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2021-02-13gpu: Report renderer errors with exceptionsReinUsesLisp1-1/+1
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.
2021-01-21renderer_opengl: Avoid precompiled cache and force NV GL cache directoryReinUsesLisp1-0/+3
Setting __GL_SHADER_DISK_CACHE_PATH we can force the cache directory to be in yuzu's user directory to stop commonly distributed malware from deleting our driver shader cache. And by setting __GL_SHADER_DISK_CACHE_SKIP_CLEANUP we can have an unbounded shader cache size. This has only been implemented on Windows, mostly because previous tests didn't seem to work on Linux. Disable the precompiled cache on Nvidia's driver. There's no need to hide information the driver already has in its own cache.
2021-01-10yuzu_cmd: Silence unreferenced local variable warningMorph1-2/+0
2021-01-02general: Fix various spelling errorsMorph1-1/+1
2020-12-25cmake: Always enable VulkanReinUsesLisp1-7/+0
Removes the unnecesary burden of maintaining separate #ifdef paths and allows us sharing generic Vulkan code across APIs.
2020-12-19yuzu: Remove gdbstub configurationFearlessTobi1-19/+5
The gdbstub itself was removed with https://github.com/yuzu-emu/yuzu/pull/5028. This PR just removes the remaining gdb configuration code from the emulator and the UI.
2020-11-27core: Eliminate remaining usages of the global system instanceLioncash1-5/+4
Removes all remaining usages of the global system instance. After this, migration can begin to migrate to being constructed and managed entirely by the various frontends.
2020-11-23Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main threadcomex1-1/+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.
2020-11-18core: Make use of [[nodiscard]] with the System classLioncash1-2/+2
Given this is a central class, we should flag cases where the return value of some functions not being used is likely a bug.
2020-09-20renderer_opengl: Remove emulated mailbox presentationReinUsesLisp1-5/+2
Emulated mailbox presentation was causing performance issues on Nvidia's OpenGL driver. Remove it.
2020-09-06video_core: Remove all Core::System references in rendererReinUsesLisp1-1/+4
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.
2020-08-27input_common: Eliminate most global stateLioncash1-4/+5
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.
2020-08-18common/telemetry: Migrate namespace into the Common namespaceLioncash1-1/+1
Migrates the Telemetry namespace into the Common namespace to make the code consistent with the rest of our common code.
2020-08-16common/fileutil: Convert namespace to Common::FSLioncash1-2/+2
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.
2020-07-10configuration: implement per-game configurations (#4098)lat9nq1-1/+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>
2020-06-27General: Setup yuzu threads' microprofile, naming and registry.Fernando Sahmkow1-2/+4
2020-06-27YuzuCMD/Tester: Correct executionFernando Sahmkow1-3/+4
2020-06-27General: Recover Prometheus project from harddrive failure Fernando Sahmkow1-1/+1
This commit: Implements CPU Interrupts, Replaces Cycle Timing for Host Timing, Reworks the Kernel's Scheduler, Introduce Idle State and Suspended State, Recreates the bootmanager, Initializes Multicore system.
2020-03-26Address review and fix broken yuzu-tester buildJames Rowe1-2/+2
2020-03-25Frontend/GPU: Refactor context managementJames Rowe1-9/+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
2020-02-26frontend: sdl2: emu_window: Implement separate presentation thread.bunnei1-9/+16
2020-01-29yuzu: Implement Vulkan frontendReinUsesLisp1-1/+17
Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing bits on Vulkan initialization.
2019-09-22Add FPS to SDL title barjroweboy1-2/+2
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)
2019-09-21yuzu: Port old usages of Filesystem namespace to FilesystemControllerZach Hilman1-1/+1
2019-05-29yuzu_cmd/yuzu: Correct formatting specifierLioncash1-1/+1
Amends the formatting specifier to obey libfmt. Prevents the application from terminating due to a formatting issue in the error case.
2019-05-29core/loader: Remove LoadKernelSystemModeLioncash1-3/+0
This is a hold-over from Citra and doesn't apply to yuzu.
2019-05-25yuzu_cmd: Split emu_window OpenGL implementation into its own fileReinUsesLisp1-1/+2
2019-05-17yuzu_cmd: Make OpenGL's context currentReinUsesLisp1-0/+1
The SDL2 frontend never bound the OpenGL context, resulting on a white screen and no-ops all over the backend.
2019-04-17CMakeLists: Ensure we specify Unicode as the codepage on WindowsLioncash1-4/+6
Previously we were building with MBCS, which is pretty undesirable. We want the application to be Unicode-aware in general. Currently, we make the command line variant of yuzu use ANSI variants of the non-standard getopt functions that we link in for Windows, given we only have an ANSI option-set. We should really replace getopt with a library that we make all build types of yuzu link in, but this will have to do for the time being.
2019-03-27game_list: Register content with ContentProviderZach Hilman1-0/+2
2019-03-19Fix getopt on systems where char is unsigned by defaultxperia641-2/+2
2019-03-04yuzu-cmd/yuzu: Replace direct usage of the global system telemetry accessor in main()Lioncash1-1/+1
We already have the system instance around, so we can use that instead of the accessor.
2019-02-07gl_shader_cache: Link loading screen with disk shader cache loadReinUsesLisp1-0/+3
2018-10-13filesystem: Make CreateFactories() and InstallInterface() take a VfsFilesystem instance by referenceLioncash1-1/+1
Neither of these functions alter the ownership of the provided pointer, so we can simply make the parameters a reference rather than a direct shared pointer alias. This way we also disallow passing incorrect memory values like nullptr.
2018-10-07cmd: Support passing game arguments from command lineZach Hilman1-8/+11
Uses -p (--program) and following string as args.
2018-10-07logging: Add DebuggerBackend for logging to Visual StudioCarl Kenner1-0/+3
2018-10-02Port web_service from CitrafearlessTobi1-0/+3
2018-09-19yuzu-cmd: Add call to CreateFactoriesZach Hilman1-1/+3
Ensures all relevant filesystem objects are initialized and eliminates a crash related to the RegisteredCache.
2018-09-08yuzu-cmd: fix SDL loggingtgsm1-2/+3
2018-09-02vfs_real: Forward declare IOFileLioncash1-0/+1
Eliminates the need to rebuild some source files if the file_util header ever changes. This also uncovered some indirect inclusions, which have also been fixed.
2018-08-31core/core: Replace includes with forward declarations where applicableLioncash1-0/+3
The follow-up to e2457418dae19b889b2ad85255bb95d4cd0e4bff, which replaces most of the includes in the core header with forward declarations. This makes it so that if any of the headers the core header was previously including change, then no one will need to rebuild the bulk of the core, due to core.h being quite a prevalent inclusion. This should make turnaround for changes much faster for developers.
2018-08-15loader: Make ResultStatus directly compatible with fmtLioncash1-1/+3
We can make the enum class type compatible with fmt by providing an overload of operator<<. While we're at it, perform proper bounds checking. If something exceeds the array, it should be a hard fail, because it's, without a doubt, a programmer error in this case.
2018-08-10loader: Add more descriptive errorsZach Hilman1-13/+11
Full list of new errors and descriptions in core/loader/loader.h
2018-08-09core: Port core to VfsFilesystem for file accessZach Hilman1-0/+1
2018-08-04video_core: Eliminate the g_renderer global variableLioncash1-1/+1
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.
2018-08-02video_core: Make global EmuWindow instance part of the base renderer classLioncash1-1/+1
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.
2018-08-01Fix merge conflicts with opus and update docsZach Hilman1-2/+2
2018-08-01Use more descriptive error codes and messagesZach Hilman1-5/+9
2018-08-01Make XCI comply to review and style guidelinesZach Hilman1-13/+0
2018-08-01Remove files that are not usedZach Hilman1-0/+15
2018-07-21file_util: Use an enum class for GetUserPath()Lioncash1-8/+13
Instead of using an unsigned int as a parameter and expecting a user to always pass in the correct values, we can just convert the enum into an enum class and use that type as the parameter type instead, which makes the interface more type safe. We also get rid of the bookkeeping "NUM_" element in the enum by just using an unordered map. This function is generally low-frequency in terms of calls (and I'd hope so, considering otherwise would mean we're slamming the disk with IO all the time) so I'd consider this acceptable in this case.
2018-07-14OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering.bunnei1-0/+5
2018-07-12Port #3335 and #3373 from Citra: "Small SDL fixes" and "Print the actual error preventing SDL from working" (#637)Tobias1-3/+1
* Port #3335 and #3373 from Citra * Fixup: Use the new logging placeholders
2018-07-12yuzu-cmd Apply the filter string from settingsJames Rowe1-2/+1
2018-07-03Fix build and address review feedbackbunnei1-0/+1
2018-07-03Add configurable logging backendsJames Rowe1-1/+6
2018-07-03Update clang formatJames Rowe1-3/+3
2018-07-03Rename logging macro back to LOG_*James Rowe1-10/+10
2018-05-24yuzu_cmd: Fix project for latest msvc.bunnei1-14/+12
2018-04-27frontends: Move logging macros over to new fmt-capable onesLioncash1-12/+12
2018-04-21SDL2: Implement fullscreen. (Original PR: citra-emu/citra#3607)adityaruplaha1-2/+10
2018-04-19Implement Pull #3528 from citra: use nvidia graphics automatically on laptops with optimus (with AMD support) (#271)N00byKing1-0/+9
* Port 3528: use nvidia graphics automatically on laptops with optimus * Force dedicated AMD Card for switchable Graphics * Ran clang-format
2018-03-26yuzu.cpp: Update Link from citra to yuzuN00byKing1-1/+1
2018-01-16clang-formatMerryMage1-1/+0
2018-01-14Minor cleanupMerryMage1-2/+2
2018-01-13Get yuzu sdl to start compilingJames Rowe1-2/+3
2018-01-13Massive removal of unused modulesJames Rowe1-0/+0
2017-08-26telemetry: Log frontend type.bunnei1-0/+2
2017-06-25Set global definition WIN32_LEAN_AND_MEAN (#2807)B3n301-0/+3
Set definition WIN32_LEAN_AND_MEAN to avoid windows.h including a lot of libs that are usually not used.
2017-06-03Edit Citra URLs (#2728)Alex Touchet1-1/+1
2017-05-28Remove some unnecessary inclusions of video_core.hYuri Kunde Schlesner1-1/+0
2017-01-29citra: add missing control paths for ResultStatus on rom load. Fix warning about unhandled enumeration values on OSXKloen1-0/+20
2016-12-22Address clang-format issues.bunnei1-3/+3
2016-12-22core: Consolidate core and system state, remove system module & cleanups.bunnei1-2/+1
2016-12-22core: Consolidate top-level system state into a singleton.bunnei1-21/+14
2016-12-05Support mingw cross-compileJannik Vogel1-1/+1
2016-11-28Kernel/Loader: Grab the system mode from the NCCH ExHeader.Subv1-6/+6
3dsx and elf files default to system mode 2 (96MB allocated to the application). This allows Home Menu to boot without modifications. Closes #1849
2016-11-20Kernel/Loader: Grab the system mode from the NCCH ExHeader.Subv1-4/+11
3dsx and elf files default to system mode 2 (96MB allocated to the application). This allows Home Menu to boot without modifications. Closes #1849
2016-09-21Remove empty newlines in #include blocks.Emmanuel Gil Peyrot1-5/+2
This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation.
2016-09-19Manually tweak source formatting and then re-run clang-formatYuri Kunde Schlesner1-4/+6
2016-09-18Sources: Run clang-format on everything.Emmanuel Gil Peyrot1-21/+18
2016-06-08Fix boot_filename encode on WindowsLFsWang1-0/+22
2016-05-21CitraQt: Simplify the game list loader codeEmmanuel Gil Peyrot1-1/+1
2016-05-21Loader, Frontends: Refactor loader creation and game loadingEmmanuel Gil Peyrot1-1/+7
This allows frontends to keep a single loader and use it multiple times e.g. for code loading and SMDH parsing.
2016-04-20SDL2 Frontend: Use argv[0], add a --version, and reorder options.Emmanuel Gil Peyrot1-9/+20
2016-04-11Use Settings::Apply in SDL frontendJannik Vogel1-5/+4
2016-04-07Default to settings from ini for gdbstubpolaris-1-6/+6
2016-04-06Adopted WinterMute's gdbstub changespolaris-1-4/+21
This fixes the comments left on the PR (whitespace, SO_REUSEADDR, comment changes).
2016-04-05Common: Remove Common::make_unique, use std::make_uniqueMerryMage1-2/+2
2016-03-15citra: Shutdown cleanly if ROM load failsMerryMage1-8/+6
2016-03-02Dependencies: Remove GLFW, Add SDL2MerryMage1-2/+2
citra: Remove GLFW, Add SDL2 FindSDL2: Do not CACHE SDL2_* variables if library is not found EmuWindow_SDL2: Set minimal client area at initialisation time EmuWindow_SDL2: Corrections EmuWindow_SDL2: Fix no decorations on startup on OS X cmake: windows_copy_files
2015-10-22Handle changes pointed out in comments on PRpolaris-1-2/+1
2015-10-04Implement gdbstubpolaris-1-0/+3
2015-09-20Implement gdbstubpolaris-1-0/+3
2015-08-25Integrate the MicroProfile profiling libraryYuri Kunde Schlesner1-0/+7
This brings goodies such as a configurable user interface and multi-threaded timeline view.
2015-08-16Shader: Initial implementation of x86_x64 JIT compiler for Pica vertex shaders.bunnei1-0/+1
- Config: Add an option for selecting to use shader JIT or interpreter. - Qt: Add a menu option for enabling/disabling the shader JIT.
2015-07-12Implement new argument parsing using getopt and add the corresponding library to externalsGreg Wicks1-2/+38
2015-06-28Citra: Fix the includes a bit, thanks to include-what-you-use.Emmanuel Gil Peyrot1-3/+1
2015-05-23OpenGL renderertfarley1-0/+4
2015-05-12Common: Remove async loggingYuri Kunde Schlesner1-6/+0
It provided a large increase in complexity of the logging system while having a negligible performance impact: the usage patterns of the ring buffer meant that each log contended with the logging thread, causing it to effectively act as a synchronous extra buffering. Also removed some broken code related to filtering of subclasses which was broken since it was introduced. (Which means no one ever used that feature anyway, since, 8 months later, no one ever complained.)
2015-05-07Common: Remove common.hYuri Kunde Schlesner1-1/+1
2015-05-07Common: Remove many unnecessary cross-platform compatibility macrosYuri Kunde Schlesner1-1/+1
2015-03-06Logging: check for filter before sending to the queue, to skip all heavy formatting on the other thread.Emmanuel Gil Peyrot1-1/+2
2015-01-04Frontends: Shutdown core when emulation is stoppedYuri Kunde Schlesner1-0/+2
2014-12-21License changepurpasmart961-1/+1
2014-12-13Add configurable per-class log filteringYuri Kunde Schlesner1-1/+4
2014-12-13Convert old logging calls to new logging macrosYuri Kunde Schlesner1-2/+2
2014-12-13New logging systemYuri Kunde Schlesner1-5/+11
2014-11-19Remove trailing spaces in every file but the ones imported from SkyEye, AOSP or generatedEmmanuel Gil Peyrot1-1/+1
2014-11-03Add support for disabling log from settingsSean1-0/+4
2014-10-17Implemented graceful closing of the GLFW window, along with emulation.archshift1-1/+1
2014-10-08Added configuration file system.archshift1-3/+6
Uses QSettings on citra-qt, and inih on citra-cli.
2014-08-31Core: Refactor core to use only one function for execution.bunnei1-1/+3
Core: Cleaned up comment to be more readable. Citra: Changed loop to be more readable.
2014-08-20Removed unused citra.harchshift1-2/+0
2014-06-25Loader: Implemented AppLoader interface for abstracting application loading.bunnei1-15/+8
- Various cleanups/refactorings to Loader, ELF, and NCCH modules. - Added AppLoader interface to ELF and NCCH. - Updated Qt/GLFW frontends to check AppLoader ResultStatus. NCCH: Removed extra qualification typos. Loader: Removed unnecessary #include's. NCCH: Improved readability of memcmp statements. NCCH: Added missing space. Elf: Removed unnecessary usage of unique_ptr. Loader: Removed unnecessary usage of unique_ptr.
2014-06-17Loader: Moved elf and loader modules to a "loader" subdirectory.bunnei1-1/+1
2014-05-17updated how we call ARM core to make things much fasterbunnei1-7/+5
2014-05-05Fixed indentsarchshift1-7/+7
2014-05-02Check arg count before attempting to access it.archshift1-1/+8
2014-05-02Use runtime arguments to specify boot filename.archshift1-1/+1
2014-05-01Reverse debugging changesarchshift1-1/+1
2014-05-01TGA dumps work, courtesy of @bunneiarchshift1-1/+1
2014-04-09fixed license headers in citra projectbunnei1-33/+5
2014-04-09fixed project includes to use new directory structurebunnei1-9/+9
2014-04-09got rid of 'src' folders in each sub-projectbunnei1-0/+0
2014-04-07removed unused comments, changed main processing loop to be infinitebunnei1-34/+2
2014-04-01added simple processing loop and ELF loading to main()... hackish, will cleanup laterbunnei1-4/+17
2013-10-03moved some core functions over to system moduleShizZy1-2/+2
2013-09-26renamed from citrus to citraShizZy1-4/+4
2013-09-19added core initialization to app entry pointShizZy1-5/+3
2013-09-18initialized log managerShizZy1-0/+5
2013-09-14renamed project to 'citrus'ShizZy1-4/+4
2013-09-09fixed some code warningsShizZy1-1/+1
2013-09-08updated common pathsShizZy1-12/+4
2013-09-05various fixes to be able to build projectShizZy1-82/+53
2013-08-30adding initial project layoutShizZy1-0/+124