell3d: Add missing return in default SizeInBytes() case
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We were returning '1' in ComponentCount()'s default case but were
neglecting to do the same with SizeInBytes().
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GPU: Implement a garbage collector for GPU Caches (project Reaper+)
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WIP
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bootmanager: Use std::stop_source for stopping emulation
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Use its std::stop_token to abort shader cache loading.
Using std::stop_token instead of std::atomic_bool allows the usage of
other utilities like std::stop_callback.
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Simple resizing of Per-Game configuration window and removal of useless Help question mark button in the title bar
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common/detached_tasks: Wait for tasks before shutting down
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If this is not waited on, the synchronization primitives are destroyed
whe main exits and the detached task ends up signalling garbage and not
properly finishing.
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input_common/mouse_input: Fix data race
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Fix data race using std::jthread and std::stop_token.
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npad: Fix data race when updating devices
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Add a lock to avoid data races.
This reduces the number of -fsanitize=thread errors significantly.
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common: fs: Miscellaneous changes
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This provides a more concrete example of what a regular file is and isn't.
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These enforce requiring the file to exist prior to opening.
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This check was preventing files with the Write or Append file access modes from being created, as per the documented behavior in FileAccessMode.
This amends the check to test for the existence of a filesystem object prior to checking whether it is a regular file.
Thanks to liushuyu for pointing out that removing the check altogether would not guard against attempting to open non-regular files such as directories, symlinks, FIFO (pipes), sockets, block devices, or character devices.
The documentation has also been updated for these functions to clarify that a file refers to a regular file.
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Similarly, Flush() is typically called to attempt to flush a file into the disk. In the one case where this is used, we do not care whether the flush has succeeded or not, making [[nodiscard]] unnecessary.
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There are a lot of scenarios where we don't particularly care whether or not the removal operation and just simply attempt a removal.
As such, removing the [[nodiscard]] attribute is best for these functions.
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service: spl: Implement general SPL service
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service: time: Use GetFileRelative to get files within subdirectories
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The timezone info file can be within subdirectories (such as Asia/Tokyo), use GetFileRelative instead of GetFile to get files within subdirectories.
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vk_master_semaphore: Use jthread for debug thread
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core: Make is_powered_on atomic
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Fixes potential data races when shutting down.
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kernel: Fix missing peak set in KResourceLimit::SetLimitValue
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Update dynarmic and add new unsafe CPU option.
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nvflinger: Add experimental toggle to disable buffer swap interval limits
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Enabling this setting will allow some titles to present more frames to
the screen as they become available in the nvflinger buffer queue.
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externals: httplib: replace custom httplib header with upstream as submodule
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This also includes a minor change to web_service.cpp - to fix compatibility with upstream changes.
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Microsoft defines `MEM_RESERVE_PLACEHOLDER` as `0x00040000`, but our
manually imported version of it drops the last zero.
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Avoids overwhelming the log with validation errors that are not applicable
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Audio: SDL2 audio backend
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texture_cache/util: Avoid relaxed image views on different bytes per block
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Avoids API usage errors on UE4 titles leading to crashes.
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textures: Add a toggle for GPU Accelerated ASTC decoder
|
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Per the spec, L1 is clamped to the value 0xff if it is greater than 0xff. An oversight caused us to take the maximum of L1 and 0xff, rather than the minimum.
Huge thanks to wwylele for finding this.
Co-Authored-By: Weiyi Wang <wwylele@gmail.com>
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Users may want to fall back to the CPU ASTC texture decoder due to hangs
and crashes that may be caused by keeping the GPU under compute heavy
loads for extended periods of time. This is especially the case in games
such as Astral Chain which make extensive use of ASTC textures.
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fsp_srv: Fix filesystem access logging
|
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The Append open mode will create a new file if said file does not exist at a given path, making this call redundant.
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This introduces a new setting Enable FS Access Log which saves the filesystem access log to sdmc:/FsAccessLog.txt
If this setting is not enabled, this will indicate to FS to not call OutputAccessLogToSdCard.
Fixes softlocks during loading in Xenoblade Chronicles 2 when certain DLC is enabled.
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common: fs: file: Flush the file to the disk when Flush() is called
|
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std::fflush does not guarantee that file buffers are flushed to the disk.
Use _commit on Windows and fsync on all other OSes to ensure that the file is flushed to the disk.
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Guest logs are not very useful, as they are intended for use by the game developers during development. As such, they provide little meaning to be logged by yuzu and tend to overwhelm the log output at times.
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configure_cpu_debug: Clarify settings behavior
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This makes it clear that the disabled settings only take effect when CPU Accuracy is set to Debug Mode.
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common: fs: Use the normal directory iterator in *Recursively functions
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MSVC's implementation of recursive_directory_iterator throws an exception on an error despite a std::error_code being passed into its constructor. This is most likely a bug in MSVC's implementation since directory_iterator does not throw an exception on an error.
We can replace the usage of recursive_directory_iterator for now until MSVC fixes their implementation of it.
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Allows us to forward declare Common::FS::IOFile.
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hid: Stub IsFirmwareUpdateAvailableForSixAxisSensor
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yuzu: main: Ensure enough space is available for RomFS dumping
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This warns the user if there isn't enough free space to dump the entire RomFS to disk. It requires at least the size of the extracted RomFS + 1 GiB as a buffer of free space.
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Implement/Port Fastmem from Citra to Yuzu
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This falls back to the old approach of using a virtual buffer.
Windows is untested, but this build should fix support for Windows < 10 v1803. However without fastmem support at all.
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Workaround old headers and libraries shipped on MinGW.
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In theory, if we have 2 MB continously mapped, this should save one layer of TLB.
Let's make it at least more likely by aligning the memory.
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kernel: KLightConditionVariable: Update implementation to 12.x
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Updates the implementation of KLightConditionVariable to FW 12.x
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cmake: Use autotools for libusb linking generally on GNU, and cleanup
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Delegates libusb external communication to externals/CMakeLists.txt
Ensures an interface library `usb` for every pathway
input_common just links to the `usb` library now
externals/libusb/CMakeLists.txt sets variables to override SDL2's libusb
finding
Other minor cleanup
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Fix GCC undefined behavior sanitizer.
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* Wrong alignment in u64 LOG_DEBUG -> memcpy.
* Huge shift exponent in stride calculation for linear buffer, unused result -> skipped.
* Large shift in buffer cache if word = 0, skip checking for set bits.
Non of those were critical, so this should not change any behavior.
At least with the assumption, that the last one used masking behavior, which always yield continuous_bits = 0.
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- We were double-reserving, causing us to run out of sessions in Pokemon Sword & Shield.
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- Pokemon Sword/Shield are still hitting this for some reason, causing an svcBreak.
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- Prevents us from over decrementing num_sessions.
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- Prevents a cloned session's handler from being overwritten by another disconnected session.
- Fixes session handler nullptr asserts with Pokemon Sword & Shield.
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- Avoids a potential crash if the handle is invalid, and also makes this code accurate to real kernel behavior.
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|\ \ \
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src/common/CMakeLists.txt: fix variable escaping
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- Pokemon Sword/Shield are still hitting this for some reason, causing an svcBreak.
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limitable_input_dialog: Implement character limiter
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When using GetText() you can now choose what set of characters the user can't enter.
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common/fs/path_util: Remove [[nodiscard]] from function with void return
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We can't make use of the return value here, since we don't a return
value to work with.
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configure_ui: Add translation context for file-scope strings
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Allows for these strings to show up in the translation files.
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hle: kernel: Remove service thread manager and use weak_ptr.
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- We no longer need to queue up service threads to be destroyed.
- Fixes a race condition where a thread could be destroyed too early, which caused a crash in Pokemon Sword/Shield.
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yuzu qt: Start games from context menu
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This connects the BootGame function to the context menu. In addition,
there is an option to boot without using the custom configuration.
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yuzu-cmd: Fix OpenGL rendering
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Co-authored-by: Mai M. <mathew1800@gmail.com>
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decoders: Avoid out-of-bounds access
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continue causes a memory leak in A Hat in Time.
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This is not a real fix, so assert here and continue before crashing.
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hle: kernel: Refactor to allocate a ServiceThread per service handler.
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- Fixes some crashes introduced by our common intrusive red/black tree impl.
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- Previously, we would allocate a thread per session, which adds new threads on CloneCurrentObject.
- This results in race conditions with N sessions queuing requests to the same service interface.
- Fixes Pokken Tournament DX crashes/softlocks, which were regressed by #6347.
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buffer_cache: Simplify uniform disabling logic
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The result code classes are used quite extensively throughout both the
kernel and service HLE code. We can mark these member functions as
[[nodiscard]] to prevent a few logic bugs from slipping through.
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yuzu qt: Add settings reset button to general configuration
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Also makes use of std::move, and performs a clang-format cleanup.
This addresses review comments.
Co-authored-by: LC <mathew1800@gmail.com>
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Builds on german77's work to reset all settings back to their defaults.
This include UISettings and Settings values structs, but does not affect
save profiles, input profiles, and game directories.
This works from a button input in configure_general. When activated, it
calls a callback to close the whole configure dialog, then GMainWindow
deletes the old configuration, both on disk and in memory, and
reinitalizes a new one. It also resets a portion of the UI and calls the
telemetry window prompt.
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This commit does not compile.
Initial work to add and connect a Reset to Defaults button to the
configure_general tab.
Co-authored-by: german77 <juangerman-13@hotmail.com>
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| |_|/ / / /
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yuzu-cmd: Add touch_from_button in config file
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settings: Disable controller preview if controller is not active
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input_common: Analog button, use time based position
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|/| | |
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Correct light theme loading
The setLayout call in game list instantiation will call resizing signals with default values in light theme, which was then being erroneously saved. setLayout doesn't seem to call resizing for any other theme, so I'm not sure why that happens.
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game_list: Stop the columns resizing on NAND install
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yuzu qt: Revert some usages of string_view
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Causes a heap-use-after free reported by AddressSanitizer. This makes
use of std::filesystem::path, but due to that we have to use their
string() function which may not work for all characters.
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- Used by Mii Edit
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general: Replace RESULT_NAME with ResultName
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Transition to PascalCase for result names.
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Transition to PascalCase for result names.
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game_list: Minor for loop optimizations
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There's no need to check the first and last rows since they'll always be the Favorites and AddDir rows.
Also change the name of the clear_all variable for consistency.
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common_funcs: Move R_ macros to result.h
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These macros all interact with the result code type, so they should
ideally be within this file as well, so all the common_funcs machinery
doesn't need to be pulled in just to use them.
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yuzu qt: Handle per-game configs for title id 0
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This addresses review comments.
Co-authored-by: LC <mathew1800@gmail.com>
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Currently with programs that have a 0 title id, yuzu loads the custom
configuration 0000000000000000.ini for per-game configs. This is not
ideal since many homebrews share this id. Instead for these programs, we
load a config that is simply the file name and `.ini` appended to it.
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input_common: Add dual joycon support
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vulkan_memory_allocator: Allow textures to be allocated in host memory
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Allow Vulkan's allocator to use host memory when there's no more device
local memory. This delays OOM, but it will eventually still happen.
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core/memory: Check our memory fallbacks for out-of-bound behavior.
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This makes it by far harder to crash yuzu.
Also implement the 48bit masking of AARCH64 while touching this code.
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We just create one memory subsystem. This is a constant all the time.
So there is no need to call the non-inlined parent.Memory() helper on every callback.
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common: Extract Point struct into common
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This is generic enough that it can be moved into the Common class for
reuse.
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k_class_token: Use variable templates where applicable
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Same behavior, less code.
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video_core: gpu: WaitFence: Do not block threads during shutdown.
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- Fixes a hang on shutdown when NVFlinger thread is waiting on a syncpoint that will never occur.
- Commonly observed when stopping emulation in Super Mario Odyssey.
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applets/swkbd: Only read the text check message on Failure/Confirm
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Avoids redundant string copies
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Applications may leave this region of memory uninitialized when the text check result is not either Failure or Confirm.
Attempting to read uninitialized memory may cause an exception within the UTF16 to UTF8 string converter.
Fix this by only reading the text check message on Failure or Confirm.
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ldn: Add and stub lp2p:sys lp2p:app INetworkServiceMonitor INetworkService
Mario Kart Live: Home Circuit needs lp2p:sys lp2p:app INetworkServiceMonitor INetworkService to be able to progress.
Note: The game still fails to boot from unimplemented LDN and BSD services.
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externals: Update dynarmic.
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The new version supports fastmem on a64.
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kernel: Add missing override specifiers
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Over the course of the kernel refactoring a tiny bit of missing
overrides slipped through review, so we can add these.
While we're at it, we can remove redundant virtual keywords where
applicable as well.
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| |_|_|_|_|/ / / /
|/| | | | | | | | |
k_thread: Move dereference after null check in Initialize()
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Prevents a -Wnonnull warning on GCC.
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hle: kernel: KSlabHeap: Allow host or guest allocations.
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- Use host allocations for kernel memory, as this is not properly emulated yet.
- Use guest allocations for TLS, as this needs to be backed by DeviceMemory.
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std::move created an unneeded copy.
iterating without reference also created copies.
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core/arm_interface: Call SVC after end of dynarmic block.
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So we can modify all of dynarmic states within SVC without ExceptionalExit.
Especially as the ExceptionalExit hack is dropped on upstream dynarmic.
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| |_|/ / / / / /
|/| | | | | | | |
hid: ApplyNpadSystemCommonPolicy
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We already do this specifically for homebrew, so we can keep it stubbed out for the time being
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Relocates them to the same place the move equivalents are at for
consistent viewing.
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IOFile is a final class, so there's no need for a virtual destructor.
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Prevents a potential uninitialized read vector in the move constructor.
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- Greatly reduces the risk of overflow, at the cost of doubling the size of this array.
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yuzu qt: Add an Apply button to configuration dialogs
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Most of the code already exists to do this, but the Apply button itself
was never added. This adds a button and boolean that tells yuzu to save
the configuration after applying settings, even if close/Cancel is
pressed on the dialog. Changes after applying will not be saved when
Cancel is pressed, though.
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cmake: Download Qt binaries on Linux if needed
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If the local version of Qt is older than the minimum version required by
yuzu, download a pre-built binary package from yuzu-emu/ext-linux-bin
and build yuzu with it, instead.
This also requires linking yuzu to the correct libraries after building
it, and copying over the required binaries when building yuzu.
This sets the Qt requirement to 5.12, which is intentionally behind the
versions used by our toolchains since they are not all updated yet to
5.15.
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This code was used to switch the CPU ID on thread switches.
However since "hle: kernel: multicore: Replace n-JITs impl. with 4 JITs.", the CPU ID is not a constant.
This has been dead code since this rewrite, and dropped in dynarmic as well. So there is no need to keep it.
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hid/gesture: Simplify point related code
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Deduplicates a commonly repeated expression.
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Makes for deterministic initial state.
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We can now use this in a generic context to reuse it with the finger
position.
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Simplifies assignments.
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Simplifies some comparisons.
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This only represents a single point
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applets/swkbd: Make use of QueuedConnection in returnPressed signal
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Some users have reported rare crashes when pressing the Enter key on the keyboard to confirm input in the normal software keyboard, particularly in Super Smash Bros. Ultimate while entering the name of a ruleset or controller layout.
It is suspected that the QLineEdit::returnPressed signal is causing a race condition as confirming input through other means does not produce the crash. Since Qt::QueuedConnection posts an event to the event queue of the callee's thread instead of executing it directly on the caller's thread, this eliminates any potential race conditions from occurring in this scenario.
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* common: fs: fs_types: Create filesystem types
Contains various filesystem types used by the Common::FS library
* common: fs: fs_util: Add std::string to std::u8string conversion utility
* common: fs: path_util: Add utlity functions for paths
Contains various utility functions for getting or manipulating filesystem paths used by the Common::FS library
* common: fs: file: Rewrite the IOFile implementation
* common: fs: Reimplement Common::FS library using std::filesystem
* common: fs: fs_paths: Add fs_paths to replace common_paths
* common: fs: path_util: Add the rest of the path functions
* common: Remove the previous Common::FS implementation
* general: Remove unused fs includes
* string_util: Remove unused function and include
* nvidia_flags: Migrate to the new Common::FS library
* settings: Migrate to the new Common::FS library
* logging: backend: Migrate to the new Common::FS library
* core: Migrate to the new Common::FS library
* perf_stats: Migrate to the new Common::FS library
* reporter: Migrate to the new Common::FS library
* telemetry_session: Migrate to the new Common::FS library
* key_manager: Migrate to the new Common::FS library
* bis_factory: Migrate to the new Common::FS library
* registered_cache: Migrate to the new Common::FS library
* xts_archive: Migrate to the new Common::FS library
* service: acc: Migrate to the new Common::FS library
* applets/profile: Migrate to the new Common::FS library
* applets/web: Migrate to the new Common::FS library
* service: filesystem: Migrate to the new Common::FS library
* loader: Migrate to the new Common::FS library
* gl_shader_disk_cache: Migrate to the new Common::FS library
* nsight_aftermath_tracker: Migrate to the new Common::FS library
* vulkan_library: Migrate to the new Common::FS library
* configure_debug: Migrate to the new Common::FS library
* game_list_worker: Migrate to the new Common::FS library
* config: Migrate to the new Common::FS library
* configure_filesystem: Migrate to the new Common::FS library
* configure_per_game_addons: Migrate to the new Common::FS library
* configure_profile_manager: Migrate to the new Common::FS library
* configure_ui: Migrate to the new Common::FS library
* input_profiles: Migrate to the new Common::FS library
* yuzu_cmd: config: Migrate to the new Common::FS library
* yuzu_cmd: Migrate to the new Common::FS library
* vfs_real: Migrate to the new Common::FS library
* vfs: Migrate to the new Common::FS library
* vfs_libzip: Migrate to the new Common::FS library
* service: bcat: Migrate to the new Common::FS library
* yuzu: main: Migrate to the new Common::FS library
* vfs_real: Delete the contents of an existing file in CreateFile
Current usages of CreateFile expect to delete the contents of an existing file, retain this behavior for now.
* input_profiles: Don't iterate the input profile dir if it does not exist
Silences an error produced in the log if the directory does not exist.
* game_list_worker: Skip parsing file if the returned VfsFile is nullptr
Prevents crashes in GetLoader when the virtual file is nullptr
* common: fs: Validate paths for path length
* service: filesystem: Open the mod load directory as read only
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settings: Suppress duplicate label name warning
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settings: Forbid docked mode on handheld
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- Used by nx-hbloader
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common/compression: Make use of std::span
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Allows for the incoming data stream to be non-allocating.
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Allows making the incoming data stream non-allocating.
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input_common: Rewrite sdl analog mapping and fix controller disconnection crash
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Various improvements to IPC and session management (Part 2)
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- Fixes a use-after-free, work-around until we fixup session/port management.
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- There are some issues with the current workaround, we will just use host memory until we have a complete kernel memory implementation.
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This reverts commit f2c26443f85a3c3fd43137509368ba5c7ab80ee7.
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This reverts commit fc086f93b2165b5c210cb7dcd6c18ebe17f1fd7b.
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gl_device: Intel: Disable texture view formats workaround on mesa
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applets/swkbd: Send the correct text string on TextCheck::Confirm
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Previously the text string for the inline software keyboard was being sent instead of the normal software keyboard, leading to empty text being sent all the time.
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hle_ipc: Add a getter for PID
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This is more concise and consistent with the rest of the codebase.
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configuration: Add CPU tab to game properties and slight per-game settings rework
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Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
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Drops an unused variant of ApplyPerGameSetting, and turns the QComboBox
variants of SetPerGameSetting into a template.
Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
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Allows setting CPU accuracy to Accurate or Unsafe per-game, as well as
the accuracy options for Unsafe. Debug is not allowed here as a per-game
CPU accuracy.
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Originally, every time we add a per-game setting, we'd have to guard for
it when setting it on the global config, and use a specific function to
do it for the per-game config.
This moves the global check into the ApplyPerGameSetting function so
that we can use it for changing both the global and per-game states.
Less work for the programmer.
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Monke brain can't remember what all of these does a year later.
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Required to make CPU accuracy and unsafe settings available to use as a
per-game setting.
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parent_of_member: Make sign conversion explicit in OffsetOfImpl()
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Previously these conversions were implicit and causing quite a few
warnings on clang.
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input_common: Sanitize motion data
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perf_stats: Rework FPS counter to be more accurate
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The FPS counter was based on metrics in the nvdisp swapbuffers call. This metric would be accurate if the gpu thread/renderer were synchronous with the nvdisp service, but that's no longer the case.
This commit moves the frame counting responsibility onto the concrete renderers after their frame draw calls. Resulting in more meaningful metrics.
The displayed FPS is now made up of the average framerate between the previous and most recent update, in order to avoid distracting FPS counter updates when framerate is oscillating between close values.
The status bar update frequency was also changed from 2 seconds to 500ms.
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size is already the size in bytes. We do not need to multiply it by the page size
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buffer_cache: Ensure null buffers cannot take the fast uniform bind path
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Fixes a crash in New Pokemon Snap
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CMakeLists: Enforce C4715 on MSVC
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This is similar to -Werror=return-type
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Duplicate labels were unintentionally introduced due to copy-paste. This silences the compilation warning produced by the presence of these duplicates.
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main: Prevent installing base titles into NAND
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Many users have been installing their base titles into NAND instead of adding them into the games list. This prevents users from installing any base titles and warns the user about the action.
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nvflinger: Create layers when they are queried but not found
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Fixes Shantae softlock on boot.
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core: Make variable shadowing a compile-time error
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Now that we have most of core free of shadowing, we can enable the
warning as an error to catch anything that may be remaining and also
eliminate this class of logic bug entirely.
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nifm, ssl: Fix incorrect response sizes
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main: Add running title's version to window name on EA/mainline
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Fixes the missing title version number on EA/mainline builds which override the title bar string.
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Various improvements to IPC and session management
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- Fixes our error checking of names as well.
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- Fixes our move handles implementation to actually move objects.
- Simplifies the traditional IPC path.
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- This was not actually closing sessions before.
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- This allows us to create a new interface each time ConnectToNamedPort is called, removing the assumption that these are static.
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texture_cache: Handle out of bound texture blits
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Some games interleave a texture blit using regions which are out-of-bounds. This addresses the interleaving to avoid oob reads from the src texture.
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ssl: Stub Import(Client/Server)Pki
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- Used in JUMP FORCE Deluxe Edition
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configure_ui: Call RequestGameListUpdate when toggling "Show Add-Ons Column"
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hid: Improve hardware accuracy of gestures
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kernel: Eliminate variable shadowing
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Now that the large kernel refactor is merged, we can eliminate the
remaining variable shadowing cases.
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Kernel Rework: Migrate kernel objects to KAutoObject
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- Useful for scenarios where we do not want to inherit from NonCopyable.
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ldr: Simplify memory copy within LoadNro()
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We can use the dedicated memory function for performing copies instead
of reading into a temporary buffer and then immediately writing it back
out to memory.
Eliminates a bit of heap memory churn.
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nvdrv: /dev/nvhost-prof-gpu for production
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Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
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While we're at it, we can fix the is_initialized error code.
This fixes the crashes on Shante
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Prevents some warnings from occurring.
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Now all that remains is for kernel code to be 'shadow-free' and then
-Wshadow can be turned into an error.
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core: Resolve misc straggler cases of variable shadowing
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Resolves shadowing warnings that aren't in a particularly large
subsection of core. Brings us closer to turning -Wshadow into an error.
All that remains now is for cases in the kernel (left untouched for now
since a big change by bunnei is pending), and a few left over in the
service code (will be tackled next).
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input_common: Release mouse buttons on out of focus
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file_sys: Resolve cases of variable shadowing
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Brings us closer to enabling -Wshadow as an error in the core code.
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game_list: Fix dir move up/down expand state
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service: filesystem: Return proper error codes for CreateFile
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This improves the accuracy of CreateFile by returning the correct error codes on certain conditions (parent directory does not exist, path already exists).
This fixes saving and the loading of existing saves in New Pokemon Snap
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game_list: Update filter results when removing directories
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applets/web: Fix a use-after-free when passing in the URL string
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The URL string was being deleted before being used, leading to a use-after-free occurring when it is used afterwards.
Fix this by taking the string by const ref to extend its lifetime, ensuring it doesn't get deleted before use.
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input_common: Reset GC sticks center by measuring multiple packets
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hid: Implement SevenSixAxis and ConsoleSixAxisSensor
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Eliminates variable shadowing cases across all the loaders to bring us
closer to enabling variable shadowing as an error in core.
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service: Eliminate cases of member variable shadowing
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Resolves a few localized instances of member variable shadowing. Brings
us a little closer to turning shadowing warnings into errors.
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applets/swkbd: Fix software keyboard button hint scaling
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Fixes the scaling of the button hints using background images. Now they scale like the rest of the elements.
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game_list: Mark games as favorite to make them appear at the top.
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Icons are from Icons8.
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nvhost_vic: Fix device closure
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Implements the OnClose method of the nvhost_vic device, and removes the remnants of an older implementation.
Also cleans up some of the surrounding code.
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Changes the keyboard bindings to be based on RPCS3's tried and true keyboard bindings.
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Swaps the Red and Blue channels of the A1B5G5R5_UNORM texture format, which was being incorrectly rendered.
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ICommonStateGetter: Stub SetRequestExitToLibraryAppletAtExecuteNextProgramEnabled
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- Used by Pixel Game Maker Series Werewolf Princess Kaguya
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glue: Add ectx:aw service placeholder
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program_metadata: Set a default resource size when a NPDM is not present
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Sets a default size of 0x1FE00000 bytes (510 MiB) for the system_resource_size when a NPDM is not present.
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program_metadata: Explicitly specify copy/move operators/functions
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The generation of the copy assignment operators are deprecated on being
generated when a user-provided destructor is present.
We can explicitly specify that we desire this behavior to keep the class
forward compatible with future standards.
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lm: Resolve -Wextra-semi warning
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Avoids unnecessary default construction of an entry in cases where no
entry exists before overwriting the created entry.
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We can perform the lookup and then do the contains check by checking the
end iterator. The benefit of this is that if we *do* find an entry, then
we aren't hashing into the map again to find it.
We can also get rid of an unused std::vector temporary while we're at
it.
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Resolves a trivial warning with clang.
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acc/lbl: Remove unused variables
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aes_util: Make use of std::span
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Allows us to simplify the interface quite a bit as it will handle
contiguous sequences for us.
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emu_window: unsigned -> u32
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This is only a 2-tuple, so it can be converted over to the std::pair
class.
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This is more concise and consistent with the rest of the codebase.
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time: Fix GetClockSnapshotFromSystemClockContext
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This removes an incorrect alignment usage and corrects the positions of the popped parameters.
- Fixes Super Kirby Clash crashing on boot
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log/backend: Make use of erase_if
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We can also avoid redundant constructions of the same string repeatedly.
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Same behavior, but less verbose.
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texture_cache/util: Fix src being used instead of dst within DeduceBlitImages case
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This line can only ever be reached if src is null, so dereferencing it
here is a logic bug that slipped through.
Instead, we dereference dst instead which is guaranteed to be valid.
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cmake: Use SDL 2.0.14 and fix scope issue
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SDL 2.0.14 introduces an incompatibility with Clang, causing it to
trigger -Wimplicit-fallthrough even though it is marked. Ignore it for
now, with a comment mentioning why this is needed.
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Forces using SDL 2.0.14. Upgrades the SDL external to that version. Adds
a message when switching to the external.
Fixes an error where input_common only links to SDL when SDL2_FOUND is
set, but externals/CMakeLists cannot set that variable to the required
scope. Switch to using ENABLE_SDL2, which we can use since we now
include the SDL source.
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general: Write buffers before pushing raw arguments
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For consistency with the rest of the service implementations
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npad: Remove duplicated class member variable
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ControllerBase already has a System reference that can be accessed from
this class, so we can get rid of this to make the class layout a little
more straightforward.
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Reduces some verbosity and centralizes the function details in one spot.
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If anything happened to call arp functions in the wrong order and called
IRegistrar's Issue function before SetApplicationLaunchProperty, we'd
read from an uninitialized ApplicationLaunchProperty instance.
Instead, we can always initialize it so if this does happen, then the
outcome of doing such a thing is at least consistently reproducible.
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Fixes the softlock after the controller applet exits in Mario Kart 8 Deluxe.
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nvdrv: Cleanup CDMA Processor on device closure
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Brings us a step closer to unifying all channels to share a common interface.
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Project Eleuthia - On-Screen Keyboard and Error Applet Overlays
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The Qt Software Keyboard frontend attempts to mimic the software keyboard rendered by the Nintendo Switch.
This frontend implements multiple keyboard types, such as the normal software keyboard, the numeric pad software keyboard and the inline software keyboard.
Keyboard and controller input is also supported in this frontend.
Keyboard input is handled as native keyboard input, and so the on-screen keyboard cannot be navigated with the keyboard arrow keys as the arrow keys are used to move the text cursor.
Controller input is translated into mouse hover movements on the onscreen keyboard or their respective button actions (B for backspace, A for entering the selected button, L/R for moving the text cursor, etc).
The text check dialogs can also be confirmed with controller input through the use of the OverlayDialog
Massive thanks to Rei for creating all the UI for the various keyboards and OverlayDialog. This would not have been possible without his excellent work.
Co-authored-by: Its-Rei <kupfel@gmail.com>
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Co-authored-by: Its-Rei <kupfel@gmail.com>
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An OverlayDialog is an interactive dialog that accepts controller input (while a game is running)
This dialog attempts to replicate the look and feel of the Nintendo Switch's overlay dialogs and
provide some extra features such as embedding HTML/Rich Text content in a QTextBrowser.
The OverlayDialog provides 2 modes: one to embed regular text into a QLabel and another to embed
HTML/Rich Text content into a QTextBrowser.
Co-authored-by: Its-Rei <kupfel@gmail.com>
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Moves the existing meta type registration into its own function and adds registration of common integral, floating point and string types.
This function is also now called in the constructor of the GMainWindow instead of on starting a game.
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We reset all the button states to 0 except the first index (which has all the buttons as pressed) to prevent a button hold being interpreted as a button that was pressed once on the first poll.
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Used by Monster Hunter Generations Ultimate
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Avoids unnecessary console spam when the inline software keyboard is used.
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InputCommon: Address mapping and naming issues with SDL2
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common/log: Move Log namespace into the Common namespace
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Follows our predominant coding style. Also explicitly specifies the move
constructor/assignment operator as well.
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Forgot to move this over when I moved the rest of the source files with
lacking namespaces over.
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core: settings: Add setting for debug assertions and disable by default.
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| | | | | |
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- Removes a dependency on core and input_common from common.
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- This is a developer-only setting and no longer needs to be enabled by default.
- Also adds "use_auto_stub" setting to SDL frontend while we are here.
- Supersedes #1340.
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k_resource_limit: Cleanup of member variables/headers
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applets/controller: Hook up the "Motion" button functionality
|
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I forgot to hook this up during the development of the controller applet, this PR amends that.
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kernel/process: Replace process resource limit instance with the kernel's resource limit
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This commit addresses the inaccurate behavior of kernel processes creating their own resource limit, rather than utilizing the kernel's system-wide resource limit instance.
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engine_interface: Add missing virtual destructor
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Eliminates a potential bug vector related to inheritance. Plus, we
should generally be specifying the destructor as virtual within purely
virtual interfaces to begin with.
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vk_master_semaphore: Add missing const qualifier for IsFree()
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We can just reuse the already existing KnownGpuTick() to deduplicate the
access.
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This member function doesn't modify class state.
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vk_texture_cache: Make use of bit_cast where applicable
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Also clarify the TODO comment a little more on the lacking
implementations for std::bit_cast.
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texure_cache/util: Resolve implicit sign conversions with std::reduce
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Amends implicit sign conversions occurring with usages of std::reduce
and also relocates it to its own utility function to reduce verbosity a
little bit.
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query_cache: Make use of std::erase_if
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Same behavior, but much more straightforward to read.
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Prevents potential inclusion compilation errors.
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This function has a void return value, so this attribute doesn't apply
to it.
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configure_graphics: Add Borderless Windowed fullscreen mode
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Several issues have been reported with the borderless windowed fullscreen mode on *nix platforms. Default to exclusive fullscreen mode on these platforms for now.
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The borderless windowed fullscreen mode solves several issues with the presentation of the overlay dialogs and on-screen keyboard in exclusive fullscreen mode, and also has other benefits such as smoother gameplay, lower latency and a significant reduction in screen tearing.
Co-authored-by: Its-Rei <kupfel@gmail.com>
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vulkan_device: Enable EXT_robustness2 features
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When this was being made mandatory, these enablement of these features was removed, but this is still needed.
Fixes: 757fd1e91716 ("vulkan_device: Require VK_EXT_robustness2")
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vk_buffer_cache: Fix offset for NULL vertex buffers
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The Vulkan spec states:
If an element of pBuffers is VK_NULL_HANDLE, then the corresponding element of pOffsets must be zero.
https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/vkCmdBindVertexBuffers2EXT.html#VUID-vkCmdBindVertexBuffers2EXT-pBuffers-04112
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service: time: Setup the network clock with the local clock context
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Setting the network time allows some time based events using the network clock to not reset.
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We can get into a really bad state by ignoring this
leading to device loss and using incorrect resources.
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service: time: Fix CalculateStandardUserSystemClockDifferenceByUser
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CalculateStandardUserSystemClockDifferenceByUser passes in the ClockSnapshots through 2 input buffers and not as raw arguments. Fix this by reading the 2 input buffers instead of popping raw arguments.
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pctl: Rework how pctl works to be more accurate
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Introduces the usage of compatibilities to allow it the module to be closer to how it works on hardware.
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externals: Search for shared opus installation.
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We had used conan for opus before, but there was a bug in the AVX detection.
However we still had the Findopus.cmake file within the repository, but not used.
This patch reenables the Findopus helper and prefer the system wide installation of opus.
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Kernel Rework: Derive memory regions from board layout.
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- Fixes clang errors with mixed enum arithmetic.
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service: Update service function tables and use proper names
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kernel: Mark lock helper classes as [[nodiscard]]
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Prevents logic bugs from slipping through.
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If we delete the copy and move constructor, we should also be deleting
the copy and move assignment operators (and even if this were intended,
it would be pretty odd to not document why it's done this way).
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Prevents logic bugs of the kind described in the previous commit from
slipping through.
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Prevents logic bugs like:
KScopedSchedulerLock{kernel};
instead of:
KScopedSchedulerLock lk{kernel};
from slipping through.
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Friend: Stub GetPlayHistoryRegistrationKey
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hid: Update service function tables
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video_core: Avoid spin loops.
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There is no need for a busy loop here. Let's just use a condition variable to save some power.
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Else the fence might get submited out-of-order into the queue, which makes testing them pointless.
Overhead should be tiny as the mutex is just moved from the queue to the writing code.
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This was implicitly done by `is_powered_on = false`, however the explicit method allows us to block until the GPU is actually gone.
This should fix a race condition while removing the other subsystems while the GPU is still active.
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It shall block until there is something to consume in the queue.
And use it for the GPU emulation instead of the spin loop.
This is only in booting the emulator, however in BOTW this is the case for about 1 second.
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service: hid: Stub SetAnalogStickUseCenterClamp
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- Used by eBASEBALLパワフルプロ野球2020
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kernel: Increase event and session counts
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12.x increased the number of available sessions and event resource counts
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service: am: Update service function tables
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service: Add a toggle for auto stub fallback
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Auto-stub is an experimental debugging feature that may cause unforseen bugs. This adds a toggle to only allow auto-stubbing unimplemented functions when explicitly enabled when yuzu is launched.
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For simple services we can implement an automatic stub fallback to help with compatibility until a proper implementation is done.
Co-Authored-By: Chloe <25727384+ognik5377@users.noreply.github.com>
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nvhost_nvdec_common: Avoid memcpy with null pointers
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Avoid sending null pointer to memcpy as reported by Undefined Behavious
Sanitizer.
Co-authored-by: LC <mathew1800@gmail.com>
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svc: Expand SVC tables
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12.x expanded the range of SVC entries from 0x7F to 0xBF (with all new
entries being unused), so we can expand it to also match.
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service: fs: Update service function tables
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nvhost_ctrl_gpu: Avoid sending null pointer to memcpy
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Undefined Behaviour Sanitizer reports a null pointer is being sent to
memcpy, thought it's "guaranteed to never be null". Guard it with an if
statement, and log when the action has been averted.
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service: acc: Update service function tables
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common: Move assert failure handling into a cpp file.
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Advantage: Altering the handler does not need a full recompilation.
Disadvantage: noreturn is droped, so the caller is a bit slower.
We quite often run yuzu with a YOLO assertion handler. In fact, only very few
games run at all with asserts. This patch allows developers to patch the handler
without recompiling everything. The overhead of the missing "noreturn" attribute
shoul be negletable.
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process_capability: Handle extended SVC range
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12.x extended the range of SVC IDs, so we need to expand the range of
bits that need to be tested.
The upside of this is that we can eliminate a range check, given the
whole range is used.
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vp9: Avoid memcpy with null pointers
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Avoid sending null pointer to memcpy as reported by Undefined Behaviour
Sanitizer. Replaces the std::memcpy calls in SpliceVectors with
std::copy calls. Opting to replace all the memcpy's with copy's.
Co-authored-by: LC <mathew1800@gmail.com>
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Address Sanitizer reports stack-use-after-scope on line 231
`vulkan_devices.push_back(QString::fromStdString(name));`. Instead of
using a pointer, copy the string into a std::string and use that,
instead.
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InputCommon: Improve UDP communications
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arm_dynarmic: Increase size of code cache
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HID: Fix SL and SR buttons for right joycon
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[test] arm_dynarmic: Always have a 'valid' jit instance
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ISelfController: Stub SetAlbumImageTakenNotificationEnabled
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This service call sets an internal flag whether a notification is shown when an image is captured.
Currently we do not support capturing images via the capture button, so this can be stubbed for now.
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video_core: Accelerate ASTC texture decoding using compute shaders
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Reimplements the approach to decoding layers in the compute shader. Fixes multilayer astc decoding when using Vulkan.
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resolves a crash with some anamolous textures found in Astral Chain.
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Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
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using a raw string to encapsulate the entire shader code limits us to shaders of size less than 2KB. This change overcomes this limitation.
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ASTC texture decoding is currently handled by a CPU decoder for GPU's without native ASTC decoding support (most desktop GPUs). This is the cause for noticeable performance degradation in titles which use the format extensively.
This commit adds support to accelerate ASTC decoding using a compute shader on OpenGL for GPUs without native support.
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yuzu/main: Add user command line argument
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vulkan_common: enable OpenGL interop on other Unices
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HID: Initialize correctly the gesture finger_id and filter invalid inputs
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nvdrv: Pass device fd and handle device create methods for device opening and closing
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We pass the fd to the ioctl as well as alert the device when it's opened or closed to allow for fd unique actions to take place
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hle: kernel: Initialize preemption task after schedulers.
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- Fixes a startup crash that occurs if CoreTiming tries to preempt before kernel initialization completes.
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nvdrv: Change InitializeEx to AllocAsEx
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Wee also report the correct "big page size" now in GetVARegions & fix up the struct for IoctlAllocAsEx
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Mesa is the primary OpenGL provider on all FreeDesktop systems.
For example, iris is used on Intel GPU + FreeBSD by default.
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core: arm_dynarmic: Ensure JIT state is saved/restored on page table changes.
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- We re-create the JIT here without preserving any state.
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Fix cancelation of getExistingDirectory dialog
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gl_device: Block async shaders on AMD and Intel
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Currently, the Windows versions of the Intel OpenGL driver and the AMD
proprietary OpenGL driver do not properly support (or in fact degrade)
when asynchronous shader compilation is enabled. This blocks
specifically those drivers from using this feature. This affects
AMDGPU-PRO on Linux, and AMD's and Intel's OpenGL drivers on Windows.
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IApplicationDisplayService: Stub GetIndirectLayerImageMap
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Used by games invoking the inline software keyboard such as GNOSIA
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service: Refactor spl
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[testing] fiber: Double default stack size
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Stack overflow occurs with some guest applications
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system_version: Update to 11.0.1
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Silences log spam on empty buffer writes
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system_archive: Update NgWord archive version
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time: Assign the current time point to the ClockSnapshot
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Fixes the timer in Super Smash Bros Ultimate's Spirit Board.
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time: Fix CalculateSpanBetween implementation
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CalculateSpanBetween passes in the ClockSnapshots through 2 input buffers and not as raw arguments. Fix this by reading the 2 input buffers instead of popping raw arguments.
Partially fixes Super Smash Bros. Ultimate's Spirit Board
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video_core: rasterizer_accelerated: Use a flat array instead of interval_map for cached pages.
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- Uses a fixed 64MB for the cache instead of an ever growing map.
- Slightly faster by using atomics instead of a single mutex for access.
- Thanks for Rodrigo for the idea.
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qt: Set DISPLAY env var when not present
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Fixes web browser opening (Help > Open Mods Page, Help > Open Quickstart
Guide)
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Enable toggle buttons for keyboard and mouse
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renderer_opengl: Use compute shaders to swizzle BGR textures on copy
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In order to force the BGRA8 conversion on Nvidia using OpenGL, we need to forbid texture copies and views with other formats.
This commit also adds a boolean relating to this, as this needs to be done only for the OpenGL api, Vulkan must remain unchanged.
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OpenGL does not natively support BGR internal formats, which causes many BGR textures to render incorrectly, with Red and Blue channels swapped.
This commit aims to address this by swizzling the blue and red channels on texture copies when a BGR format is encountered.
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buffer_cache: Heuristically decide to skip cache on uniform buffers
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Some games benefit from skipping caches (Pokémon Sword), and others
don't (Animal Crossing: New Horizons). Add an heuristic to decide this
at runtime.
The cache hit ratio has to be ~98% or better to not skip the cache.
There are 16 frames of buffer.
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InputCommon: Mouse fixes
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- Fixes another small leak.
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- Avoids a memory leak, as taking a strong reference of the fiber here causes a circular reference.
- Supersedes #6006 with a more narrow fix.
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hle: kernel: KThread: Rework dummy threads & fix memory leak.
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- Dummy threads are created on thread local storage for all host threads.
- Fixes a leak by removing creation of fibers, which are not applicable here.
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CMakeLists: Add /utf-8 compile option for MSVC
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Ensures that the source and execution character sets are in UTF-8
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externals: Update mbedtls to 2.16.9
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core: Switch to unique_ptr for usage of Common::Fiber.
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- With using unique_ptr instead of shared_ptr, we have more explicit ownership of the context.
- Fixes a memory leak due to circular reference of the shared pointer.
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vk_command_pool: Reduce the command pool size from 4096 to 4
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This allows drivers to reuse memory more easily and preallocate less.
The optimal number has been measured booting Pokémon Sword.
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InputCommon: Use an unique client id for each udp socket instance
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Network error handling reform
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`network.cpp` has several error paths which either:
- report "Unhandled host socket error=n" and return `SUCCESS`, or
- switch on a few possible errors, log them, and translate them to
Errno; the same switch statement is copied and pasted in multiple
places in the code
Convert these paths to use a helper function `GetAndLogLastError`, which
is roughly the equivalent of one of the switch statements, but:
- handling more cases (both ones that were already in `Errno`, and a few
more I added), and
- using OS functions to convert the error to a string when logging, so
it'll describe the error even if it's not one of the ones in the
switch statement.
- To handle this, refactor the logic in `GetLastErrorMsg` to expose a
new function `NativeErrorToString` which takes the error number
explicitly as an argument. And improve the Windows version a bit.
Also, add a test which exercises two random error paths.
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- Fixes a shutdown crash due to a race condition with GPU still accessing memory.
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This commit removes early placeholders for an implementation of async nvdec. With recent changes to the source code, the placeholders are no longer accurate, and can cause a nullptr dereference due to the nature of the cdma_pusher lifetime.
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core: hle: ldn: Error out on call to Initialization.
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- Since we do not emulate LDN, returning an error here makes more sense.
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HID: Implement gestures
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common,video-core: unbreak GCC 11 build on FreeBSD 13
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src/video_core/shader_notify.cpp: In member function 'void VideoCore::ShaderNotify::MarkShaderComplete()':
src/video_core/shader_notify.cpp:33:10: error: 'unique_lock' is not a member of 'std'
33 | std::unique_lock lock{mutex};
| ^~~~~~~~~~~
src/video_core/shader_notify.cpp:6:1: note: 'std::unique_lock' is defined in header '<mutex>'; did you forget to '#include <mutex>'?
5 | #include "video_core/shader_notify.h"
+++ |+#include <mutex>
6 |
src/video_core/shader_notify.cpp: In member function 'void VideoCore::ShaderNotify::MarkSharderBuilding()':
src/video_core/shader_notify.cpp:38:10: error: 'unique_lock' is not a member of 'std'
38 | std::unique_lock lock{mutex};
| ^~~~~~~~~~~
src/video_core/shader_notify.cpp:38:10: note: 'std::unique_lock' is defined in header '<mutex>'; did you forget to '#include <mutex>'?
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In file included from src/video_core/dma_pusher.cpp:5:
src/./common/cityhash.h:69:47: error: 'size_t' has not been declared
69 | [[nodiscard]] u64 CityHash64(const char* buf, size_t len);
| ^~~~~~
src/./common/cityhash.h:73:55: error: 'size_t' has not been declared
73 | [[nodiscard]] u64 CityHash64WithSeed(const char* buf, size_t len, u64 seed);
| ^~~~~~
src/./common/cityhash.h:77:56: error: 'size_t' has not been declared
77 | [[nodiscard]] u64 CityHash64WithSeeds(const char* buf, size_t len, u64 seed0, u64 seed1);
| ^~~~~~
src/./common/cityhash.h:80:47: error: 'size_t' has not been declared
80 | [[nodiscard]] u128 CityHash128(const char* s, size_t len);
| ^~~~~~
src/./common/cityhash.h:84:55: error: 'size_t' has not been declared
84 | [[nodiscard]] u128 CityHash128WithSeed(const char* s, size_t len, u128 seed);
| ^~~~~~
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Kernel Rework: Memory updates and refactoring (Part 1)
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hid: Implement GameCube Controller Vibrations
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Implements both SendVibrationGcErmCommand and GetActualVibrationGcErmCommand, and modifies GetVibrationDeviceInfo to account for additional controllers.
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[OpenGL] Implement glDepthRangeIndexeddNV
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acc: Stub GetNintendoAccountUserResourceCacheForApplication
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This command returns a Nintendo Account ID and writes 2 output buffers. The first output buffer is a NasUserBaseForApplication and the second output buffer is currently empty.
Used by:
- Pokken Tournament DX
- Super Smash Bros. Ultimate
- Super Nintendo Entertainment System - Nintendo Switch Online
- Mario Kart 8 Deluxe
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Offsets for TexelFetch and TextureGather in Vulkan
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Formatting
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After rewriting the resource limit, objects releasing reserved resources require a live kernel instance.
This commit fixes exceptions that occur due to the kernel being destroyed before some objects released their resources, allowing for a graceful exit.
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- Previous optimized impl. resulted in an integer overflow, so revert.
- This is our slow/fallback path that should never be really be used, so the optimization in unimportant.
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vk_update_descriptor: Inline and improve code for binding buffers
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Allow compilers with our settings inline hot code.
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nvdec: Reuse allocated buffers and general cleanup
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Co-Authored-By: LC <712067+lioncash@users.noreply.github.com>
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Allow sharing return types with the rest of the code base. For example,
we use 'u128 = std::array<u64, 2>', meanwhile Google's code uses
'uint128 = std::pair<u64, u64>'.
While we are at it, use size_t instead of std::size_t.
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core: Optimize core timing utility functions to avoid unnecessary math
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- Avoids a lot of unnecessary 128-bit math for imperceptible accuracy.
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Improve mouse panning
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yuzu/configure_filesystem: Remove "Select Cache Directory" option
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This tab of the settings is already extremely bloated and the setting itself is quite useless.
With a gamelist of almost 30 games, the cache directory is smaller than 1MB for me and therefore I don't see why it needs to be configurable.
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This was recently introduced on a wrongly rebased commit.
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Port citra-emu/citra#5123: "SDL: Disable hidapi drivers due to compatibility problems with certain controllers"
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The main problem is the loss of compatibility with some controllers, but there are also
unwanted changes to the behaviour of PS4 controllers (hardcoded lightbar color).
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fixed_pipeline_cache: Use dirty flags to lazily update key
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Use dirty flags to avoid building pipeline key from scratch on each draw
call. This saves a bit of unnecesary work on each draw call.
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core/CMakeLists: Add web_types.h
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HID: Implement GC controller in game
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debugger: controller: Add access key
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Adds the access key to the Controller P1 selection at View -> Debugger
-> Controller P1. Avoids using the windowTitle as that would add a
literal & to the beginning of the window title.
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audren: Implement I3dl2Reverb
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Most notable fix is the voices in Fire Emblem Three Houses
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Fix LDN Initialization return code & resulting AM overflow
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- Fixes crash on Pokemon Sword/Shield when pressing 'Y'.
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Other minor style improvements. Rename free_iterator to hint_iterator,
to describe better what it does.
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This creates non-sRGB texture views for sRGB texture formats to allow for interfacing with these views in compute shaders using imageLoad and imageStore.
Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
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gl_stream_buffer/vk_staging_buffer_pool: Fix size check
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Load the current tick to a local variable, moving it out of an atomic
and allowing us to compare the value without going through a pointer
each time. This should make the loop more optimizable.
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Fix a tragic off-by-one condition that causes Vulkan's stream buffer to
think it's always full, using fallback memory. The OpenGL was also
affected by this bug to a lesser extent.
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yuzu: Create screenshot path before capture
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Allows screenshots in cases where the screenshots path doesn't already
exist.
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maxwell_to_gl: Remove unused code
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Removes unused declarations in maxwell_to_gl.h
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We are already using robustness2 features without requiring it
explicitly, causing potential crashes on drivers without the extension.
Requiring this at boot allows better diagnostics for it and formalizes
our usage on the extension.
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This is a better default for most games, yielding better performance and
less graphical issues.
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There was still a code path that could wait on a timeline semaphore tick
that would never be signalled.
While we are at it, make use of more STL algorithms.
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Games can bind a null index buffer (size=0) where all indices are
evaluated as zero. VK_EXT_robustness2 doesn't support this and all
drivers segfault when a null index buffer is passed to
vkCmdBindIndexBuffer.
Workaround this by creating a 4 byte buffer and filling it with zeroes.
If it's read out of bounds, robustness takes care of returning zeroes as
indices.
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Bind extra bytes beyond the guest API's bound range.
This is due to some games like Astral Chain operating out of bounds.
Binding the whole map range would be technically correct, but games
have large maps that make this approach unaffordable for now.
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Avoids waiting idle while the GPU finishes to do work, and fixes an
issue where we'd wait forever if a single command buffer (logic tick)
all the data.
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Due to BindBufferRangeNV limitations and poor quality code emission from
our side, assembly shaders are currently slower than GLSL. Their build
time and feature advantages are still relevant, but they are outweighted
by their runtime performance.
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Remove unused interop code from the OpenGL backend.
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Sacrify runtime performance to avoid generating kernel exceptions on
Windows due to our abusive aliasing of interop buffer objects.
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Detect when a memory region has been joined several times and increase
the size of the created buffer on those instances. The buffer is assumed
to be a "stream buffer", increasing its size should stop us from
constantly recreating it and fragmenting memory.
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Allow adding functionality to each function without making CreateBuffer
more complex.
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Ports from OpenGL the optimization to skip small 3D uniform buffer
uploads. This will take advantage of the previously introduced stream
buffer.
Fixes instances where the staging buffer offset was being ignored.
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This uses a ring buffer similar to OpenGL's stream buffer for small
uploads. This stops us from allocating several small buffers, reducing
memory fragmentation and cache locality.
It uses dedicated allocations when possible.
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Fix regression on Pascal on Animal Crossing: New Horizons, fixing a
validation error.
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Reimplement the buffer cache using cached bindings and page level
granularity for modification tracking. This also drops the usage of
shared pointers and virtual functions from the cache.
- Bindings are cached, allowing to skip work when the game changes few
bits between draws.
- OpenGL Assembly shaders no longer copy when a region has been modified
from the GPU to emulate constant buffers, instead GL_EXT_memory_object
is used to alias sub-buffers within the same allocation.
- OpenGL Assembly shaders stream constant buffer data using
glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In
theory this should save one hash table resolve inside the driver
compared to glBufferSubData.
- A new OpenGL stream buffer is implemented based on fences for drivers
that are not Nvidia's proprietary, due to their low performance on
partial glBufferSubData calls synchronized with 3D rendering (that
some games use a lot).
- Most optimizations are shared between APIs now, allowing Vulkan to
cache more bindings than before, skipping unnecesarry work.
This commit adds the necessary infrastructure to use Vulkan object from
OpenGL. Overall, it improves performance and fixes some bugs present on
the old cache. There are still some edge cases hit by some games that
harm performance on some vendors, this are planned to be fixed in later
commits.
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Workaround an issue on Nvidia where creating a Vulkan instance from an
active OpenGL thread disables threaded optimization on the driver.
This optimization is important to have good performance on Nvidia
OpenGL.
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Instead of using a two step initialization to report errors, initialize
the GPU renderer and rasterizer on the constructor and report errors
through std::runtime_error.
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Ensure the behavior of the previous commit in tests.
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Some games usually write memory pages currently used by the GPU, causing
rendering issues (e.g. flashing geometry and shadows on Link's
Awakening). To workaround this issue, Guest CPU writes are delayed until
the command buffer finishes processing, but the pages are updated
immediately.
The overall behavior is:
- CPU writes are cached until they are flushed, they update the page
state, but don't change the modification state. Cached writes stop
pages from being flushed, in case games have meaningful data in it.
- Command processing writes (e.g. push constants) update the page state
and are marked to the command processor as dirty. They don't remove
the state of cached writes.
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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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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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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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|/ / / / / / / / / / / / / |
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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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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
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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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While we're in the same area, we can ensure GameDir member variables are
always initialized to consistent values.
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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
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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
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A std::vector created in place like this is already an rvalue and
doesn't need to be moved.
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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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