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Author SHA1 Message Date
bunnei 28b822fe38
Merge pull request #5778 from ReinUsesLisp/shader-dir
renderer_opengl: Avoid precompiled cache and force NV GL cache directory
2021-01-27 11:34:21 -08:00
ReinUsesLisp 51512d01d8 renderer_opengl: Avoid precompiled cache and force NV GL cache directory
Setting __GL_SHADER_DISK_CACHE_PATH we can force the cache directory to
be in yuzu's user directory to stop commonly distributed malware from
deleting our driver shader cache. And by setting
__GL_SHADER_DISK_CACHE_SKIP_CLEANUP we can have an unbounded shader
cache size.

This has only been implemented on Windows, mostly because previous tests
didn't seem to work on Linux.

Disable the precompiled cache on Nvidia's driver. There's no need to
hide information the driver already has in its own cache.
2021-01-21 00:41:03 -03:00
german 8495e1bd83 Add mutitouch support for touch screens 2021-01-15 09:05:17 -06:00
german 390ee10eef Allow all touch inputs at the same time and remove config options that are not longer necesary 2021-01-15 09:05:17 -06:00
Morph 05f58144c9 config: Enable docked mode by default 2021-01-10 09:37:38 -05:00
Morph e07540264d yuzu_cmd: Silence unreferenced local variable warning 2021-01-10 01:10:36 -05:00
Morph a745d87971 general: Fix various spelling errors 2021-01-02 10:23:41 -05:00
ReinUsesLisp 1b9e08ab78 cmake: Always enable Vulkan
Removes the unnecesary burden of maintaining separate #ifdef paths and
allows us sharing generic Vulkan code across APIs.
2020-12-24 21:07:24 -03:00
FearlessTobi 10b0ab7926 yuzu: Remove gdbstub configuration
The gdbstub itself was removed with https://github.com/yuzu-emu/yuzu/pull/5028.
This PR just removes the remaining gdb configuration code from the emulator and the UI.
2020-12-19 19:19:42 +01:00
comex 9dc69fa07c yuzu_cmd: Remove 'users_size'
Specifically:

    const auto size = sdl2_config->GetInteger("System", "users_size", 0);

The variable is never used, producing a warning.  I wondered if this
ought to be assigning something to in `Settings`, but nothing else in
the codebase ever mentions a setting called "users_size", so I guess
it's safe to remove...
2020-12-05 17:50:39 -05:00
bunnei 25f650e075
Merge pull request #4937 from german77/multiUDP
InputCommon: Add multiple udp server support
2020-12-01 11:47:37 -08:00
bunnei 7bc3e80399
Merge pull request #4939 from german77/MouseInput
InputCommon: Implement full mouse support
2020-11-29 22:59:50 -08:00
Lioncash 5bc4eabe36 core: Eliminate remaining usages of the global system instance
Removes all remaining usages of the global system instance. After this,
migration can begin to migrate to being constructed and managed entirely
by the various frontends.
2020-11-27 11:40:45 -05:00
german e46f0e084c Implement full mouse support 2020-11-25 23:59:30 -06:00
german 2c2b586d86 Add multiple udp server support 2020-11-25 23:44:41 -06:00
Rodrigo Locatti 0e15c68f54
Merge pull request #4976 from comex/poll-events
Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
2020-11-25 20:44:53 -03:00
comex 994f497781 Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers.  It had three implementations:

- In GRenderWindow, it didn't actually poll events, just set a flag and
  emit a signal to indicate that a frame was displayed.

- In EmuWindow_SDL2_Hide, it did nothing.

- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
  because SDL_PollEvents is supposed to be called on the thread that set
  up video - in this case, the main thread, which was sleeping in a
  busyloop (regardless of whether sync-GPU was enabled).  On macOS this
  causes a crash.

To fix this:

- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
  default implementation that does nothing.

- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
  the main thread call SDL_WaitEvent in a loop.
2020-11-23 17:58:49 -05:00
Lioncash bcaadac22c core: Make use of [[nodiscard]] with the System class
Given this is a central class, we should flag cases where the return
value of some functions not being used is likely a bug.
2020-11-18 02:06:44 -05:00
Morph 38110dd485 configure_input: Add per-player vibration
Allows for enabling and modifying vibration and vibration strength per player.
Also adds a toggle for enabling/disabling accurate vibrations.

Co-authored-by: Its-Rei <kupfel@gmail.com>
2020-11-15 23:33:20 -05:00
Morph d6a41cfc21 settings: Remove global vibration strength modifier
This will be replaced in favor of per-player vibration strength modifiers.
2020-11-15 23:33:20 -05:00
Morph 652d6766d5 configure_input: Hook up the vibration percentage spinbox
This allows setting the vibration strength percentage anywhere from 1% to 100%.
Also hooks up the remaining motion button and checkbox in the Controller Applet.
2020-11-15 23:33:20 -05:00
Morph 8f2959f680 settings: Preparation for per-game input settings 2020-11-15 23:33:20 -05:00
Lioncash fc6db97a09 core: Remove usage of unicorn
Unicorn long-since lost most of its use, due to dynarmic gaining support
for handling most instructions. At this point any further issues
encountered should be used to make dynarmic better.

This also allows us to remove our dependency on Python.
2020-11-03 20:22:05 -05:00
bunnei 941563f981 yuzu: settings: Enable multicore, asynch GPU, and assembly shaders by default.
- In general, this is now the preferred settings for most games.

# Conflicts:
#	src/yuzu/configuration/config.cpp
2020-10-26 23:13:05 -07:00
ReinUsesLisp 7003090187 renderer_opengl: Remove emulated mailbox presentation
Emulated mailbox presentation was causing performance issues on
Nvidia's OpenGL driver. Remove it.
2020-09-20 16:29:41 -03:00
bunnei 3f6d83b27c
Merge pull request #4594 from german77/MotionHID
hid/configuration: Implement motion controls to HID
2020-09-17 12:39:01 -07:00
ReinUsesLisp 9e87193725 video_core: Remove all Core::System references in renderer
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.
2020-09-06 05:28:48 -03:00
Morph 5b6268d26a configure_input: Hook up the motion button and checkbox
This allows toggling motion on or off, and allows access to the motion configuration.
Also changes the [waiting] text for motion buttons to Shake! as this is how motion is connected to a player.
2020-09-05 09:46:34 -04:00
Lioncash 9e1b0af259 input_common: Eliminate most global state
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.
2020-08-27 16:11:17 -04:00
Morph f0fac0c7fb Project Mjölnir: Part 1
Co-authored-by: James Rowe <jroweboy@gmail.com>
Co-authored-by: Its-Rei <kupfel@gmail.com>
2020-08-26 02:32:32 -04:00
Lioncash f6bb905182 common/telemetry: Migrate namespace into the Common namespace
Migrates the Telemetry namespace into the Common namespace to make the
code consistent with the rest of our common code.
2020-08-18 15:08:32 -04:00
Lioncash c4ed791164 common/fileutil: Convert namespace to Common::FS
Migrates a remaining common file over to the Common namespace, making it
consistent with the rest of common files.

This also allows for high-traffic FS related code to alias the
filesystem function namespace as

namespace FS = Common::FS;

for more concise typing.
2020-08-16 06:52:40 -04:00
David Marcec 85d7a8f466 Rebase for per game settings 2020-07-17 14:26:14 +10:00
bunnei e2730372b8
Merge pull request #4294 from MerryMage/cpu-opt-settings
configuration: Add settings to enable/disable specific CPU optimizations
2020-07-14 12:38:03 -04:00
MerryMage 0193202964 configuration: Add settings to enable/disable specific CPU optimizations 2020-07-11 14:34:09 +01:00
Morph 47e26d7bc7 settings: Remove storage size options 2020-07-10 00:37:39 -04:00
lat9nq 63d23835ef
configuration: implement per-game configurations (#4098)
* 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>
2020-07-09 22:42:09 -04:00
Fernando Sahmkow dc58058203 General: Setup yuzu threads' microprofile, naming and registry. 2020-06-27 11:35:09 -04:00
Fernando Sahmkow 9e4b9f1afd YuzuCMD/Tester: Correct execution 2020-06-27 11:35:07 -04:00
Fernando Sahmkow e31425df38 General: Recover Prometheus project from harddrive failure
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.
2020-06-27 11:35:06 -04:00
FearlessTobi a8674a7b86 Fix: fatal error CVT1100 when compiling manifest file
Occurs when doing a local compile in MSVC build. The compiler I'm using is as below:
Microsoft Visual Studio Community 2019 Preview
Version 16.6.0 Preview 5.0

Fixes this error:
CVTRES : fatal error CVT1100: duplicate resource. type:MANIFEST, name:1, language:0x0409
LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt

I have put 0 since previous name was 1. If have other names in mind, please let me know.

Co-Authored-By: dragios <dragios@users.noreply.github.com>
2020-06-21 03:11:23 +02:00
bunnei f22d02083c
Merge pull request #3966 from Morph1984/hide-internal-resolution-ui
yuzu/frontend: Remove internal resolution option
2020-06-16 14:12:17 -04:00
Morph 03fad5ebe8 yuzu/frontend: Remove internal resolution option 2020-06-06 15:56:14 -04:00
bunnei 34d4abc4f9
Merge pull request #4009 from ogniK5377/macro-jit-prod
video_core: Implement Macro JIT
2020-06-04 11:40:52 -04:00
bunnei edbf3144d2
Merge pull request #3958 from FernandoS27/gl-debug
OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled
2020-05-31 17:04:27 -04:00
David Marcec b032ebdfee Implement macro JIT 2020-05-30 11:40:04 +10:00
ReinUsesLisp 47a7c4f4fe yuzu: Add frontend settings for assembly shaders
Add settings for assembly shaders. Currently hidden to avoid users from
accidentally enabled them.
2020-05-19 17:53:17 -03:00
Fernando Sahmkow 4cff5dd194 OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled.
This commit aims to help easing debugging of driver crashes without
having to modify existing code.
2020-05-17 21:45:09 -04:00
bunnei 988e42a3f5 core: settings: Add a setting for time zone. 2020-05-11 17:50:07 -04:00
bunnei 6c7d8073be
Merge pull request #3742 from FernandoS27/command-list
Optimize GPU Command Lists and Introduce Fast GPU Time Option
2020-04-27 00:18:46 -04:00