- Nov 10, 2020
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lat9nq authored
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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lat9nq authored
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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- Sep 20, 2020
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ReinUsesLisp authored
Emulated mailbox presentation was causing performance issues on Nvidia's OpenGL driver. Remove it.
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- Sep 06, 2020
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ReinUsesLisp authored
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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- Aug 29, 2020
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Lioncash authored
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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Lioncash authored
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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- Aug 27, 2020
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Lioncash authored
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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- Aug 03, 2020
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Lioncash authored
C++20 deprecates capturing the this pointer via the '=' capture. Instead, we replace it or extend the capture specification.
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- Jul 10, 2020
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lat9nq authored
* 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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- Jun 27, 2020
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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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- Jun 18, 2020
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MerryMage authored
OpenGL macOS headers definitions clash heavily with each other
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- Jun 17, 2020
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Kaiwen Xu authored
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- May 18, 2020
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Fernando Sahmkow authored
This commit aims to help easing debugging of driver crashes without having to modify existing code.
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- May 12, 2020
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James Rowe authored
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- Apr 20, 2020
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FearlessTobi authored
Co-Authored-By:
Vitor K <vitor-k@users.noreply.github.com>
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- Apr 07, 2020
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ReinUsesLisp authored
Presentation context always has GL_DRAW_FRAMEBUFFER_BINDING as zero. There is no need to bind the default framebuffer constantly. According to Nsight this was using ~0.7ms per frame and it broke renderdoc captures.
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ReinUsesLisp authored
Create Vulkan instances and surfaces from the Vulkan backend.
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- Mar 30, 2020
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James Rowe authored
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- Mar 26, 2020
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James Rowe authored
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- Mar 25, 2020
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James Rowe authored
Changes the GraphicsContext to be managed by the GPU core. This eliminates the need for the frontends to fool around with tricky MakeCurrent/DoneCurrent calls that are dependent on the settings (such as async gpu option). This also refactors out the need to use QWidget::fromWindowContainer as that caused issues with focus and input handling. Now we use a regular QWidget and just access the native windowHandle() directly. Another change is removing the debug tool setting in FrameMailbox. Instead of trying to block the frontend until a new frame is ready, the core will now take over presentation and draw directly to the window if the renderer detects that its hooked by NSight or RenderDoc Lastly, since it was in the way, I removed ScopeAcquireWindowContext and replaced it with a simple subclass in GraphicsContext that achieves the same result
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- Feb 26, 2020
- Jan 29, 2020
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ReinUsesLisp authored
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ReinUsesLisp authored
Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing bits on Vulkan initialization.
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- Jan 06, 2020
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ReinUsesLisp authored
MakeCurrent is a costly (according to Nsight's profiler it takes a tenth of a millisecond to complete), and we don't have a reason to call it because: - Qt no longer signals a warning if it's not called - yuzu no longer supports macOS
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- Jun 03, 2019
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Lioncash authored
We can make this message more meaningful by indicating the location the screenshot has been saved to. We can also log out whenever a screenshot could not be saved (e.g. due to filesystem permissions or some other reason).
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Lioncash authored
Treating it as a u16 can result in a sign-conversion warning when performing arithmetic with it, as u16 promotes to an int when aritmetic is performed on it, not unsigned int. This also makes the interface more uniform, as the layout interface now operates on u32 across the board.
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Lioncash authored
This class contains non-trivial members, so we should default the destructor's definition within the cpp file.
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Lioncash authored
Same thing (for platforms we support), less reading.
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Lioncash authored
This function is defined as taking an int, not a bool.
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Lioncash authored
We can just pass a pointer to GMainWindow directly and make it a requirement of the interface. This makes the interface a little safer, since this would technically otherwise allow any random QWidget to be the parent of a render window, downcasting it to GMainWindow (which is undefined behavior).
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Lioncash authored
We can just invoke these functions by qualifying the object name before the function.
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- May 30, 2019
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ReinUsesLisp authored
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