| Commit message (Collapse) | Author | Files | Lines |
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Resolves a few -Wmissing-initializer warnings.
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Allows some implementations to avoid completely zeroing out the internal
buffer of the optional, and instead only set the validity byte within
the structure.
This also makes it consistent how we return empty optionals.
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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.
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Provides a convenient way to avoid unnecessary zero initializing.
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This is a redundant assignment that can be removed.
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These are bugs waiting to happen.
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Silences several compiler warnings about unused variables.
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We already get the format type before converting shadow formats and during shadow formats.
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Normalizes pixel format names to match Vulkan names. Previous to this
commit pixel formats had no convention, leading to confusion and
potential bugs.
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Change GOB sizes from free-functions to constexpr constants.
Add SwizzleSliceToVoxel, a function that swizzles a 2D array of pixels
into a 3D texture and use it for 3D copies.
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* 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>
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Avoid illegal copies. This intercepts the last step of a copy to avoid
generating validation errors or corrupting the driver on some instances.
We can create views and emit copies accordingly in future commits and
remove this last-step validation.
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The returned layer is expected to be between 0 and the depth of the
surface, anything larger is off bounds.
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Previously the source was being deduced twice in a row.
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Handle blits to images as 2D, even when they have block depth.
- Fixes rendering issues on Luigi's Mansion 3
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This allows rendering to 3D textures with more than one slice.
Applications are allowed to render to more than one slice of a texture
using gl_Layer from a VTG shader.
This also requires reworking how 3D texture collisions are handled, for
now, this commit allows rendering to slices but not to miplevels. When a
render target attempts to write to a mipmap, we fallback to the previous
implementation (copying or flushing as needed).
- Fixes color correction 3D textures on UE4 games (rainbow effects).
- Allows Xenoblade games to render to 3D textures directly.
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Only reupload textures when they've not been modified from the GPU.
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Implement more surface reconstruct cases. Allow overlaps with more than
one layer and mipmap and copies all of them to the new texture.
- Fixes textures moving around objects on Xenoblade games
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This avoids most heap allocations when collecting surfaces into a
vector.
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Null texture cubes were not considered arrays, causing issues on Vulkan
and OpenGL when creating views.
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- Used by The Walking Dead: The Final Season
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This reverts commit 94b0e2e5dae4e0bd0021ac2d8fe1ff904a93ee69.
preserve_contents proved to be a meaningful optimization. This commit
reintroduces it but properly implemented on OpenGL.
We have to make sure the clear removes all the previous contents of the
image.
It's not currently implemented on Vulkan because we can do smart things
there that's preferred to be introduced in a separate commit.
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Provides logical symmetry to the interface.
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This doesn't modify internal state, so this can be made const.
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Previously these were all using the red component to derive the indices,
which is definitely not intentional.
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Fixes broken documentation references.
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Allows reporting more cases where logic errors may exist, such as
implicit fallthrough cases, etc.
We currently ignore unused parameters, since we currently have many
cases where this is intentional (virtual interfaces).
While we're at it, we can also tidy up any existing code that causes
warnings. This also uncovered a few bugs as well.
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This PR corrects flushing of 3D segments when data of other segments is
mixed, this aims to preserve the data in place.
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This is a simple optimization as Buffer Copies are mostly used for texture recycling. They are, however, useful when games abuse undefined behavior but most 3D APIs forbid it.
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preserve_contents was always true. We can't assume we don't have to
preserve clears because scissored and color masked clears exist.
This removes preserve_contents and assumes it as true at all times.
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This reverts commit 41905ee467b24172ba93e3fcd665bb4e4806a45a, reversing
changes made to 35145bd529c3517e2c366efc764a762092d96edf.
It causes regressions in several games.
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Implement RGBA16_SNORM with the current API. Nothing special here.
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Some games bind incompatible texture types to certain types.
For example Astral Chain binds a 2D texture with 1 layer (non-array) to
a cubemap slot (that's how it's used in the shader). After testing this
in hardware, the expected "undefined behavior" is to report all pixels
as black.
We already have a path for reporting black textures in the texture
cache. When textures types are incompatible, this commit binds these
kind of textures. This is done on the API agnostic texture cache so no
extra code has to be inserted on OpenGL or Vulkan.
As a side effect, this fixes invalidations of ASTC textures on Astral
Chain. This happened because yuzu detected a cube texture and forced
6 faces, generating a texture larger than what the TIC reported.
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Sometimes games will sample a 2D array TIC with a 2D access in the
shader. This causes bad interactions with the rest of the texture cache.
To emulate what the game wants to do, force a depth=1 on 2D textures
(not 2D arrays) and let the texture cache handle the rest.
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Layered framebuffer attachments is a feature that allows applications to
write attach layered textures to a single attachment. What layer the
fragments are written to is decided from the shader using gl_Layer.
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Code before this commit was trying to match 3D textures with another
target. Fix that.
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Implement downloads to guest memory from texture buffers on the generic
cache and OpenGL.
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Layered break downs was passing "layer" as a "depth" parameter. This
commit addresses that.
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Component types for ZF32_X24S8 were using UNORM. Drivers will set FLOAT,
UINT, UNORM, UNORM; causing a format mismatch. This commit addresses
that.
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This commit adds a series of HLE methods for handling 3D textures in
general. This helps games that generate 3D textures on every frame and
may reduce loading times for certain games.
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Some texture views were being created out of bounds (with more layers or
mipmaps than what the original texture has). This is because of a
miscalculation in mipmap bounding. end_layer and end_mipmap are out of
bounds (e.g. layer 6 in a cubemap), there's no need to add one more
there.
Fixes OpenGL errors and Vulkan crashes on Splatoon 2.
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This commit aims to redo the full setup of invalid textures and
guarantee correct behavior across backends in the case of finding one by
using black dummy textures that match the target of the expected
texture.
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format_lookup_table: Drop bitfields
format_lookup_table: Use std::array for definition table
format_lookup_table: Include <limits> instead of <numeric>
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Use a large flat array to look up texture formats. This allows us to
properly implement formats with different component types. It should
also be faster.
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Abstracted ComponentType was not being used in a meaningful way.
This commit drops its usage.
There is one place where it was being used to test compatibility between
two cached surfaces, but this one is implied in the pixel format.
Removing the component type test doesn't change the behaviour.
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We can take these by const reference and avoid making unnecessary
copies, preventing some atomic reference count increments and
decrements.
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Amends the doxygen comments so that they properly resolve. While we're
at it, we can correct some typos and fix up some of the comments'
formatting in order to make them slightly nicer to read.
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Makes the header more general for other potential algorithms in the
future. While we're at it, include a missing <functional> include to
satisfy the use of std::less.
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* texture_cache/surface_params: Remove unused local variable
* rasterizer_interface: Add missing documentation commentary
* maxwell_dma: Remove unused rasterizer reference
* video_core/gpu: Sort member declaration order to silent -Wreorder warning
* fermi_2d: Remove unused MemoryManager reference
* video_core: Silent unused variable warnings
* buffer_cache: Silent -Wreorder warnings
* kepler_memory: Remove unused MemoryManager reference
* gl_texture_cache: Add missing override
* buffer_cache: Add missing include
* shader/decode: Remove unused variables
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Ensures that the constructor members are always initialized in the order
that they're declared in.
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This makes conflicts between non compress and compress textures to be
auto recycled. It also limits the amount of mipmaps a texture can have
if it goes above it's limit.
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Testing so far has proven this to be quite safe as texture memory read
added a 2-5ms load to the current cache.
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This also does some fixes on compressed textures reinterpret and on the
Fermi2D engine in general.
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Also corrects some asserts.
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This fixes clouds in SMO Cap Kingdom and lens on Cloud Kingdom.
Also moved accurate_gpu setting check to Pick Strategy
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Fixed ASTC mipmaps loading
Fixed alignment on openGL upload/download
Fixed Block Height Calculation
Removed unalign_height
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Instead of using Common::AlignUp, use Common::AlignBits to align the
texture compression factor.
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Instead of storing all block width, height and depths in their shifted
form:
block_width = 1U << block_shift;
Store them like they are provided by the emulated hardware (their
block_shift form). This way we can avoid doing the costly
Common::AlignUp operation to align texture sizes and drop CPU integer
divisions with bitwise logic (defined in Common::AlignBits).
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Due to our current infrastructure, it is possible for a mipmap to be set
on as a render target before a texception of that mipmap's superset be
set afterwards. This is problematic as we rely on texture views to set
up texceptions and protecting render targets targets for 3D texture
rendering.
One simple solution is to configure framebuffers after texture setup but
this brings other problems. This solution, forces a reconfiguration of
the framebuffers after such event happens.
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This also reverses the changes to make invalidation and flushing through
the GPU address.
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The texture will now be reconstructed if the width only matches on GoB
alignment.
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This is done to simplify the OpenGL implementation, it is needed for
Vulkan.
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