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* cmake: fix git detectionAlexandre Bouvier2022-09-181-8/+2
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* chore: make yuzu REUSE compliantAndrea Pappacoda2022-07-278-0/+23
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
* service: irs: Move to IRS namespace and minor fixesgerman772022-07-241-0/+1
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* yuzu: Hook qt camera to camera drivergerman772022-07-241-0/+7
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* CopyYuzuQt5Deps: Remove unused dllsMorph2022-07-151-7/+3
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* CI: fix cachingliushuyu2022-07-052-0/+13
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* CMakeModules: Add MinGWClangCrosslat9nq2022-06-171-0/+55
| | | | | Facilitates what programs we need for cross-compiling to Windows from Linux using LLVM's compilers. Based on MinGWCross
* Allow overriding SCM version infoAndrew Udvare2021-12-211-3/+9
| | | | | | If the build is from a non-repository, these functions will return empty. This patch allows using defines to CMake to set version info such as -DGIT_BRANCH=master.
* CMakeModules: Add Qt5QmlModelMorph2021-10-031-0/+1
| | | | Required by Qt 5.15's QtWebEngine
* cmake: Remove unused code in GenerateSCMRev.cmakeReinUsesLisp2021-07-231-11/+2
| | | | Remove shader code hash generation code as it's no longer used.
* shader: Remove old shader managementReinUsesLisp2021-07-231-55/+1
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* cmake: Download Qt binaries on Linux if neededlat9nq2021-05-261-38/+97
| | | | | | | | | | | | | If the local version of Qt is older than the minimum version required by yuzu, download a pre-built binary package from yuzu-emu/ext-linux-bin and build yuzu with it, instead. This also requires linking yuzu to the correct libraries after building it, and copying over the required binaries when building yuzu. This sets the Qt requirement to 5.12, which is intentionally behind the versions used by our toolchains since they are not all updated yet to 5.15.
* cmake: Download Boost if inadequate local versionlat9nq2021-04-221-4/+18
| | | | | | | | | | | | | | Building SDL2 from externals is incompatible with Conan's version of libiconv, a requirement of Conan's Boost package. Solution is to use the same Boost package in use by the linux-fresh container. This tells CMake to download boost_1_75_0.tar.xz from yuzu-emu/ext-linux-bin at CMake's configuration step, much the same way Qt and FFmpeg are downloaded for Windows. Also makes DownloadExternals.cmake cross-platform. Although the CMake code is not entirely specific to Linux, only Linux has Boost libraries available at ext-linux-bin, whereas there is no equivalent Boost package for Windows at ext-windows-bin. caveat emptor
* cmake: Update FFmpeg to 4.3.1lat9nq2021-02-101-6/+2
| | | | | | | Download FFmpeg package version 4.3.1. Uses a file defined within the package to determine with DLLs to copy. Also corrects a submodule name.
* cmake: Revert FFmpeg 4.3.1 update for Windows buildsameerj2021-02-091-1/+1
| | | | The new 4.3.1 externals build seems to not be compatible with yuzu. This also fixes an oversight when renaming CMake variables.
* core: Remove usage of unicornLioncash2020-11-041-9/+0
| | | | | | | | 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.
* video_core: NVDEC Implementationameerj2020-10-271-0/+10
| | | | | | | | | | | | | | This commit aims to implement the NVDEC (Nvidia Decoder) functionality, with video frame decoding being handled by the FFmpeg library. The process begins with Ioctl commands being sent to the NVDEC and VIC (Video Image Composer) emulated devices. These allocate the necessary GPU buffers for the frame data, along with providing information on the incoming video data. A Submit command then signals the GPU to process and decode the frame data. To decode the frame, the respective codec's header must be manually composed from the information provided by NVDEC, then sent with the raw frame data to the ffmpeg library. Currently, H264 and VP9 are supported, with VP9 having some minor artifacting issues related mainly to the reference frame composition in its uncompressed header. Async GPU is not properly implemented at the moment. Co-Authored-By: David <25727384+ogniK5377@users.noreply.github.com>
* cmake: stop linking against QGL after c6a0ab979239Jan Beich2020-07-021-1/+0
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* gl_arb_decompiler: Implement an assembly shader decompilerReinUsesLisp2020-06-121-0/+2
| | | | | | Emit code compatible with NV_gpu_program5. This should emit code compatible with Fermi, but it wasn't tested on that architecture. Pascal has some issues not present on Turing GPUs.
* Make compatible with the current MinGW cross-compilerlat9nq2020-05-021-2/+2
| | | | | | The Docker image was just updated to use Arch Linux instead of Ubuntu. This PR sets the compiler names to reflect how they are installed on the Arch Linux Docker image. Fixes "x86_64-w64-mingw32-g++-posix is not a full path and was not found in the PATH." errors in CMake.
* Use the correct directory for Qt PluginsJames Rowe2020-03-241-4/+8
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* shader/transform_feedback: Add host API friendly TFB builderReinUsesLisp2020-03-131-0/+2
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* video_core: Rename "const buffer locker" to "registry"ReinUsesLisp2020-03-091-2/+2
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* gl_shader_cache: Rework shader cache and remove post-specializationsReinUsesLisp2020-03-091-2/+0
| | | | | Instead of pre-specializing shaders and then post-specializing them, drop the later and only "specialize" the shader while decoding it.
* Fix git version in scm_rev.cppJames Rowe2020-01-161-0/+4
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* VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders.Fernando Sahmkow2019-10-251-2/+4
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* Shader_Ir: Refactor Decompilation process and allow multiple decompilation modes.Fernando Sahmkow2019-10-051-0/+2
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* shader_ir: Corrections to outward movements and misc stuffsFernando Sahmkow2019-10-051-0/+4
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* shader_ir: Implement VOTEReinUsesLisp2019-08-211-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implement VOTE using Nvidia's intrinsics. Documentation about these can be found here https://developer.nvidia.com/reading-between-threads-shader-intrinsics Instead of using portable ARB instructions I opted to use Nvidia intrinsics because these are the closest we have to how Tegra X1 hardware renders. To stub VOTE on non-Nvidia drivers (including nouveau) this commit simulates a GPU with a warp size of one, returning what is meaningful for the instruction being emulated: * anyThreadNV(value) -> value * allThreadsNV(value) -> value * allThreadsEqualNV(value) -> true ballotARB, also known as "uint64_t(activeThreadsNV())", emits VOTE.ANY Rd, PT, PT; on nouveau's compiler. This doesn't match exactly to Nvidia's code VOTE.ALL Rd, PT, PT; Which is emulated with activeThreadsNV() by this commit. In theory this shouldn't really matter since .ANY, .ALL and .EQ affect the predicates (set to PT on those cases) and not the registers.
* shader_ir: Implement a new shader scannerFernando Sahmkow2019-07-091-0/+2
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* shader: Decode SUST and implement backing image functionalityReinUsesLisp2019-06-211-0/+1
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* cmake: Add missing shader hash file entriesReinUsesLisp2019-06-071-0/+3
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* GenerateSCMRev: fix Travis compilation on repo forksfearlessTobi2019-04-161-1/+1
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* shader/decode: Split memory and texture instructions decodingReinUsesLisp2019-02-261-0/+1
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* cmake: Fix title bar issueReinUsesLisp2019-02-071-8/+1
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* cmake: Fixup application stringMichael2019-02-071-2/+2
| | | Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
* gl_shader_disk_cache: Invalidate shader cache changes with CMake hashReinUsesLisp2019-02-071-0/+101
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* QT Frontend: Add a Loading screen with progressbarJames Rowe2019-01-201-1/+4
| | | | | | | | | | | | With shader caches on the horizon, one requirement is to provide visible feedback for the progress. The shader cache reportedly takes several minutes to load for large caches that were invalidated, and as such we should provide a loading screen with progress. Adds a loading screen widget that will be shown until the first frame of the game is swapped. This was chosen in case shader caches are not being used, several games still take more than a few seconds to launch and could benefit from a loading screen.
* build: Copy web engine resources to correct locationZach Hilman2019-01-051-2/+1
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* Update Qt MSVC external to 5.12.0Zach Hilman2018-12-311-1/+1
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* cmake: Add USE_QT_WEB_ENGINE flag and update build systemZach Hilman2018-12-281-0/+27
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* Update MinGWCross.cmake to lowercasetech4me2018-09-191-40/+40
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* travis: running mingw build on travis citech4me2018-09-191-0/+54
| | | | This commit also fixed a broken cmake dependency with unicorn
* Fix missing qjpeg DLLZach Hilman2018-08-071-0/+3
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* Add qt windowsvistastyle dll to the buildJames Rowe2018-07-031-0/+3
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* Revert "Use Ninja for MSVC AppVeyor builds" (#584)bunnei2018-06-233-3/+3
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* Use Ninja for MSVC AppVeyor buildsMichał Janiszewski2018-06-053-3/+3
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* Fix build on macOS and linuxMerryMage2018-01-132-4/+4
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* Massive removal of unused modulesJames Rowe2018-01-131-1/+1
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* cmake: Add CopyYuzuUnicornDeps script.bunnei2018-01-041-0/+9
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* DownloadExternals: Use yuzu repo.bunnei2018-01-041-1/+1
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* Build: Enable SSL in mingw by linking against WinSSLJames Rowe2017-09-111-0/+18
| | | | | | | | | | The mingw builds aren't submitting telemetry because the curl library they are linked against is configured to use openSSL and openSSL looks for the certificates in the users home folder. This keeps it from contacting web services because it can't communicate over SSL. This commit adds a download in mingw builds that will download a precompiled curl for mingw linked against winssl and sspi.
* Modularized Qt and SDL file copyingfreiro2016-12-132-5/+8
| | | | Now cmake relies on two submodules to copy the libraries in the proper folders
* Modularization of copy_msvc_libraries cmake functfreiro2016-12-111-0/+19
Created a new folder in Citra's root called CMakeModules that should contain cmake functions used by the various CMakeLists.txt.