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* gl_device: Use a more robust way to use strict context modeAlexander Orzechowski2022-12-131-0/+2
| | | | | | Instead of checking a environment variable which may not actually exist or is just wrong, ask QT if it's running on the wayland platform.
* emu_window_sdl2: Respect hidpiAlexander Orzechowski2022-12-131-1/+1
| | | | | | Use SDL_GL_GetDrawableSize instead of SDL_GetWindowSize which will return the true size our swapchain needs to be in even for hidpi displays.
* Merge pull request #9374 from liamwhite/externalsliamwhite2022-12-041-6/+0
|\ | | | | externals: update dynarmic, SDL2
| * externals: update dynarmic, SDL2Liam2022-12-041-6/+0
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* | Merge pull request #9344 from liamwhite/nullbunnei2022-12-034-2/+79
|\ \ | |/ |/| video_core: add null backend
| * video_core: add null backendLiam2022-11-294-2/+79
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* | Merge pull request #9303 from liamwhite/new-vulkan-initMatías Locatti2022-12-021-15/+12
|\ \ | |/ |/| Vulkan: update initialization
| * Vulkan: update initializationLiam2022-11-271-15/+12
| | | | | | | | Co-authored-by: bylaws <bylaws@users.noreply.github.com>
* | yuzu-cmd: Fix input callback crash on closegerman772022-11-271-0/+2
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* Add break for default casesKyle Kienapfel2022-11-141-0/+1
| | | | | | | | | | | Visual Studio has an option to search all files in a solution, so I did a search in there for "default:" looking for any missing break statements. I've left out default statements that return something, and that throw something, even if via ThrowInvalidType. UNREACHABLE leads towards throw R_THROW macro leads towards a return
* chore: make yuzu REUSE compliantAndrea Pappacoda2022-07-272-6/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | [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
* yuzu_cmd: Eliminate variable shadowingMorph2022-06-145-7/+7
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* yuzu-cmd: ignore bogus timeous from SDLLiam2022-06-101-1/+9
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* input_common: touch: Rewrite touch driver to support multiple touch pointsgerman772022-05-231-1/+1
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* general: Convert source file copyright comments over to SPDXMorph2022-04-234-12/+8
| | | | | 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.
* Merge pull request #8027 from lat9nq/cmd-fullscreen-sizebunnei2022-04-141-6/+7
|\ | | | | emu_window_sdl2: Set window size to display dimensions for exclusive fullscreen
| * emu_window_sdl2: Set window size to display dimensions for exclusive fullscreenlat9nq2022-03-151-6/+7
| | | | | | | | | | Since SDL2 does not automatically resize the canvas when entering fullscreen mode, resize the window to desktop display dimensions.
* | yuzu_cmd: Reduce unused includesameerj2022-03-203-4/+0
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* yuzu_cmd: Use new inputgerman772021-11-253-45/+39
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* yuzu-cmd/CMakeLists: Correct attribution for this function.Fernando Sahmkow2021-08-081-0/+1
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* yuzu-cmd: hide cursor when in fullscreensan2021-08-014-0/+9
| | | Exposed the SDL_ShowCursor function to EmuWindow baseclass. When creating the window (GL or VK) in fullscreen it now automatically hides the cursor.
* emu_window: Remove global system instancelat9nq2021-07-306-10/+21
| | | | | | | It was just the one in emu_window_sdl2, but since _gl and _vk inherit from it, they all needed adjustments. Leaves just the one auto system& in main().
* general: Implement FullscreenMode enumerationlat9nq2021-07-231-2/+2
| | | | | Prevents us from using an unclear 0 or 1 to describe the fullscreen mode.
* yuzu_cmd: Make use of fullscreen_mode settinglat9nq2021-07-221-15/+29
| | | | | | | Reverts 48259de0c1a6a1aca77eec31cb8aca5ca2b680dd to the previous hierarchy and fixes the resolution issue with this fullscreen mode. yuzu-cmd will now read the fullscreen_mode setting and use it appropriately.
* yuzu-cmd: Fullscreen Improvements (#6656)san2021-07-213-8/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * emu_window_sdl2_vk: Use the generated SDL config On Linux, due to the way we include SDL2 as a submodule, it makes it difficult for us to specify which SDL_config.h we intended to include. Before, CMake would default to the dummy one included with SDL and ignore the generated one. This tells CMake to use the generated one. In addition, we define USING_GENERATED_CONFIG_H to throw an error in case the dummy config is used by accident. Fixes Vulkan not working on Linux yuzu-cmd. * emu_window_sdl2_vk: Specify the window manager if it should be supported The original language "not implemented" is wrong if the implementation exists but is not compiled. This causes a bit of a debugging headache when it goes wrong. Log it if the window manager is known before exiting. * sdl_impl, emu_window: Remove clang ignore Fixed upstream by libsdl-org/SDL@25fc40b0bd44c484051064bc6b945ea9943f88dd * Enable fullscreen support for Vulkan on yuzu-cmd Hooked up the existing SDL2 logic for fullscreen support in the Vulkan window of yuzu-cmd. * Change fullscreen logic to attempt desktop resolution first on yuzu-cmd Changed the order in which we attempt to switch to fullscreen. First try desktop resolution first, if it fails fall back to streched fullscreen using windowed resolution. Co-authored-by: lat9nq <22451773+lat9nq@users.noreply.github.com> Co-authored-by: san <san+gitkraken@smederijmerlijn.nl>
* sdl_impl, emu_window: Remove clang ignorelat9nq2021-07-163-25/+0
| | | | | Fixed upstream by libsdl-org/SDL@25fc40b0bd44c484051064bc6b945ea9943f88dd
* emu_window_sdl2_vk: Specify the window manager if it should be supportedlat9nq2021-07-161-0/+15
| | | | | | | The original language "not implemented" is wrong if the implementation exists but is not compiled. This causes a bit of a debugging headache when it goes wrong. Log it if the window manager is known before exiting.
* emu_window_sdl2_vk: Use the generated SDL configlat9nq2021-07-161-0/+6
| | | | | | | | | | | On Linux, due to the way we include SDL2 as a submodule, it makes it difficult for us to specify which SDL_config.h we intended to include. Before, CMake would default to the dummy one included with SDL and ignore the generated one. This tells CMake to use the generated one. In addition, we define USING_GENERATED_CONFIG_H to throw an error in case the dummy config is used by accident. Fixes Vulkan not working on Linux yuzu-cmd.
* Avoid -Wshadow warningClément Gallet2021-06-051-1/+1
| | | Co-authored-by: Mai M. <mathew1800@gmail.com>
* yuzu-cmd: Fix OpenGL renderingClément Gallet2021-06-042-12/+6
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* perf_stats: Rework FPS counter to be more accurateameerj2021-05-161-1/+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.
* emu_window: unsigned -> u32Lioncash2021-04-232-2/+2
| | | | This is more concise and consistent with the rest of the codebase.
* general: Ignore implicit-fallthrough for SDL.hlat9nq2021-04-183-0/+27
| | | | | | SDL 2.0.14 introduces an incompatibility with Clang, causing it to trigger -Wimplicit-fallthrough even though it is marked. Ignore it for now, with a comment mentioning why this is needed.
* common: Move settings to common from core.bunnei2021-04-152-2/+2
| | | | - Removes a dependency on core and input_common from common.
* inputCommon: Mouse fixesgerman772021-02-282-3/+28
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* yuzu: Various frontend improvements to avoid crashes and improve experience on Linux.bunnei2021-02-144-0/+24
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* Merge pull request #5869 from german77/mousePanningbunnei2021-02-111-1/+2
|\ | | | | input_common: Add mouse panning
| * Add mouse panninggerman2021-02-081-1/+2
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* | renderer_opengl: Update OpenGL backend version requirement to 4.6Morph2021-02-071-19/+7
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* Add mutitouch support for touch screensgerman2021-01-151-6/+6
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* Merge pull request #4939 from german77/MouseInputbunnei2020-11-302-5/+4
|\ | | | | InputCommon: Implement full mouse support
| * Implement full mouse supportgerman2020-11-262-5/+4
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* | Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main threadcomex2020-11-232-59/+61
|/ | | | | | | | | | | | | | | | | | | | | | | | 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.
* renderer_opengl: Remove emulated mailbox presentationReinUsesLisp2020-09-206-40/+10
| | | | | Emulated mailbox presentation was causing performance issues on Nvidia's OpenGL driver. Remove it.
* input_common: Eliminate most global stateLioncash2020-08-276-15/+37
| | | | | | | | | | | | | Abstracts most of the input mechanisms under an InputSubsystem class that is managed by the frontends, eliminating any static constructors and destructors. This gets rid of global accessor functions and also allows the frontends to have a more fine-grained control over the lifecycle of the input subsystem. This also makes it explicit which interfaces rely on the input subsystem instead of making it opaque in the interface functions. All that remains to migrate over is the factories, which can be done in a separate change.
* 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>
* OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled.Fernando Sahmkow2020-05-181-0/+3
| | | | | This commit aims to help easing debugging of driver crashes without having to modify existing code.
* Fix format error in performance statisticsH27CK2020-04-231-3/+4
| | | | Formatting
* Add missing ;H27CK2020-04-221-1/+1
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* Init SDL info structure and add dummy contextH27CK2020-04-222-1/+4
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* yuzu: Drop SDL2 and Qt frontend Vulkan requirementsReinUsesLisp2020-04-074-141/+46
| | | | Create Vulkan instances and surfaces from the Vulkan backend.
* Frontend: Don't call DoneCurrent if the context isnt already currentJames Rowe2020-03-301-1/+9
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* Frontend/GPU: Refactor context managementJames Rowe2020-03-254-20/+0
| | | | | | | | | | | | | | | | | | | | 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
* frontend: qt: bootmanager: Vulkan: Restore support for VK backend.bunnei2020-02-261-1/+3
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* frontend: sdl2: emu_window: Implement separate presentation thread.bunnei2020-02-266-43/+63
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* yuzu_cmd: Fix memcpy on Vulkan handlersReinUsesLisp2020-01-292-9/+10
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* yuzu: Implement Vulkan frontendReinUsesLisp2020-01-296-0/+218
| | | | | Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing bits on Vulkan initialization.
* yuzu_cmd: Use string_view instead of string for extensionsReinUsesLisp2019-11-071-3/+3
| | | | | | Avoids potential allocations due to the usage of std::string on strings that we know at compile time. Most of these might fit in SSO, but it adds complexity that can be easily avoided with string views.
* gl_rasterizer: Emulate viewport flipping with ARB_clip_controlReinUsesLisp2019-11-071-0/+2
| | | | | | | Emulates negative y viewports with ARB_clip_control. This allows us to more easily emulated pipelines with tessellation and/or geometry shader stages. It also avoids corrupting games with transform feedbacks and negative viewports (gl_Position.y was being modified).
* SDL: Fix missing headerFernando Sahmkow2019-10-051-0/+1
| | | | This fixes linux and mingw builds.
* Add FPS to SDL title barjroweboy2019-09-222-0/+15
| | | | | | Also fix a small issue with incorrect shutdown ordering in SDL. Previously the system would still be running so the telemetry task didn't launch and detached_tasks would assert(count == 0)
* video_core: Make ARB_buffer_storage a required extensionReinUsesLisp2019-06-211-0/+4
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* rasterizer_opengl: Remove OpenGL core profileReinUsesLisp2019-05-301-5/+1
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* emu_window: Pass OnMinimalClientAreaChangeRequest argument by copyReinUsesLisp2019-05-262-4/+2
| | | | | There's no performance improvement in passing an unsigned pair by reference.
* yuzu_cmd: Split emu_window OpenGL implementation into its own fileReinUsesLisp2019-05-254-175/+207
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* yuzu_cmd: Use OpenGL compat when asked in the settingsReinUsesLisp2019-05-171-1/+5
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* Merge pull request #2017 from jroweboy/glwidgetbunnei2019-04-142-1/+38
|\ | | | | Frontend: Migrate to QOpenGLWindow and support shared contexts
| * SDL Frontend: Add shared context supportJames Rowe2019-01-222-1/+38
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* | Input: Remove global variables from SDL InputJames Rowe2019-03-021-8/+5
| | | | | | | | | | | | | | | | | | Changes the interface as well to remove any unique methods that frontends needed to call such as StartJoystickEventHandler by conditionally starting the polling thread only if the frontend hasn't started it already. Additionally, moves all global state into a single SDLState class in order to guarantee that the destructors are called in the proper order
* | citra_qt: Log settings on launchzhupengfei2019-01-221-0/+1
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* gl_rasterizer: Remove extension booleansReinUsesLisp2018-11-291-0/+2
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* Removed pre 4.3 ARB extensionsFernandoS272018-11-211-14/+0
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* Update OpenGL's backend version from 3.3 to 4.3FernandoS272018-11-211-1/+1
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* implemented touch in Qt and SDLNeatNit2018-10-092-2/+58
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | change TouchToPixelPos to return std::pair<int, int> static_cast (SDL) various minor style and code improvements style - PascalCase for function names made touch events private const pointer arg in touch events make TouchToPixelPos a const member function did I do this right? braces on barely-multiline if remove question comment (confirmed in Discord) fixed consts remove unused parameter from TouchEndEvent DRY - High-DPI scaled touch put in separate function also fixes a bug where if you start touching (with either mouse or touchscreen) and drag the mouse to the LEFT of the emulator window, the touch point jumps to the RIGHT side of the touchscreen; draggin to above the window would make it jump to the bottom. implicit conversion from QPoint to QPointF, apparently I have no idea what const even means but I'll put it here anyway remove unused or used-once variables make touch scaling functions const, and put their implementations together removed unused FingerID parameters QTouchEvent forward declaration; add comment to TouchBegin that was lost in an edit better DRY in SDL To do -> TODO(NeatNit) remove unused include
* yuzu/yuzu_cmd: Add checks for required extension ARB_copy_image.bunnei2018-10-061-0/+2
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* Use ARB_multi_bind for uniform buffers (#1287)ReinUsesLisp2018-09-131-0/+2
| | | | | | * gl_rasterizer: use ARB_multi_bind for uniform buffers * address feedback
* gl_rasterizer: Use ARB_texture_storage.Markus Wick2018-09-111-0/+2
| | | | | | | | It allows us to use texture views and it reduces the overhead within the GPU driver. But it disallows us to reallocate the texture, but we don't do so anyways. In the end, it is the new way to allocate textures, so there is no need to use the old way.
* Port #4141 from citra: Joystick hotplug support (#1275)Tobias2018-09-111-1/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Joystick hotplug support (#4141) * use SDL_PollEvent instead of SDL_JoystickUpdate Register hot plugged controller by GUID if they were configured in a previous session * Move SDL_PollEvent into its own thread * Don't store SDLJoystick pointer in Input Device; Get pointer on each GetStatus call * Fix that joystick_list gets cleared after SDL_Quit * Add VirtualJoystick for InputDevices thats never nullptr * fixup! Add VirtualJoystick for InputDevices thats never nullptr * fixup! fixup! Add VirtualJoystick for InputDevices thats never nullptr * Remove SDL_GameController, make SDL_Joystick* unique_ptr * fixup! Remove SDL_GameController, make SDL_Joystick* unique_ptr * Adressed feedback; fixed handling of same guid reconnects * fixup! Adressed feedback; fixed handling of same guid reconnects * merge the two joystick_lists into one * make SDLJoystick a member of VirtualJoystick * fixup! make SDLJoystick a member of VirtualJoystick * fixup! make SDLJoystick a member of VirtualJoystick * fixup! fixup! make SDLJoystick a member of VirtualJoystick * SDLJoystick: Addressed review comments * Address one missed review comment
* gl_rasterizer: Use baseInstance instead of moving the buffer points.bunnei2018-09-081-0/+2
| | | | | | | This hopefully helps our cache not to redundant upload the vertex buffer. # Conflicts: # src/video_core/renderer_opengl/gl_rasterizer.cpp
* For SDL FrontendCaptV0rt3x2018-09-071-2/+2
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* frontend: Set swap interval to 0fearlessTobi2018-09-061-0/+1
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* Added check to see if ARB_texture_mirror_clamp_to_edge is supportedDavid Marcec2018-08-191-0/+2
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* core: Namespace EmuWindowLioncash2018-08-121-1/+1
| | | | Gets the class out of the global namespace.
* Port #3665 from CitrafearlessTobi2018-07-261-0/+2
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* Frontend: Check for more required OpenGL extensions during startup.Subv2018-07-221-2/+12
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* Port #3335 and #3373 from Citra: "Small SDL fixes" and "Print the actual error preventing SDL from working" (#637)Tobias2018-07-121-3/+3
| | | | | | * Port #3335 and #3373 from Citra * Fixup: Use the new logging placeholders
* Rename logging macro back to LOG_*James Rowe2018-07-031-10/+10
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* sdl: add check for GL extension supportBreadFish642018-06-042-0/+26
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* string_util: Remove StringFromFormat() and related functionsLioncash2018-04-301-2/+3
| | | | Given we utilize fmt, we don't need to provide our own functions for formatting anymore
* frontends: Move logging macros over to new fmt-capable onesLioncash2018-04-271-4/+4
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* SDL2: Implement fullscreen. (Original PR: citra-emu/citra#3607)adityaruplaha2018-04-212-2/+30
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* Remove settings issues in sdl and fix a few files that broke in mingwJames Rowe2018-01-131-2/+0
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* Get yuzu sdl to start compilingJames Rowe2018-01-131-4/+2
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* Massive removal of unused modulesJames Rowe2018-01-132-0/+236