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* video_core: add null backendLiam2022-11-291-0/+4
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* chore: make yuzu REUSE compliantAndrea Pappacoda2022-07-271-3/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | [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
* video_core: Cancel Scoped's exit call on GPU failurelat9nq2022-03-081-0/+1
| | | | | | | | | | | | When CreateRenderer fails, the GraphicsContext that was std::move'd into it is destroyed before the Scoped that was created to manage its currency. In that case, the GraphicsContext::Scoped will still call its destructor at the ending of the function. And because the context is destroyed, the Scoped will cause a crash as it attempts to call a destroyed object's DoneCurrent function. Since we know when the call would be invalid, call the Scoped's Cancel method. This prevents it from calling a method on a destroyed object.
* Fix screenshot dimensions when at 1x scaleameerj2021-11-201-6/+0
| | | | | | | This was regressed by ART. Prior to ART, the screenshots were saved at the title's framebuffer resolution. A misunderstanding of the existing logic led to screenshot dimensions becoming dependent on the host render window size. This changes the behavior to match how it was prior to ART at 1x, with screenshots now always being the title's framebuffer dimensions scaled by the resolution scaling factor.
* video_core,yuzu: Move UpdateRescalingInfo call to video_corelat9nq2021-11-161-0/+2
| | | | | | This only needs to happen once per game boot, so we can just call it during CreateGPU and be done with it, avoiding the need to call it in the frontends.
* Settings: eliminate rescaling_factor.Fernando Sahmkow2021-11-161-5/+4
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* configure_graphics: Add GPU nvdec decoding as an optionameerj2021-08-161-1/+2
| | | | | | Some system configurations may see visual regressions or lower performance using GPU decoding compared to CPU decoding. This setting provides the option for users to specify their decoding preference. Co-Authored-By: yzct12345 <87620833+yzct12345@users.noreply.github.com>
* common: Move settings to common from core.bunnei2021-04-151-1/+1
| | | | - Removes a dependency on core and input_common from common.
* gpu: Report renderer errors with exceptionsReinUsesLisp2021-02-131-10/+9
| | | | | | 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.
* video_core: gpu: Refactor out synchronous/asynchronous GPU implementations.bunnei2020-12-291-8/+2
| | | | - We must always use a GPU thread now, even with synchronous GPU.
* cmake: Always enable VulkanReinUsesLisp2020-12-251-4/+0
| | | | | Removes the unnecesary burden of maintaining separate #ifdef paths and allows us sharing generic Vulkan code across APIs.
* video_core: NVDEC Implementationameerj2020-10-271-2/+3
| | | | | | | | | | | | | | 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>
* video_core: Remove all Core::System references in rendererReinUsesLisp2020-09-061-4/+7
| | | | | | | | | 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.
* video_core: Initialize renderer with a GPUReinUsesLisp2020-08-221-11/+21
| | | | | Add an extra step in GPU initialization to be able to initialize render backends with a valid GPU instance.
* configuration: implement per-game configurations (#4098)lat9nq2020-07-101-4/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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>
* Address review and fix broken yuzu-tester buildJames Rowe2020-03-261-2/+2
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* Frontend/GPU: Refactor context managementJames Rowe2020-03-251-9/+19
| | | | | | | | | | | | | | | | | | | | 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
* yuzu: Implement Vulkan frontendReinUsesLisp2020-01-291-1/+14
| | | | | Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing bits on Vulkan initialization.
* video_core: Silence implicit conversion warningsReinUsesLisp2019-11-081-1/+1
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* video_core/gpu: Create threads separately from initializationLioncash2019-04-121-0/+10
| | | | | | | | | Like with CPU emulation, we generally don't want to fire off the threads immediately after the relevant classes are initialized, we want to do this after all necessary data is done loading first. This splits the thread creation into its own interface member function to allow controlling when these threads in particular get created.
* gl_shader_disk_cache: Pass core system as argument and guard against games without title idsReinUsesLisp2019-02-071-2/+3
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* video_core: Silent implicit conversion warningReinUsesLisp2019-01-261-3/+4
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* yuzu, video_core: Screenshot functionalityzhupengfei2018-12-181-0/+8
| | | | Allows capturing screenshot at the current internal resolution (native for software renderer), but a setting is available to capture it in other resolutions. The screenshot is saved to a single PNG in the current layout.
* renderer_opengl: Namespace OpenGL codeLioncash2018-08-221-1/+1
| | | | | | | Namespaces all OpenGL code under the OpenGL namespace. Prevents polluting the global namespace and allows clear distinction between other renderers' code in the future.
* core: Namespace EmuWindowLioncash2018-08-121-1/+1
| | | | Gets the class out of the global namespace.
* video_core; Get rid of global g_toggle_framelimit_enabled variableLioncash2018-08-111-2/+0
| | | | | | | | | Instead, we make a struct for renderer settings and allow the renderer to update all of these settings, getting rid of the need for global-scoped variables. This also uncovered a few indirect inclusions for certain headers, which this commit also fixes.
* video_core: Eliminate the g_renderer global variableLioncash2018-08-041-23/+2
| | | | | | | | | | | | | | We move the initialization of the renderer to the core class, while keeping the creation of it and any other specifics in video_core. This way we can ensure that the renderer is initialized and doesn't give unfettered access to the renderer. This also makes dependencies on types more explicit. For example, the GPU class doesn't need to depend on the existence of a renderer, it only needs to care about whether or not it has a rasterizer, but since it was accessing the global variable, it was also making the renderer a part of its dependency chain. By adjusting the interface, we can get rid of this dependency.
* video_core: Make global EmuWindow instance part of the base renderer classLioncash2018-08-021-5/+2
| | | | | | | | | | | Makes the global a member of the RendererBase class. We also change this to be a reference. Passing any form of null pointer to these functions is incorrect entirely, especially given the code itself assumes that the pointer would always be in a valid state. This also makes it easier to follow the lifecycle of instances being used, as we explicitly interact the renderer with the rasterizer, rather than it just operating on a global pointer.
* Rename logging macro back to LOG_*James Rowe2018-07-031-3/+3
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* video-core: Move logging macros over to new fmt-capable onesLioncash2018-04-251-3/+3
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* renderer_opengl: Logging, etc. cleanup.bunnei2018-03-271-1/+1
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* Format: Run the new clang format on everythingJames Rowe2018-01-211-1/+1
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* Remove gpu debugger and get yuzu qt to compileJames Rowe2018-01-131-3/+0
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* Remove references to PICA and rasterizers in video_coreJames Rowe2018-01-131-5/+0
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* config: Add option for specifying screen resolution scale factor.bunnei2017-01-071-1/+0
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* Implement Frame rate limiter (#2223)emmauss2016-12-061-0/+1
| | | | | | * implement frame limiter * fixes
* Use negative priorities to avoid special-casing the self-includeYuri Kunde Schlesner2016-09-211-1/+1
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* Remove empty newlines in #include blocks.Emmanuel Gil Peyrot2016-09-211-3/+1
| | | | | | | This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation.
* Sources: Run clang-format on everything.Emmanuel Gil Peyrot2016-09-181-3/+3
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* config: Add a setting for graphics V-Sync.bunnei2016-08-301-0/+1
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* VideoCore: Run include-what-you-use and fix most includes.Emmanuel Gil Peyrot2016-04-301-4/+0
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* Config: Add scaled resolution optiontfarley2016-04-211-0/+1
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* Common: Remove Common::make_unique, use std::make_uniqueMerryMage2016-04-051-2/+1
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* Improve error report from Init() functionsLittleWhite2016-03-081-4/+8
| | | | Add error popup when citra initialization failed
* video_core: Make the renderer global a unique_ptrLioncash2015-12-301-4/+7
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* video_core: Reorganize headersLioncash2015-09-111-6/+5
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* Shader: Initial implementation of x86_x64 JIT compiler for Pica vertex shaders.bunnei2015-08-161-0/+1
| | | | | - Config: Add an option for selecting to use shader JIT or interpreter. - Qt: Add a menu option for enabling/disabling the shader JIT.
* Pica: Create 'State' structure and move state memory there.bunnei2015-05-231-3/+10
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* OpenGL renderertfarley2015-05-231-0/+3
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* Common: Remove common.hYuri Kunde Schlesner2015-05-071-1/+1
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* Set framebuffer layout from EmuWindow.bunnei2015-03-071-3/+0
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* Asserts: break/crash program, fit to style guide; log.h->assert.harchshift2015-02-111-1/+0
| | | | | | | Involves making asserts use printf instead of the log functions (log functions are asynchronous and, as such, the log won't be printed in time) As such, the log type argument was removed (printf obviously can't use it, and it's made obsolete by the file and line printing) Also removed some GEKKO cruft.
* License changepurpasmart962014-12-211-1/+1
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* Convert old logging calls to new logging macrosYuri Kunde Schlesner2014-12-131-2/+2
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* Change NULLs to nullptrs.Rohit Nirmal2014-12-031-2/+2
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* Dead code removal: video_core.cpp, load_symbol_map.cpparchshift2014-09-071-7/+0
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* Replace GLEW with a glLoadGen loader.Yuri Kunde Schlesner2014-09-011-5/+0
| | | | | | | | | This should fix the GL loading errors that occur in some drivers due to the use of deprecated functions by GLEW. Side benefits are more accurate auto-completion (deprecated function and symbols don't exist) and faster pointer loading (less entrypoints to load). In addition it removes an external library depency, simplifying the build system a bit and eliminating one set of binary libraries for Windows.
* Fix the threading for GL Context in Qt5.Sacha2014-08-241-1/+0
| | | | Connect the emu_thread start/finish to a moveContext slot.
* Use glewExperimental on Linux in order to fix GLFW-modearchshift2014-08-121-3/+2
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* Preprocessor: #if's out OSX-specific GL changes on other platformsarchshift2014-06-121-0/+3
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* Improved clarity and whitespacearchshift2014-05-201-0/+1
| | | | Changed QGL version to 3,2 in order to be less restrictive, yet it should still change up to 4,1 on OSX on Qt5.
* Fixed indentsarchshift2014-05-011-2/+2
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* OpenGL 3+ on OSX with GLFWarchshift2014-05-011-0/+2
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* cleaned up some logging messagesbunnei2014-04-111-1/+2
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* fixed project includes to use new directory structurebunnei2014-04-091-7/+7
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* got rid of 'src' folders in each sub-projectbunnei2014-04-091-0/+49