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2383 commits

Author SHA1 Message Date
ReinUsesLisp
ee7e70cfbc video_core: Enforce -Werror=switch
This forces us to fix all -Wswitch warnings in video_core.
2020-09-16 17:48:01 -03:00
ReinUsesLisp
8efb2c5537 video_core: Remove all Core::System references in renderer
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.
2020-09-06 05:28:48 -03:00
bunnei
a36b8c6405 Merge pull request #4569 from ReinUsesLisp/glsl-cmake
video_core/host_shaders: Add CMake integration for string shaders
2020-08-26 22:57:39 -04:00
bunnei
d196957ae2 Merge pull request #4542 from ReinUsesLisp/gpu-init-base
video_core: Initialize renderer with a GPU
2020-08-24 22:56:11 -04:00
Lioncash
18732e9822 gl_texture_cache: Take std::string by reference in DecorateViewName()
LabelGLObject takes a string_view, so we don't need to make copies of
the std::string.
2020-08-23 23:36:33 -04:00
Lioncash
d62357c8ae video_core/fence_manager: Remove unnecessary includes
Avoids pulling in unnecessary things that can cause rebuilds when they
aren't required.
2020-08-23 21:44:50 -04:00
ReinUsesLisp
ecde168452 video_core/host_shaders: Add CMake integration for string shaders
Add the necessary CMake code to copy the contents in a string source
shader (GLSL or GLASM) to a header file then consumed by video_core
files.

This allows editting GLSL in its own files without having to maintain
them in source files.

For now, only OpenGL presentation shaders are moved, but we can add
GLASM presentation shaders and static SPIR-V generation through
glslangValidator in the future.
2020-08-23 21:37:20 -03:00
ReinUsesLisp
82f88a0203 gl_shader_util: Use std::string_view instead of star pointer
This allows us passing any type of string and hinting the length of the
string to the OpenGL driver.
2020-08-23 21:23:54 -03:00
ReinUsesLisp
1c61cf29b6 video_core: Initialize renderer with a GPU
Add an extra step in GPU initialization to be able to initialize render
backends with a valid GPU instance.
2020-08-22 01:51:45 -03:00
bunnei
7401b78840 Merge pull request #4521 from lioncash/optionalcache
gl_shader_disk_cache: Make use of std::nullopt where applicable
2020-08-21 23:56:55 -04:00
Lioncash
ecb9029c6a common/telemetry: Migrate namespace into the Common namespace
Migrates the Telemetry namespace into the Common namespace to make the
code consistent with the rest of our common code.
2020-08-18 15:08:32 -04:00
bunnei
ab2ebb773e Merge pull request #4535 from lioncash/fileutil
common/fileutil: Convert namespace to Common::FS
2020-08-17 22:35:30 -04:00
ameerj
b467d4dbd0 move thread 1/4 count computation into allocate workers method 2020-08-16 12:02:22 -04:00
Lioncash
a87209e09d common/fileutil: Convert namespace to Common::FS
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.
2020-08-16 06:52:40 -04:00
Lioncash
0977ef7d7f common/compression: Roll back std::span changes
Seems like all compilers don't support std::span yet.
2020-08-15 17:17:56 -04:00
bunnei
352755a57a Merge pull request #4416 from lioncash/span
lz4_compression/zstd_compression: Make use of std::span in interfaces
2020-08-15 00:53:11 -04:00
Lioncash
cb79f177aa gl_shader_disk_cache: Make use of std::nullopt where applicable
Allows the compiler to avoid unnecessarily zeroing out the internal
buffer of std::optional on some implementations.
2020-08-14 08:20:44 -04:00
Morph
237d4bb1c5 gl_shader_cache: Use std::max() for determining num_workers
Does not allocate more threads than available in the host system for boot-time shader compilation and always allocates at least 1 thread if hardware_concurrency() returns 0.
2020-08-12 09:23:34 -04:00
Morph
b93b5093a9 renderer_opengl: Use 1/4 of all threads for async shader compilation 2020-07-28 05:08:27 -04:00
Lioncash
84e6115423 zstd_compression: Make use of std::span in interfaces
Allows condensing the data and size parameters into a single argument.
2020-07-25 03:11:56 -04:00
bunnei
82278bde7e Merge pull request #4391 from lioncash/nrvo
video_core: Allow copy elision to take place where applicable
2020-07-24 06:33:09 -07:00
bunnei
f0fff26e67 Merge pull request #4394 from lioncash/unused6
video_core: Remove unused variables
2020-07-23 19:54:59 -07:00
Rodrigo Locatti
beafe0508a Merge pull request #4359 from ReinUsesLisp/clamp-shared
renderer_{opengl,vulkan}: Clamp shared memory to host's limit
2020-07-21 04:51:05 -03:00
Rodrigo Locatti
05ffdb1383 Merge pull request #4360 from ReinUsesLisp/glasm-bar
gl_arb_decompiler: Execute BAR even when inside control flow
2020-07-21 04:50:55 -03:00
Lioncash
074f382a39 video_core: Remove unused variables
Silences several compiler warnings about unused variables.
2020-07-21 00:57:25 -04:00
Lioncash
991e4dc0b3 video_core: Allow copy elision to take place where applicable
Removes const from some variables that are returned from functions, as
this allows the move assignment/constructors to execute for them.
2020-07-21 00:36:13 -04:00
bunnei
2e4a5d2110 Merge pull request #4324 from ReinUsesLisp/formats
video_core: Fix, add and rename pixel formats
2020-07-21 00:13:04 -04:00
ReinUsesLisp
76bd3a8843 gl_arb_decompiler: Use NV_shader_buffer_{load,store} on assembly shaders
NV_shader_buffer_{load,store} is a 2010 extension that allows GL applications
to use what in Vulkan is known as physical pointers, this is basically C
pointers. On GLASM these is exposed through the LOAD/STORE/ATOM
instructions.

Up until now, assembly shaders were using NV_shader_storage_buffer_object.
These work fine, but have a (probably unintended) limitation that forces
us to have the limit of a single stage for all shader stages. In contrast,
with NV_shader_buffer_{load,store} we can pass GPU addresses to the
shader through local parameters (GLASM equivalent uniform constants, or
push constants on Vulkan). Local parameters have the advantage of being
per stage, allowing us to generate code without worrying about binding
overlaps.
2020-07-18 01:59:57 -03:00
David Marcec
95b545df7c Drop max workers from 8->2 for testing 2020-07-17 14:26:15 +10:00
David Marcec
74d8c9e0dd Rebase for per game settings 2020-07-17 14:26:14 +10:00
David Marcec
a4e811af27 async shaders 2020-07-17 14:24:57 +10:00
ReinUsesLisp
021aca9492 gl_arb_decompiler: Execute BAR even when inside control flow
Unlike GLSL, GLASM allows us to call BAR inside control flow.

- Fixes graphical artifacts in Paper Mario.
2020-07-16 16:05:52 -03:00
ReinUsesLisp
03bb8691b7 renderer_{opengl,vulkan}: Clamp shared memory to host's limit
This stops shaders from failing to build when the exceed host's shared
memory size limit. An error is logged.
2020-07-16 16:02:46 -03:00
ReinUsesLisp
a068ce4c32 video_core: Rearrange pixel format names
Normalizes pixel format names to match Vulkan names. Previous to this
commit pixel formats had no convention, leading to confusion and
potential bugs.
2020-07-13 01:44:23 -03:00
ReinUsesLisp
44fb3cf920 video_core: Fix DXT4 and RGB565 2020-07-13 01:01:09 -03:00
ReinUsesLisp
46c327d2d9 video_core: Fix B5G6R5_UNORM render target format 2020-07-13 01:01:09 -03:00
ReinUsesLisp
12937875a5 video_core: Fix B5G6R5U 2020-07-13 01:01:09 -03:00
ReinUsesLisp
ac8eeffbbc video_core: Implement RGBA32_SINT render target 2020-07-13 01:01:09 -03:00
ReinUsesLisp
59610b129f video_core: Implement RGBA32_SINT render target 2020-07-13 01:01:09 -03:00
ReinUsesLisp
5ba68f5fab video_core: Implement RGBA16_SINT render target 2020-07-13 01:01:09 -03:00
ReinUsesLisp
f8136072ff video_core: Implement RGBA8_SINT render target 2020-07-13 01:01:09 -03:00
ReinUsesLisp
ad494d0a3c video_core: Implement RG32_SINT render target 2020-07-13 01:01:09 -03:00
ReinUsesLisp
469c89d31a video_core: Implement RG8_SINT render target and fix RG8_UINT 2020-07-13 01:01:09 -03:00
ReinUsesLisp
c6e852f5c5 video_core: Implement R8_SINT render target 2020-07-13 01:01:08 -03:00
ReinUsesLisp
29e5516bb8 video_core: Implement R8_SNORM render target 2020-07-13 01:01:08 -03:00
lat9nq
61519c20c3 configuration: implement per-game configurations (#4098)
* 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>
2020-07-09 22:42:09 -04:00
bunnei
8df4d1186d Merge pull request #4175 from ReinUsesLisp/read-buffer
gl_buffer_cache: Copy to buffers created as STREAM_READ before downloading
2020-07-02 23:30:08 -04:00
Rodrigo Locatti
d6569215b3 Merge pull request #4082 from Morph1984/mirror-once-clamp
maxwell_to_gl: Implement MirrorOnceClampOGL wrap mode using GL_MIRROR_CLAMP_EXT
2020-07-02 04:57:40 -03:00
Fernando Sahmkow
1e93bc33c0 Merge pull request #4157 from ReinUsesLisp/unified-turing
gl_device: Enable NV_vertex_buffer_unified_memory on Turing devices
2020-06-30 14:36:51 -04:00
Morph
9e0fd0beb0 maxwell_to_gl: Implement MirrorOnceClampOGL using GL_MIRROR_CLAMP_EXT
Like MirrorOnceBorder, this requires the GL_EXT_texture_mirror_clamp extension. This extension is unfortunately not available on Intel's drivers (both Windows proprietary and Linux Mesa). Use GL_MIRROR_CLAMP_TO_EDGE as a fallback if the extension is unavailable.
2020-06-30 02:40:14 -04:00