* 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
* 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
* 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
* 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>
* 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
* 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
* 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>
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.
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.
When the vector is empty, using `&vec[0]` involves undefined behaviour. While that works fine most of the time, Flatpak builds aborted on a failed `__builtin_expect`.
I searched for such occurences across the codebase with the regex `(?<!&)&\w+\[0\]` and fixed those that would potentially cause issues.
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.
Previously core itself was the library containing the code to gather
common information (build info, CPU info, and OS info), however all of
this isn't core-dependent and can be moved to the common code and use
the common interfaces. We can then just call those functions from the
core instead.
This will allow replacing our CPU detection with Xbyak's which has
better detection facilities than ours. It also keeps more
architecture-dependent code in common instead of core.
The current inconsistency can result in a developer unintentionally
creating a crash when using UNIMPLEMENTED_MSG, if they're only
familiar with UNIMPLEMENTED. The two macros shouldn't have such
wildly different behaviors.
- 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!
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.
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.