* kernel: Properly clean up process threads on exit.
* kernel: Track process-owned memory and free on destruction.
* apt: Implement DoApplicationJump via home menu when available.
* kernel: Move TLS allocation management to owning process.
When we targeted API <32, the notification permission would automatically be requested on startup. This restores that behavior temporarily while we work on new UX.
* shader_jit/tests: Add support for multiple inputs
Allows for multiple `Vec4f` inputs for each run
* shader_jit/tests: Add additional shader-jit tests
Add some more expansive tests for each of the shader-instructions for
regression-testing. `MAD`/`MADI` is not added due to an upstream bug in
nihstro:
https://github.com/neobrain/nihstro/issues/68
* android: Migrate to Kotlin DSL
Includes updates to all android dependencies/ndk (minus billing) and adds support for Kotlin, Android 13, and view binding.
* android: Remove unused tests
* android: Remove unused dependencies
Xbyak has a complete utility-class for determining the host-processor's
ISA-features such as SSE4.1, AVX, AVX2, AVX512{F,VL,DQ,VBMI,etc}, and so
on for further potential optimizations.
Was getting an unhandled `invalid_argument` [exception](https://en.cppreference.com/w/cpp/thread/thread/join) during
shutdown on my linux machine. This removes the need for a `StopBackendThread` function entirely since `jthread`
[automatically handles both checking if the thread is joinable and stopping the token before attempting to join](https://en.cppreference.com/w/cpp/thread/jthread/~jthread) in the case that `StartBackendThread` was never called.
Loop on stop_token and remove final_entry in Entry.
Move Backend thread out of Impl Constructor to its own function.
Add Start function for backend thread.
Use stop token in PopWait and check if entry filename is nullptr before logging.
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.
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.
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.
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.
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.
* build: Rework CI and move all bundling into new build target.
* ci: Use "mingw" in msys2 release names for compatibility.
* ci: Use "osx" in macOS release names for compatibility.
* ci: Disable macOS upload.
Will be moved to a separate PR for canary merge.
* android: Update UI strings to reflect desktop counterpart
Quick edit to the UI strings to bring the text up to parity with Citra desktop, plus some small QoL changes.
* Update strings.xml
* update graphics api button indicator
This tiny pull request
* update the graphics button indicator when launching or closing a game (graphics button doesn't update with per game configuration)
* Disable graphics button indicator click while in game
* fix crash
* It fixed crash when opening configure dialog in game if the graphics api for the game is different of the global graphics api
* common: Move dynamic library to common
* This is so that video_core can use it
* logging: Add vulkan log target
* common: Allow defered library loading
* Also add some comments to the functions
* renderer_vulkan: Add vulkan initialization code
* renderer_vulkan: Address feedback
* citra_qt: Remove global state usage in GMainWindow
* citra_qt: Add warning when loadings saves for the first time
* citra_qt: Focus window when launching game from cmdline
* citra_qt: Cleanup nullptr checks
* citra_qt: Move setting to UISettings
* renderer_opengl: Remove header
* Enable web services in android
* Fix web services build on android
* clang-format
* Remove unnecessary line
* Set telemetry to be disabled by default on all platforms
* dumping/ffmpeg_backend: Add FPS filter
So that the recorded video can be at 60FPS (which is supported by most encoders) while still maintaining correct speed.
* dumping/ffmpeg_backend: Add HW context support
Required for some HW acceled encoders. Not tested as my devices don't seem to require this.
* CMake: Copy avfilter dll for MSVC
* CMakeLists: Require FFmpeg 4.0
* ffmpeg: Fix dumper compile error on MSVC.
* ffmpeg: Address review comments.
---------
Co-authored-by: zhupengfei <zhupf321@gmail.com>
* rasterizer_cache: Switch to template
* Eliminates all opengl references in the rasterizer cache headers
thus completing the backend abstraction
* rasterizer_cache: Switch to page table
* Surface storage isn't particularly interval sensitive so we can use a page table to make it faster
* rasterizer_cache: Move sampler management out of rasterizer cache
* rasterizer_cache: Remove shared_ptr usage
* Switches to yuzu's slot vector for improved memory locality.
* rasterizer_cache: Rework reinterpretation lookup
* citra_qt: Per game texture filter
* rasterizer_cache: Log additional settings
* gl_texture_runtime: Resolve shadow map comment
* rasterizer_cache: Don't use float for viewport
* gl_texture_runtime: Fix custom allocation recycling
* rasterizer_cache: Minor cleanups
* Cleanup texture cubes when all the faces have been unregistered from the cache
* custom_tex_manager: Allow multiple hash mappings per texture
* code: Move slot vector to common
* rasterizer_cache: Prevent texture cube crashes
* rasterizer_cache: Improve mipmap validation
* CanSubRect now works properly when validating multi-level surfaces, for example Dark Moon validates a 4 level surface from a 3 level one and it works
* gl_blit_handler: Unbind sampler on reinterpretation
* Add a loading screen for the preloading textures
*The PreloadTextures() function is called from the EmuThread to prevent citra to freezing
*Add a the preloading textures loadingscreen in loading_screen.cpp
*Add custom_tex_manager.reset() in core.cpp to release ram memory after exiting a game
* Add custom textures loading in EmuThread
* Remove useless variable
* Revert "Add custom textures loading in EmuThread"
This reverts commit 45ed46fa09159f782c5d20a4330b4eb7cfcdc253.
* Moved include from bootmanager.h to bootmanager.cpp
By only loading data from disk when creating an instance of this new
class instead of on every method call, we save a lot of file open
operations, which due to SAF are very expensive. This should noticeably
speed up game list scanning.
No intended change in what metadata is shown.
* tests: add Sanity test for SplitFilename83
fix test
fix test
* disable `C4715:not all control paths return a value` for nihstro includes
nihstro: no warn
* Chore: Enable warnings as errors on msvc + fix warnings
fixes
some more warnings
clang-format
* more fixes
* Externals: Add target_compile_options `/W0` nihstro-headers and ...
Revert "disable `C4715:not all control paths return a value` for nihstro includes"
This reverts commit 606d79b55d3044b744fb835025b8eb0f4ea5b757.
* src\citra\config.cpp: ReadSetting: simplify type casting
* settings.cpp: Get*Name: remove superflous logs
* Use IPC:MakeHeader instead of hardcoded values for IPC command tables.
* Use u32 instead of unsigned int in MakeHeader function
Co-authored-by: SachinVin <26602104+SachinVin@users.noreply.github.com>
* Fix clang format
---------
Co-authored-by: SachinVin <26602104+SachinVin@users.noreply.github.com>
* common: Add thread pool from yuzu
* Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs
* core: Improve ImageInterface
* Provide a default implementation so frontends don't have to duplicate code registering the lodepng version
* Add a dds version too which we will use in the next commit
* rasterizer_cache: Rewrite custom textures
* There's just too much to talk about here, look at the PR description for more details
* rasterizer_cache: Implement basic pack configuration file
* custom_tex_manager: Flip dumped textures
* custom_tex_manager: Optimize custom texture hashing
* If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode
* custom_tex_manager: Implement asynchronous texture loading
* The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts
* Address review comments
* custom_tex_manager: Introduce custom material support
* video_core: Move custom textures to separate directory
* Also split the files to make the code cleaner
* gl_texture_runtime: Generate mipmaps for material
* custom_tex_manager: Prevent memory overflow when preloading
* externals: Add dds-ktx as submodule
* string_util: Return vector from SplitString
* No code benefits from passing it as an argument
* custom_textures: Use json config file
* gl_rasterizer: Only bind material for unit 0
* Address review comments
* texture_codec: Clamp buffer end to tiled buffer size
* Fixes crash on Pokemon Super Mystery Dungeon
* rasterizer_cache: Use rect for duplicate surface
* Fixes broken bloom in fire emblem
* surface_params: Check levels for exact match
* It was removed previously to prevent copies when games used the base level of a multi level surface. FE on the other hand will first use the base level and then use it as a face of a cubemap with many levels. So instead check if the surface equal or more levels and consider it an exact match in that case
* gl_texture_runtime: Bind old tex to 2D target
* Fixes a small error opengl would print when creating texture cubes
* gl_blit_helper: Fix nearest filter
* Use texture unit 2 which has the nearest sampler bound
* rasterizer_cache: Remove custom texture code
* It's a hacky buggy mess, will be reimplemented later when the cache is in a better state
* rasterizer_cache: Refactor surface upload/download
* Switch to the texture_codec header which was written as part of the vulkan backend by steveice and me
* Move most of the upload logic to the rasterizer cache and out of the surface object
* Scaled uploads/downloads have been disabled for now since they require more runtime infrastructure
* rasterizer_cache: Refactor runtime interface
* Remove aspect enum which is the same as SurfaceType
* Replace Subresource with specific structures for each operation (blit/copy/clear). This mimics moderns APIs vulkan much better
* Pass the surface to the runtime instead of the texture
* Implement CopyTextures with glCopyImageSubData which is available on 4.3 and gles.
This function also has an overload for cubes which will be removed later.
* rasterizer_cache: Move texture allocation to the runtime
* renderer_opengl: Remove TextureDownloaderES
* It's overly compilcated and unused at the moment. Will be replaced with a simple compute shader in a later commit
* rasterizer_cache: Split CachedSurface
* This commit splits CachedSurface into two classes, SurfaceBase which contains the backend agnostic functions and Surface which is the opengl specific part
* For now the cache uses the opengl surface directly and there are a few ugly casts with watchers, those will be taken care of when the template convertion and watcher removal are added respectively
* rasterizer_cache: Move reinterpreters to the runtime
* rasterizer_cache: Move some pixel format function to the cpp file
* rasterizer_cache: Common texture acceleration functions
* They don't contain any backend specific code so they shouldn't be duplicated
* rasterizer_cache: Remove BlitSurfaces
* It's better to prefer copy/blit in the caller anyway
* rasterizer_cache: Only allocate needed levels
* rasterizer_cache: Move texture runtime out of common dir
* Also shorten the util header filename
* surface_params: Cleanup code
* Add more comments, organize it a bit etc
* rasterizer_cache: Move texture filtering to the runtime
* rasterizer_cache: Move to VideoCore
* renderer_opengl: Reimplement scaled uploads/downloads
* Instead of looking up for temporary textures, each allocation now contains both a scaled and unscaled handle
This allows the scale operations to be done inside the surface object itself and improves performance in general
* In particular the scaled download code has been expanded to use ARB_get_texture_sub_image when possible
which is faster and more convenient than glReadPixels. The latter is still relevant for OpenGLES though.
* Finally allocations are now given a handy debug name that can be viewed from renderdoc.
* rasterizer_cache: Remove global state
* gl_rasterizer: Abstract common draw operations to Framebuffer
* This also allows to cache framebuffer objects instead of always swapping the textures, something that particularly benefits mali gpus
* rasterizer_cache: Implement multi-level surfaces
* With this commit the cache can now directly upload and use mipmaps
without needing to sync them with watchers. By using native mimaps
directly this also adds support for mipmap for cube
* Texture cubes have also been updated to drop the watcher requirement
* host_shaders: Add CMake integration for string shaders
* Improves build time shader generation making it much less prone to errors.
Also moves the presentation shaders here to avoid embedding them to the cpp file.
* Texture filter shaders now make explicit use of uniform bindings for better vulkan compatibility
* renderer_opengl: Emulate lod bias in the shader
* This way opengles can emulate it correctly
* gl_rasterizer: Respect GL_MAX_TEXTURE_BUFFER_SIZE
* Older Bifrost Mali GPUs only support up to 64kb texture buffers. Citra would try to allocate a much larger buffer the first 64kb of which would work fine but after that the driver starts misbehaving and showing various graphical glitches
* rasterizer_cache: Cleanup CopySurface
* renderer_opengl: Keep frames synchronized when using a GPU debugger
* rasterizer_cache: Rename Surface to SurfaceRef
* Makes it clear that surface is a shared_ptr and not an object
* rasterizer_cache: Cleanup
* Move constructor to the top of the file
* Move FindMatch to the top as well and remove the Invalid flag which was redudant;
all FindMatch calls used it expect from MatchFlags::Copy which ignores it anyway
* gl_texture_runtime: Make driver const
* gl_texture_runtime: Fix RGB8 format handling
* The texture_codec header, being written with vulkan in mind converts RGB8 to RGBA8. The backend wasn't adjusted to account for this though and treated the data as RGB8.
* Also remove D16 convertions, both opengl and vulkan are required to support this format so these are not needed
* gl_texture_runtime: Reduce state switches during FBO blits
* glBlitFramebuffer is only affected by the scissor rectangle so just disable scissor testing instead of resetting our entire state
* surface_params: Prevent texcopy that spans multiple levels
* It would have failed before as well, with multi-level surfaces it triggers the assert though
* renderer_opengl: Centralize texture filters
* A lot of code is shared between the filters thus is makes it sense to centralize them
* Also fix an issue with partial texture uploads
* Address review comments
* rasterizer_cache: Use leading return types
* rasterizer_cache: Cleanup null checks
* renderer_opengl: Add additional logging
* externals: Actually downgrade glad
* For some reason I missed adding the files to git
* surface_params: Do not check for levels in exact match
* Some games will try to use the base level of a multi level surface. Checking for levels forces another surface to be created and a copy to be made which is both unncessary and breaks custom textures
---------
Co-authored-by: bunnei <bunneidev@gmail.com>
The incorrect background color could appear when the games fragment is not initialized as it is during first boot. Now it appears correctly as colorSurface.
Some versions of clang 14 (macOS+android) don't implement
`string_view(It first, It last)`, so let's use
`string_view(const CharT*, size_type)` instead.
Also remove unused header leftover from old code that uses std::string.
* citra_qt: Check if renderer is null
* core: Fix dynarmic use-after-free error
* bootmanager: Add current context check in DoneCurrent
* Loading a save state would destroy the frame dumper class, which contains a shared context. That context would call DoneCurrent without checking if it was actually bound or not, resulting in crashes when calling opengl functions
* externals: Correct glad readme
* common: Log renderer debug setting
* citra: Make lambda lower case
* Consistency with review comments on the PR
* video_core: Kill more global state
* GetResolutionScaleFactor would be called somewhere in the renderer constructor chain but it relies on the yet unitialized g_renderer, resulting in crashes when the resolution scale is set to auto. Rather than adding a workaround, let's kill this global state to fix this for good
Since the HIO request is basically treated like a syscall, we need to
stop emulation while waiting for the GDB client to reply with the
result. This ensures any memory queries etc. that GDB makes to fulfill
the HIO request are accessing memory as it was at the time of the
request, instead of afterwards.
This also does kind of a hacky way of sending HIO requests, since we
don't have a direct way of signaling a request should be sent like the
Rosalina implementation.
To improve this, it could probably do some kind of signal sending which
the main run loop handles instead of GDBStub::HandlePacket();
* externals: Update dynarmic
* settings: Introduce GraphicsAPI enum
* For now it's OpenGL only but will be expanded upon later
* citra_qt: Introduce backend agnostic context management
* Mostly a direct port from yuzu
* core: Simplify context acquire
* settings: Add option to create debug contexts
* renderer_opengl: Abstract initialization to Driver
* This commit also updates glad and adds some useful extensions which we will use in part 2
* Rasterizer construction is moved to the specific renderer instead of RendererBase.
Software rendering has been disable to achieve this but will be brought back in the next commit.
* video_core: Remove Init/Shutdown methods from renderer
* The constructor and destructor can do the same job
* In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached
* citra_qt: Decouple software renderer from opengl part 1
* citra: Decouple software renderer from opengl part 2
* android: Decouple software renderer from opengl part 3
* swrasterizer: Decouple software renderer from opengl part 4
* This commit simply enforces the renderer naming conventions in the software renderer
* video_core: Move RendererBase to VideoCore
* video_core: De-globalize screenshot state
* video_core: Pass system to the renderers
* video_core: Commonize shader uniform data
* video_core: Abstract backend agnostic rasterizer operations
* bootmanager: Remove references to OpenGL for macOS
OpenGL macOS headers definitions clash heavily with each other
* citra_qt: Proper title for api settings
* video_core: Reduce boost usage
* bootmanager: Fix hide mouse option
Remove event handlers from RenderWidget for events that are
already handled by the parent GRenderWindow.
Also enable mouse tracking on the RenderWidget.
* android: Remove software from graphics api list
* code: Address review comments
* citra: Port per-game settings read
* Having to update the default value for all backends is a pain so lets centralize it
* android: Rename to OpenGLES
---------
Co-authored-by: MerryMage <MerryMage@users.noreply.github.com>
Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
* citra-qt config: small misc changes
Remove unused ReadSettingGlobal
Remove unused WriteSetting overload
ReadGlobalSetting: rename default value variable
* qt config: fix u16 values being written as QMetaType
* qt config: rework post processing shader setting
handles post processing setting properly when per-game settings are used.
the anaglyph shader is given its own setting, separate from the post
processing name.
* qt config: use u32 instead of unsigned int when casting
The 3D toggle does not behave correctly as it does not have some
special logic from the enhancements configuration UI that determines
the post-processing shader defaults to use. Because of that, plus
an uptick in people seemingly accidentally enabling 3D options and
not being sure why Citra is rendering differently, just remove the
new UI components for now until better ideas for 3D control can
be worked out.
* apt: Implement additional library applet state management.
* kernel: Clear process handle table on exit.
* apt: Implement system applet commands.
* apt: Pop MediaType from command buffers with correct size.
* apt: Improve accuracy of parameters and HLE applet lifecycle.
* apt: General cleanup.
* file_sys: Make system save data open error code more correct.
Not sure if this is the exact right error code, but it's at least
more correct than before as Game Notes will now create its system
save data instead of throwing a fatal error.
* apt: Fix launching New 3DS Internet Browser.
* frd: Correct fix to GetMyScreenName response.
Qt isn't always writing changes on save. This causes config to be lost on crash. This PR ensures all changes are always saved on the file.
Ported from yuzu.
Co-authored-by: Narr the Reg <5944268+german77@users.noreply.github.com>
* Get value for swap screen setting and check mono_render_option again
* resolve clang-format issue
* do not disable opengl blending since it is enabled by default
* reset blending state to default values after drawing second screen
* prevent resetting state blending when custom opacity is not used
* Services/APT: Implemented PrepareToStartApplication and StartApplication.
This allows games to be launched from the Home Menu, however, there is still a bug with the GSP where the Home Menu doesn't release the GPU rights. It is unknown if the Home Menu should terminate itself after launching a new application.
To get the Home Menu to not hang when launching stuff, you need to have config block 0xF0006 (size 40 flags 8) in your config savegame, it doesn't matter if it's filled with zeros.
* Services/APT: Implement WakeupApplication.
With this, the Home Menu is now able to launch games when using an LLE NIM imlementation.
* Services/APT: Reset the app_start_parameters after launching the application with StartApplication.
* Services/APT: Simplify the StartApplication code by directly calling WakeupApplication.
---------
Co-authored-by: Subv <subv2112@gmail.com>
It seems like the menu isn't showing up for users on Android 13.
We're not sure what's wrong, and the approach we've been using for the
menu hasn't been entirely reliable in the past either (in particular
not on non-mobile form factors like Chromebooks and VR devices),
so let's make it possible to open the menu by pressing Back,
an action that works reliably on most kinds of Android devices.
(Not sure if there's an equivalent of Back on devices like watches,
but I think we can pretty safely ignore those for now.)
* This fixes#6041 by changing OnCoreError. Instead of there being an "Abort/Continue" prompt when a savestate fails to save or load, it just brings up a warning box.
I also changed "Abort/Continue" to "Quit Game/Continue" for better clarity
* Fixed formatting
This prevents the keyboard from being stuck in an open state if the user
slides the panel while focused on a text box. Now it closes gracefully.
Co-authored-by: Charles Lombardo <clombardo169@gmail.com>
... In Qt 5.15+ the QImage will not accept non-natively handled pixel
formats anymore. We can however use the newly added conversion method
provided in `QVideoFrame` to convert it to `QImage` instead
* Initial plugin loader support
* More plugin loader progress
* Organize code and more plugin features
* Fix clang-format
* Fix compilation and add android gui
* Fix clang-format
* Fix macos build
* Fix copy-paste bug and clang-format
* More merge fixes
* Make suggestions
* Move global variable to static member
* Fix typo
* Apply suggestions
* Proper initialization order
* Allocate plugin memory from SYSTEM instead of APPLICATION
* Do not mark free pages as RWX
* Fix plugins in old 3DS mode.
* Implement KernelSetState and notif 0x203
* Apply changes
* Remove unused variable
* Fix dynarmic commit
* Sublicense files with MIT License
* Remove non-ascii characters from license
* common: Move settings to common from core.
- Removes a dependency on core and input_common from common.
* code: Wrap settings values
* Port from yuzu to allow per game settings
* citra_qt: Initial per-game settings dialog
* citra_qt: Use new API for read/save of config values
* citra_qt: Per game audio settings
* citra_qt: Per game graphics settings
* citra_qt: Per game system settings
* citra_qt: Per game general settings
* citra_qt: Document and run clang format
* citra_qt: Make icon smaller and centered
* citra_qt: Remove version number
* Not sure how to extract that, can always add it back later
* citra_qt: Wrap UISettings
* citra_qt: Fix unthottled fps setting
* citra_qt: Remove margin in emulation tab
* citra_qt: Implement some suggestions
* Bring back speed switch hotkey
* Allow configuration when game is running
* Rename/adjust UI stuff
* citra_qt: Fix build with separate windows
* citra_qt: Address feedback
* citra_qt: Log per-game settings before launching games
* citra_qt: Add shader cache options
* Also fix android build
* citra_qt: Add DLC menu option
* citra_qt: Run clang-format
* citra_qt: Adjust for time offset
* citra_qt: Implement suggestions
* Run clang-format
Co-authored-by: bunnei <bunneidev@gmail.com>
* Add setting for system time offset
Add a setting to displace citra system time by days, hours, minutes
or seconds
Add UI for the setting which is only visible when clock is set to
system time
Change core/settings.h to include the setting
* Add system time offset to kernel
Actually makes use of the time offset.
* Fix time offset calculatioon in core/movie.cpp
* Replace C++20 chrono::days with seconds
Hopefully fixes the build.
* Fix socket poll and handling in windows
* Fix clang
* Add guest timing adjust
* Use platform independent time fetch
* Use proper type in time_point
* Fix ambiguous function call
* Do suggestions
* Take cpu_clock_scale into account in tick adjust
xbyak is intended to be installed in /usr/local/include/xbyak.
Since we desire not to install xbyak before using it, we copy the headers
to the appropriate directory structure and use that instead
Co-authored-by: merry <git@mary.rs>
previous changes had forced every single user to use custom
directories for NAND and SDMC. Those paths were saved to the
config file and would interact badly with portable builds.
Games will sometimes use these when representing open right bounds
and so disallowing it caused regressions, with a notable example
being when MemoryFill is called to the end of vram, causing an
"invalid end address" error.
This had been noted on a comment in GetPhysicalRef prior to the
regression.
Reported by GillianMC on Discord. Looks to be a small quirk in the QT API.
setText(QObject::tr(status.text));
bringing up QObject breaks the link with the GameListItemCompat
If a shutdown was requested by the application, close the SDL window,
initiating the normal shutdown procedure. This causes a graceful exit
process instead of hanging.
* AMDs new driver fixed many issues in the OpenGL driver. No reason to
keep these hacks. In addition the upgrade to 4.3 guarantees the
existance of required extensions, so no need to check for them
* The current backend heavily depends on many extensions for shadow
rendering and texture cubes in the fragment shaders. All these
extensions were incorporated to core in 4.3. Support is practically
ubiquitous and requiring support for it makes things a lot easier
* This commit aims to both continue the rasterizer cache cleanup by
separating CachedSurface into a dedicated header and to start weeding
out the raw OpenGL code from the cache.
* The latter is achieved by abstracting most texture operations in a new
class called TextureRuntime. This has many benefits such as making it easier
to port the functionality to other graphics APIs and the removal of the need
to pass (read/draw) framebuffer handles everywhere. The filterer and
reinterpreter get their own sets of FBOs due to this, something that
might be a performance win since it reduces the state switching
overhead on the runtime FBOs.
The JNI functions that have "UTF" their name use "modified UTF-8"
rather than the standard UTF-8 that Citra uses, at least according
to Oracle's documentation, so it is incorrect for us to use them.
This change fixes the problem by converting between UTF-8 and
UTF-16 manually instead of letting JNI do it for us.
Resolves#6077
If only `SDL_INIT_JOYSTICK` is used, `InputCommon::SDL::SDLState` later tries to initialize the game controller in a background thread, which on macOS causes a crash in `SDL_PumpEvents`. From [the SDL docs](https://wiki.libsdl.org/SDL_Init), `SDL_INIT_GAMECONTROLLER` implies `SDL_INIT_JOYSTICK`, so this should be a total superset of the previous behavior.
The Controller config UI exposes the Circle mod, only for the Circle pad's modifier, So after changing the binding, it leaves the default binding for the c-stick untouched, and the user is nagged about the (default) D key being bound to something, when trying to bind it to any other button.
With this PR we update the modifier for both the Circle Pad and C-stick.
* Convert Input Count to Frame Count
While recording or playing a movie file, the left side of the status bar currently displays an input counter which shows how many times the emulator has polled for button inputs during the movie. This information is far less easily understandable and less useful for TASing compared to a frame count. The frame count has a linear relationship with input count that can be expressed with Frame Count = 0.255689103308912 * Input Count. Simply put, instead of having a counter that goes up by 3 or 4 every frame, this makes it a counter that goes up by exactly 1 every frame.
* Update movie.cpp
* Update movie.cpp
* Fixing clang-format errors
* Update movie.cpp
Did not realize that the frame rate was defined as a constant somewhere in the source code. This makes this conversion far less sketchy.
* Update movie.cpp