summaryrefslogtreecommitdiffstats
path: root/src/video_core/renderer_vulkan/renderer_vulkan.cpp (follow)
Commit message (Collapse)AuthorAgeFilesLines
* scope_exit: Make constexprFearlessTobi2024-02-191-1/+3
| | | | | Allows the use of the macro in constexpr-contexts. Also avoids some potential problems when nesting braces inside it.
* gpu: dependency-inject scaling/antialiasing filter state for capture layersLiam2024-02-091-3/+7
|
* nvnflinger/gpu: implement applet captureLiam2024-02-091-24/+84
|
* nvnflinger/gpu: implement blendingLiam2024-02-091-1/+3
|
* nvnflinger/gpu: implement layer stack compositionLiam2024-01-311-141/+26
|
* renderer_vulkan: implement layer stack compositionLiam2024-01-311-4/+4
|
* renderer_opengl: split up blit screen resources into antialias and window adapt passesLiam2024-01-311-0/+3
|
* renderer_vulkan: split up blit screen resources into separate antialias and window adapt passesLiam2024-01-311-52/+65
|
* video_core: simplify accelerated surface fetch and crop handling between APIsLiam2024-01-311-15/+7
|
* Core: Clang format and other small issues.Fernando Sahmkow2024-01-191-2/+2
|
* SMMU: Initial adaptation to video_core.Fernando Sahmkow2024-01-191-5/+5
|
* renderer_vulkan: do not recreate swapchain for srgbLiam2023-12-031-4/+3
|
* Revert "renderer_vulkan: add locks to avoid scheduler flushes from CPU"Fernando Sahmkow2023-11-101-9/+5
| | | | This reverts commit d9dde7e6f3a90f58d642808900ddd558da21f762.
* renderer_vulkan: add locks to avoid scheduler flushes from CPULiam2023-10-171-5/+9
|
* renderer_vulkan: Remove debug reportGPUCode2023-09-081-16/+2
| | | | * VVL has implemented the more modern alternative, thus we don't need to support it anymore
* renderer_vulkan: Add suport for debug report callbackGPUCode2023-06-281-1/+17
|
* renderer_vulkan: Use VMA for buffersGPUCode2023-06-181-4/+5
|
* renderer_vulkan: Use VMA for imagesGPUCode2023-06-181-2/+1
|
* memory_allocator: Remove OpenGL interopGPUCode2023-06-181-2/+2
| | | | * Appears to be unused atm
* android: vulkan: Recreate surface after suspension & adapt to async. presentation.bunnei2023-06-031-1/+2
|
* android: native: Add support for custom Vulkan driver loading.bunnei2023-06-031-2/+2
|
* core: frontend: Refactor GraphicsContext to its own module.bunnei2023-06-031-1/+1
|
* Merge pull request #10125 from lat9nq/vsync-selectbunnei2023-05-071-1/+1
|\ | | | | configuration: Expose separate swap present modes
| * vulkan_surface: Pass only window info for surface creationlat9nq2023-05-031-1/+1
| | | | | | | | | | | | We don't need the whole EmuWindow when creating a surface, and it creates onerous requirements outside of typical usage for creating a surface elsewhere.
* | vk_present_manager: Fix softlocks when disabling async presentGPUCode2023-05-031-1/+1
|/
* renderer_vulkan: Async presentationGPUCode2023-05-011-39/+12
|
* Merge pull request #9581 from liamwhite/turbo2Morph2023-01-091-0/+2
|\ | | | | renderer_vulkan: pause turbo submissions on inactive queue
| * renderer_vulkan: pause turbo submissions on inactive queueLiam2023-01-071-0/+2
| |
* | vulkan_device: refactor feature testingLiam2023-01-091-16/+3
|/
* renderer_vulkan: disable clock boost on unvalidated devicesLiam2023-01-071-1/+1
|
* Merge pull request #9552 from liamwhite/turboliamwhite2023-01-061-1/+5
|\ | | | | vulkan: implement 'turbo mode' clock booster
| * common: add setting for renderer clock workaroundLiam2023-01-051-1/+3
| |
| * vulkan: implement 'turbo mode' clock boosterLiam2023-01-051-1/+3
| |
* | vulkan_common: unify VK_EXT_debug_utils and selection of validation layerLiam2023-01-011-1/+1
|/
* video_core/vulkan: Explicity check swapchain size when deciding to recreateAlexander Orzechowski2022-12-131-6/+8
| | | | | | Vulkan for whatever reason does not return VK_ERROR_OUT_OF_DATE_KHR when the swapchain is the wrong size. Explicity make sure the size is indeed up to date to workaround this.
* vulkan_common: clean up extension usageLiam2022-12-041-2/+2
|
* Update renderer_vulkan.cppMatías Locatti2022-11-161-0/+4
|
* General: Fix clang format.Fernando Sahmkow2022-10-061-9/+4
|
* Vulkan Swapchain: Overall improvements.Fernando Sahmkow2022-10-061-1/+1
|
* OpenGl: Implement Channels.Fernando Sahmkow2022-10-061-1/+1
|
* VideoCore: implement channels on gpu caches.Fernando Sahmkow2022-10-061-6/+11
|
* renderer_vulkan: Update screen info if the framebuffer size has changedMorph2022-04-261-0/+5
|
* general: Convert source file copyright comments over to SPDXMorph2022-04-231-3/+2
| | | | | This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
* video_core: Reduce unused includesameerj2022-03-191-2/+1
|
* general: Update style to clang-format-12ameerj2021-09-241-9/+4
|
* vk_swapchain: Use immediate present mode when mailbox is unavailable and FPS is unlockedameerj2021-09-131-1/+1
| | | | Allows drivers that do not support VK_PRESENT_MODE_MAILBOX_KHR the ability to present at a framerate higher than the monitor's refresh rate when the FPS is unlocked.
* renderer_vulkan: Wait on present semaphore at queue submitameerj2021-09-021-1/+2
| | | | | | | | | | The present semaphore is being signalled by the call to acquire the swapchain image. This semaphore is meant to be waited on when rendering to the swapchain image. Currently it is waited on when presenting, but moving its usage to be waited on in the command buffer submission allows for proper usage of this semaphore. Fixes the device lost when launching titles on the Intel Linux Mesa driver.
* renderers: Add explicit invert_y bool to screenshot callbackameerj2021-07-291-1/+1
| | | | OpenGL and Vulkan images render in different coordinate systems. This allows us to specify the coordinate system of the screenshot within each renderer
* renderer_vulkan: Implement screenshotsameerj2021-07-291-0/+150
|
* vk_blit_screen: Make Draw method more genericameerj2021-07-291-1/+1
| | | | Allows specifying the framebuffer and render area dimensions, rather than being hard coded for the render window.
* renderers: Fix clang formattingameerj2021-07-231-4/+9
|
* vk_swapchain: Handle outdated swapchainsReinUsesLisp2021-07-231-6/+5
| | | | Fixes pixelated presentation on Intel devices.
* vk_swapchain: Avoid recreating the swapchain on each frameReinUsesLisp2021-07-231-12/+6
| | | | | Recreate only when requested (or sRGB is changed) instead of tracking the frontend's size. That size is still used as a hint.
* video_core,shader: Clang-format fixesReinUsesLisp2021-07-231-4/+9
|
* vk_scheduler: Allow command submission on worker threadReinUsesLisp2021-07-231-34/+41
| | | | | | | | | | | | This changes how Scheduler::Flush works. It queues the current command buffer to be sent to the GPU but does not do it immediately. The Vulkan worker thread takes care of that. Users will have to use Scheduler::Flush + Scheduler::WaitWorker to get the previous behavior. Scheduler::Finish is unchanged. To avoid waiting on work never queued, Scheduler::Wait sends the current command buffer if that's what the caller wants to wait.
* yuzu qt: Make most UISettings a BasicSettinglat9nq2021-06-291-4/+9
| | | | | | | | | For simple primitive settings, moves their defaults and labels to definition time. Also fixes typo and clang-format yuzu qt: config: Fix rng_seed
* general: Make most settings a BasicSettinglat9nq2021-06-281-10/+5
| | | | | | | | | | | Creates a new BasicSettings class in common/settings, and forces setting a default and label for each setting that uses it in common/settings. Moves defaults and labels from both frontends into common settings. Creates a helper function in each frontend to facillitate reading the settings now with the new default and label properties. Settings::Setting is also now a subclass of Settings::BasicSetting. Also adds documentation for both Setting and BasicSetting.
* perf_stats: Rework FPS counter to be more accurateameerj2021-05-161-0/+1
| | | | | | | | | The FPS counter was based on metrics in the nvdisp swapbuffers call. This metric would be accurate if the gpu thread/renderer were synchronous with the nvdisp service, but that's no longer the case. This commit moves the frame counting responsibility onto the concrete renderers after their frame draw calls. Resulting in more meaningful metrics. The displayed FPS is now made up of the average framerate between the previous and most recent update, in order to avoid distracting FPS counter updates when framerate is oscillating between close values. The status bar update frequency was also changed from 2 seconds to 500ms.
* common: Move settings to common from core.bunnei2021-04-151-1/+1
| | | | - Removes a dependency on core and input_common from common.
* renderer_vulkan: Check return value of AcquireNextImageJoshua Ashton2021-04-111-1/+4
| | | | | We can get into a really bad state by ignoring this leading to device loss and using incorrect resources.
* video_core: Reimplement the buffer cacheReinUsesLisp2021-02-131-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Reimplement the buffer cache using cached bindings and page level granularity for modification tracking. This also drops the usage of shared pointers and virtual functions from the cache. - Bindings are cached, allowing to skip work when the game changes few bits between draws. - OpenGL Assembly shaders no longer copy when a region has been modified from the GPU to emulate constant buffers, instead GL_EXT_memory_object is used to alias sub-buffers within the same allocation. - OpenGL Assembly shaders stream constant buffer data using glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In theory this should save one hash table resolve inside the driver compared to glBufferSubData. - A new OpenGL stream buffer is implemented based on fences for drivers that are not Nvidia's proprietary, due to their low performance on partial glBufferSubData calls synchronized with 3D rendering (that some games use a lot). - Most optimizations are shared between APIs now, allowing Vulkan to cache more bindings than before, skipping unnecesarry work. This commit adds the necessary infrastructure to use Vulkan object from OpenGL. Overall, it improves performance and fixes some bugs present on the old cache. There are still some edge cases hit by some games that harm performance on some vendors, this are planned to be fixed in later commits.
* gpu: Report renderer errors with exceptionsReinUsesLisp2021-02-131-100/+53
| | | | | | Instead of using a two step initialization to report errors, initialize the GPU renderer and rasterizer on the constructor and report errors through std::runtime_error.
* vulkan_common: Move allocator to the common directoryReinUsesLisp2021-01-151-1/+1
| | | | Allow using the abstraction from the OpenGL backend.
* renderer_vulkan: Rename Vulkan memory manager to memory allocatorReinUsesLisp2021-01-151-4/+4
| | | | | "Memory manager" collides with the guest GPU memory manager, and a memory allocator sounds closer to what the abstraction aims to be.
* renderer_vulkan: Move device abstraction to vulkan_commonReinUsesLisp2021-01-041-1/+1
|
* renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp2021-01-031-2/+2
| | | | | | | The "VK" prefix predates the "Vulkan" namespace. It was carried around the codebase for consistency. "VKDevice" currently is a bad alias with "VkDevice" (only an upcase character of difference) that can cause confusion. Rename all instances of it.
* vulkan_instance: Allow different Vulkan versions and enforce 1.1ReinUsesLisp2020-12-311-5/+4
| | | | | | | For listing the available physical devices we can use Vulkan 1.0. Now that MoltenVK supports 1.1 we can require it for running games. Add missing documentation.
* renderer_vulkan: Remove two step initialization on VKDeviceReinUsesLisp2020-12-311-11/+4
| | | | | The Vulkan device abstraction either initializes successfully on the constructor or throws a Vulkan exception.
* renderer_vulkan: Throw when enumerating devices failsReinUsesLisp2020-12-311-22/+13
| | | | | | Report device enumeration errors with exceptions to be consistent with other initialization related function calls. Reduces the amount of code to maintain.
* renderer_vulkan: Initialize surface in separate fileReinUsesLisp2020-12-311-71/+3
| | | | | | Move surface initialization code to a separate file. It's unlikely to use this code outside of Vulkan, but keeping platform-specific code (Win32, Xlib, Wayland) in its own translation unit keeps things cleaner.
* renderer_vulkan: Catch and report exceptionsReinUsesLisp2020-12-311-2/+5
| | | | | | | Move more Vulkan code to report errors with exceptions and report them through a log before notifying it with an error boolean for backwards compatibility. In the future we can replace the rasterizer two-step initialization to always use exceptions.
* renderer_vulkan: Create debug callback on separate file and throwReinUsesLisp2020-12-311-31/+6
| | | | | | | | Initialize debug callbacks (messenger) from a separate file. This allows sharing code with different backends. Change our Vulkan error handling to use exceptions instead of error codes, simplifying the initialization process.
* renderer_vulkan: Move instance initialization to a separate fileReinUsesLisp2020-12-311-111/+1
| | | | | | Simplify Vulkan's backend initialization code by moving it to a separate file, allowing us to initialize a Vulkan instance from different backends.
* vulkan_common: Rename renderer_vulkan/wrapper.h to vulkan_common/vulkan_wrapper.hReinUsesLisp2020-12-311-1/+1
| | | | Allows sharing Vulkan wrapper code between different rendering backends.
* vulkan_common: Move dynamic library load to a separate fileReinUsesLisp2020-12-311-31/+8
| | | | | Allows us to initialize a Vulkan dynamic library from different backends without duplicating code.
* video_core: Rewrite the texture cacheReinUsesLisp2020-12-301-6/+7
| | | | | | | | | | | | | | The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues.
* video_core: Resolve more variable shadowing scenarios pt.2Lioncash2020-12-051-2/+2
| | | | | | | Migrates the video core code closer to enabling variable shadowing warnings as errors. This primarily sorts out shadowing occurrences within the Vulkan code.
* Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main threadcomex2020-11-231-3/+1
| | | | | | | | | | | | | | | | | | | | | | | | 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.
* Merge pull request #4204 from ReinUsesLisp/vulkan-1.0bunnei2020-10-191-10/+14
|\ | | | | renderer_vulkan: Create and properly use Vulkan 1.0 instances when 1.1 is not available
| * vk_device: Use Vulkan 1.0 properlyReinUsesLisp2020-08-201-9/+10
| | | | | | | | | | Enable the required capabilities to use Vulkan 1.0 without validation errors and disable those that are not compatible with it.
| * renderer_vulkan: Create a Vulkan 1.0 instance when 1.1 is not availableReinUsesLisp2020-08-201-1/+4
| | | | | | | | | | This commit doesn't make yuzu compatible with Vulkan 1.0 yet, it only creates an 1.0 instance.
* | Merge pull request #4674 from ReinUsesLisp/timeline-semaphoresbunnei2020-09-241-18/+15
|\ \ | | | | | | renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphore
| * | renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp2020-09-191-18/+15
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This reworks how host<->device synchronization works on the Vulkan backend. Instead of "protecting" resources with a fence and signalling these as free when the fence is known to be signalled by the host GPU, use timeline semaphores. Vulkan timeline semaphores allow use to work on a subset of D3D12 fences. As far as we are concerned, timeline semaphores are a value set by the host or the device that can be waited by either of them. Taking advantange of this, we can have a monolithically increasing atomic value for each submission to the graphics queue. Instead of protecting resources with a fence, we simply store the current logical tick (the atomic value stored in CPU memory). When we want to know if a resource is free, it can be compared to the current GPU tick. This greatly simplifies resource management code and the free status of resources should have less false negatives. To workaround bugs in validation layers, when these are attached there's a thread waiting for timeline semaphores.
* | | renderer_opengl: Remove emulated mailbox presentationReinUsesLisp2020-09-201-5/+0
|/ / | | | | | | | | Emulated mailbox presentation was causing performance issues on Nvidia's OpenGL driver. Remove it.
* | video_core: Remove all Core::System references in rendererReinUsesLisp2020-09-061-11/+12
| | | | | | | | | | | | | | | | | | 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.
* | Merge pull request #4542 from ReinUsesLisp/gpu-init-basebunnei2020-08-251-2/+4
|\ \ | |/ |/| video_core: Initialize renderer with a GPU
| * video_core: Initialize renderer with a GPUReinUsesLisp2020-08-221-2/+4
| | | | | | | | | | Add an extra step in GPU initialization to be able to initialize render backends with a valid GPU instance.
* | common/telemetry: Migrate namespace into the Common namespaceLioncash2020-08-181-1/+1
| | | | | | | | | | Migrates the Telemetry namespace into the Common namespace to make the code consistent with the rest of our common code.
* | common/fileutil: Convert namespace to Common::FSLioncash2020-08-161-1/+1
|/ | | | | | | | | | | | 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.
* configuration: implement per-game configurations (#4098)lat9nq2020-07-101-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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>
* renderer_vulkan: Update validation layer name and test before enablingReinUsesLisp2020-06-221-4/+24
| | | | | | | Update validation layer string to VK_LAYER_KHRONOS_validation. While we are at it, properly check for available validation layers before enabling them.
* renderer_vulkan: Fix macOS GetBundleDirectory referenceMerryMage2020-06-181-1/+3
|
* vulkan: Remove unnecessary includesLioncash2020-04-291-3/+0
| | | | | | | Reduces some header churn and reduces rebuilds when some header internals change. While we're at it we can also resolve a missing include in buffer_cache.
* renderer_vulkan: assume X11 if not Windows/macOS after bf1d66b7c074Jan Beich2020-04-191-3/+3
| | | | | | Render.Vulkan <Error> video_core/renderer_vulkan/renderer_vulkan.cpp:CreateInstance:131: Presentation not supported on this platform Render.Vulkan <Error> video_core/renderer_vulkan/renderer_vulkan.cpp:CreateSurface:378: Presentation not supported on this platform Core <Critical> core/core.cpp:Load:199: Failed to initialize system (Error 5)!
* renderer_vulkan: Drop Vulkan-HppReinUsesLisp2020-04-111-90/+67
|
* yuzu: Drop SDL2 and Qt frontend Vulkan requirementsReinUsesLisp2020-04-071-43/+170
| | | | Create Vulkan instances and surfaces from the Vulkan backend.
* renderer_vulkan: Query device names from the backendReinUsesLisp2020-04-071-0/+69
|
* Frontend/GPU: Refactor context managementJames Rowe2020-03-251-1/+2
| | | | | | | | | | | | | | | | | | | | Changes the GraphicsContext to be managed by the GPU core. This eliminates the need for the frontends to fool around with tricky MakeCurrent/DoneCurrent calls that are dependent on the settings (such as async gpu option). This also refactors out the need to use QWidget::fromWindowContainer as that caused issues with focus and input handling. Now we use a regular QWidget and just access the native windowHandle() directly. Another change is removing the debug tool setting in FrameMailbox. Instead of trying to block the frontend until a new frame is ready, the core will now take over presentation and draw directly to the window if the renderer detects that its hooked by NSight or RenderDoc Lastly, since it was in the way, I removed ScopeAcquireWindowContext and replaced it with a simple subclass in GraphicsContext that achieves the same result
* vk_state_tracker: Initial implementationReinUsesLisp2020-02-281-2/+6
| | | | Add support for render targets and viewports.
* frontend: qt: bootmanager: Vulkan: Restore support for VK backend.bunnei2020-02-261-3/+12
|
* yuzu: Implement Vulkan frontendReinUsesLisp2020-01-291-0/+265
Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing bits on Vulkan initialization.