The default is discrete_interval which has dynamic open-ness.
We only use right_open intervals anyway. In theory this could allow some compile-time optimizations.
You can now directly place ExeFS overrides/patches inside the mod folder (instead of the exefs subfolder). This allows us to have drop-in compatibility with Luma3DS mods.
This is the main dialog of video dumping. This dialog allows the user to set output format, output path, video/audio encoder and video/audio bitrate.
When a format is selected, the list of video and audio encoders are updated. Only encoders of codecs that can be contained in the format is shown.
This dialog allows changing the value and unsetting one option. There are three possible variants of this dialog:
1. The LineEdit layout. This is used for normal options like string and duration, and just features a textbox for the user to type in whatever they want to set.
2. The ComboBox layout. This is used when there are named constants for an option, or when the option accepts an enum value like sample_format or pixel_format. A description will be displayed for the currently selected named constant. The user can also select 'custom' and type in their own value.
3. The CheckBox-es layout. This is used for flags options. A checkbox will be displayed for each named constant and the user can tick the flags they want to set.
These two functions allow the frontend to get a list of encoders/formats and their specific options.
Retrieving the options is harder than it sounds due to FFmpeg's strange AVClass and AVOption system. For example, for integer and flags options, 'named constants' can be set. They are of type `AV_OPT_TYPE_CONST` and are categoried according to the `unit` field. An option can recognize all constants of the same `unit`.
Previously, we just used the native sample rate for encoding. However, some encoders like libmp3lame doesn't support it. Therefore, we now use a supported sample rate (preferring the native one if possible).
FFmpeg requires audio data to be sent in a sequence of frames, each containing the same specific number of samples. Previously, we buffered input samples in FFmpegBackend. However, as the source and destination sample rates can now be different, we should buffer resampled data instead. swresample have an internal input buffer, so we now just forward all data to it and 'gradually' receive resampled data, at most one frame_size at a time. When there is not enough resampled data to form a frame, we will record the current offset and request for less data on the next call.
Additionally, this commit also fixes a flaw. When an encoder supports variable frame sizes, its frame size is reported to be 0, which breaks our buffering system. Now we treat variable frame size encoders as having a frame size of 160 (the size of a HLE audio frame).
We previously assumed that the first preferred sample format is planar, but that may not be true for all codecs. Instead we should find a supported sample format that is planar.
While YUV420P is widely used, not all encoders accept it (e.g. Intel QSV only accepts NV12). We should use the codec's preferred pixel format instead as we need to rescale the frame anyway.
This uses the mailbox model to move pixel downloading to its own thread, eliminating Nvidia's warnings and (possibly) making use of GPU copy engine.
To achieve this, we created a new mailbox type that is different from the presentation mailbox in that it never discards a rendered frame.
Also, I tweaked the projection matrix thing so that it can just draw the frame upside down instead of having the CPU flip it.
* audio_core: dsp_hle: implements fdk_aac decoder
* audio_core: dsp_hle: clean up and add comments
* audio_core: dsp_hle: move fdk include to cpp file
* audio_core: dsp_hle: detects broken fdk_aac...
... and refuses to initialize if that's the case
* audio_core: dsp_hle: fdk_aac: address comments...
... and rebase commits
* fdk_decoder: move fdk header to cpp file
* videocore/renderer_opengl/gl_rasterizer_cache: Move bits per pixel table out of function
GCC and MSVC copy the table at runtime with the old implementation, which is wasteful and prevents inlining. Unfortunately, static constexpr variables are not legal in constexpr functions, so the table has to be external.
Also replaced non-standard assert with DEBUG_ASSERT_MSG.
* fix case of table name in assert
* set table to private
This slider affects the number of cycles that the guest cpu emulation
reports that have passed since the last time slice. This option scales
the result returned by a percentage that the user selects. In some games
underclocking the CPU can give a major speedup. Exposing this as an
option will give users something to toy with for performance, while also
potentially enhancing games that experience lag on the real console
* Core::Timing: Add multiple timer, one for each core
* revert clang-format; work on tests for CoreTiming
* Kernel:: Add support for multiple cores, asserts in HandleSyncRequest because Thread->status == WaitIPC
* Add some TRACE_LOGs
* fix tests
* make some adjustments to qt-debugger, cheats and gdbstub(probably still broken)
* Make ARM_Interface::id private, rework ARM_Interface ctor
* ReRename TimingManager to Timing for smaler diff
* addressed review comments
* HTTP_C::Implement Context::MakeRequest
* httplib: Add add_client_cert_ASN1 and set_verify
* HTTP_C: Fix request methode strings case in MakeRequest
* HTTP_C: clang-format and cleanups
* HTTP_C: Add comment about async in BeginRequest and BeginRequestAsync
* Update httplib to contain all the changes we need; adapt http_c and web_services to the changes in httplib; addressed minor review comments
* Add android-ifaddrs
10 slots are offered along with 'Save to Oldest Slot' and 'Load from Newest Slot'.
The savestate format is similar to the movie file format. It is called CST (Citra SavesTate), and is basically a 0x100 byte header (consisting of magic, revision, creation time and title ID) followed by Zstd compressed raw savestate data.
The savestate files are saved to the `states` folder in Citra's user folder. The files are named like `<Title ID>.<Slot ID>.cst`.