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  1. Nov 10, 2020
    • lat9nq's avatar
      bootmanager: Address review comments · c433c0a7
      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.
      c433c0a7
    • lat9nq's avatar
      bootmanager: Log and show GL_RENDERER string when GPU is insufficient · 945cfe23
      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.
      945cfe23
  2. Sep 20, 2020
  3. Sep 06, 2020
    • ReinUsesLisp's avatar
      video_core: Remove all Core::System references in renderer · 9e871937
      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.
      9e871937
  4. Aug 29, 2020
  5. Aug 27, 2020
    • Lioncash's avatar
      input_common: Eliminate most global state · 9e1b0af2
      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.
      9e1b0af2
  6. Aug 03, 2020
  7. Jul 10, 2020
    • lat9nq's avatar
      configuration: implement per-game configurations (#4098) · 63d23835
      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: default avatarMorph <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: default avatarVolcaEM <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: default avatarLC <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: default avatarLC <lioncash@users.noreply.github.com>
      
      Co-authored-by: default avatarMorph <39850852+Morph1984@users.noreply.github.com>
      Co-authored-by: default avatarVolcaEM <volcaem@users.noreply.github.com>
      Co-authored-by: default avatarLC <lioncash@users.noreply.github.com>
      63d23835
  8. Jun 27, 2020
  9. Jun 18, 2020
  10. Jun 17, 2020
  11. May 18, 2020
  12. May 12, 2020
  13. Apr 20, 2020
  14. Apr 07, 2020
  15. Mar 30, 2020
  16. Mar 26, 2020
  17. Mar 25, 2020
    • James Rowe's avatar
      Frontend/GPU: Refactor context management · 282adfc7
      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
      282adfc7
  18. Feb 26, 2020
  19. Jan 29, 2020
  20. Jan 06, 2020
  21. Jun 03, 2019
  22. May 30, 2019
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