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* core: Eliminate remaining usages of the global system instanceLioncash2020-11-271-3/+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.
* service: Eliminate usages of the global system instanceLioncash2020-11-273-10/+14
| | | | | Completely removes all usages of the global system instance within the services code by passing in the using system instance to the services.
* Merge pull request #4976 from comex/poll-eventsRodrigo Locatti2020-11-262-5/+0
|\ | | | | Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
| * Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main threadcomex2020-11-232-5/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | core: Make use of [[nodiscard]] with the System classLioncash2020-11-181-2/+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.
* configure_input: Add per-player vibrationMorph2020-11-161-0/+1
| | | | | | | Allows for enabling and modifying vibration and vibration strength per player. Also adds a toggle for enabling/disabling accurate vibrations. Co-authored-by: Its-Rei <kupfel@gmail.com>
* settings: Remove global vibration strength modifierMorph2020-11-161-1/+0
| | | | This will be replaced in favor of per-player vibration strength modifiers.
* configure_input: Hook up the vibration percentage spinboxMorph2020-11-161-0/+1
| | | | | This allows setting the vibration strength percentage anywhere from 1% to 100%. Also hooks up the remaining motion button and checkbox in the Controller Applet.
* settings: Preparation for per-game input settingsMorph2020-11-161-7/+7
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* core: Remove usage of unicornLioncash2020-11-041-2/+0
| | | | | | | | Unicorn long-since lost most of its use, due to dynarmic gaining support for handling most instructions. At this point any further issues encountered should be used to make dynarmic better. This also allows us to remove our dependency on Python.
* Merge pull request #4594 from german77/MotionHIDbunnei2020-09-171-0/+1
|\ | | | | hid/configuration: Implement motion controls to HID
| * configure_input: Hook up the motion button and checkboxMorph2020-09-051-0/+1
| | | | | | | | | | This allows toggling motion on or off, and allows access to the motion configuration. Also changes the [waiting] text for motion buttons to Shake! as this is how motion is connected to a player.
* | video_core: Remove all Core::System references in rendererReinUsesLisp2020-09-061-1/+0
|/ | | | | | | | | 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.
* input_common: Eliminate most global stateLioncash2020-08-272-3/+8
| | | | | | | | | | | | | 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.
* Project Mjölnir: Part 1Morph2020-08-261-0/+1
| | | | | Co-authored-by: James Rowe <jroweboy@gmail.com> Co-authored-by: Its-Rei <kupfel@gmail.com>
* common/telemetry: Migrate namespace into the Common namespaceLioncash2020-08-181-1/+2
| | | | | Migrates the Telemetry namespace into the Common namespace to make the code consistent with the rest of our common code.
* common/fileutil: Convert namespace to Common::FSLioncash2020-08-162-12/+13
| | | | | | | | | | | | Migrates a remaining common file over to the Common namespace, making it consistent with the rest of common files. This also allows for high-traffic FS related code to alias the filesystem function namespace as namespace FS = Common::FS; for more concise typing.
* configuration: Add settings to enable/disable specific CPU optimizationsMerryMage2020-07-111-0/+33
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* configuration: implement per-game configurations (#4098)lat9nq2020-07-101-29/+34
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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>
* General: Setup yuzu threads' microprofile, naming and registry.Fernando Sahmkow2020-06-271-2/+4
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* YuzuCMD/Tester: Correct executionFernando Sahmkow2020-06-271-3/+4
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* General: Recover Prometheus project from harddrive failure Fernando Sahmkow2020-06-271-1/+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.
* yuzu_tester: Silence type conversion warningMorph2020-06-231-1/+1
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* Fix: fatal error CVT1100 when compiling manifest fileFearlessTobi2020-06-211-1/+1
| | | | | | | | | | | | | | Occurs when doing a local compile in MSVC build. The compiler I'm using is as below: Microsoft Visual Studio Community 2019 Preview Version 16.6.0 Preview 5.0 Fixes this error: CVTRES : fatal error CVT1100: duplicate resource. type:MANIFEST, name:1, language:0x0409 LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt I have put 0 since previous name was 1. If have other names in mind, please let me know. Co-Authored-By: dragios <dragios@users.noreply.github.com>
* yuzu/frontend: Remove internal resolution optionMorph2020-06-062-7/+0
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* GPU: Add Fast GPU Time Option.Fernando Sahmkow2020-04-231-0/+2
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* UI: Replasce accurate GPU option for GPU Accuracy LevelFernando Sahmkow2020-04-221-2/+2
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* yuzu: Drop SDL2 and Qt frontend Vulkan requirementsReinUsesLisp2020-04-072-8/+0
| | | | Create Vulkan instances and surfaces from the Vulkan backend.
* Address review and fix broken yuzu-tester buildJames Rowe2020-03-263-23/+34
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* Create an "Advanced" tab in the graphics configuration tab and add anisotropic filtering levels.Morph2020-02-282-0/+6
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* frontend: sdl2: emu_window: Implement separate presentation thread.bunnei2020-02-262-7/+0
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* Add 4:3 aspect ratio and address feedbackMorph2020-02-141-1/+1
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* Add following aspect ratios: 16:9, 21:9, Stretch to WindowMorph2020-02-142-0/+6
| | | | Available as a drop down within the configure graphics tab.
* yuzu: Implement Vulkan frontendReinUsesLisp2020-01-292-1/+21
| | | | | Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing bits on Vulkan initialization.
* yuzu_tester: Remove unused variableReinUsesLisp2019-10-051-1/+0
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* configure_debug: Move reporting option to loggingZach Hilman2019-09-221-1/+3
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* yuzu-tester/yuzu: Correct format stringLioncash2019-07-301-1/+1
| | | | Prevents an invalid formatting exception from being thrown.
* yuzu-tester/yuzu: Remove unused variableLioncash2019-07-301-1/+0
| | | | Gets rid of a compilation warning.
* yuzu: Remove setting for using UnicornLioncash2019-07-112-5/+0
| | | | | | | | | | The JIT is mature enough that this setting can be removed, falling back to Unicorn only on unsupported architectures. Any missing features from Unicorn (of which there are extremely few), are mostly developer-oriented, which most users don't care about. Features should be coordinated with the JIT, not the interpreter, anyhow.
* yuzu: Remove CPU Jit setting from the UIfearlessTobi2019-07-042-2/+2
| | | | A normal user shouldn't change this, as it will slow down the emulation and can lead to bugs or crashes. The renaming is done in order to prevent users from leaving this on without a way to turn it off from the UI.
* yuzutest: Add minor commentsZach Hilman2019-06-102-8/+9
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* yuzu_tester: Display results in table formatZach Hilman2019-06-103-12/+50
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* yuzutest: Support multiple tests per executableZach Hilman2019-06-104-33/+41
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* yuzu_tester: Add 'yuzutest' serviceZach Hilman2019-06-102-0/+123
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* yuzu_tester: Add SDL2-based EmuWindow that doesn't show the windowZach Hilman2019-06-102-0/+164
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* yuzu_tester: Use config, icon, and main from yuzu-cmdZach Hilman2019-06-106-0/+624
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* yuzu_tester: Add project subdirectoryZach Hilman2019-06-101-0/+34