* externals: Update dynarmic
* settings: Introduce GraphicsAPI enum
* For now it's OpenGL only but will be expanded upon later
* citra_qt: Introduce backend agnostic context management
* Mostly a direct port from yuzu
* core: Simplify context acquire
* settings: Add option to create debug contexts
* renderer_opengl: Abstract initialization to Driver
* This commit also updates glad and adds some useful extensions which we will use in part 2
* Rasterizer construction is moved to the specific renderer instead of RendererBase.
Software rendering has been disable to achieve this but will be brought back in the next commit.
* video_core: Remove Init/Shutdown methods from renderer
* The constructor and destructor can do the same job
* In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached
* citra_qt: Decouple software renderer from opengl part 1
* citra: Decouple software renderer from opengl part 2
* android: Decouple software renderer from opengl part 3
* swrasterizer: Decouple software renderer from opengl part 4
* This commit simply enforces the renderer naming conventions in the software renderer
* video_core: Move RendererBase to VideoCore
* video_core: De-globalize screenshot state
* video_core: Pass system to the renderers
* video_core: Commonize shader uniform data
* video_core: Abstract backend agnostic rasterizer operations
* bootmanager: Remove references to OpenGL for macOS
OpenGL macOS headers definitions clash heavily with each other
* citra_qt: Proper title for api settings
* video_core: Reduce boost usage
* bootmanager: Fix hide mouse option
Remove event handlers from RenderWidget for events that are
already handled by the parent GRenderWindow.
Also enable mouse tracking on the RenderWidget.
* android: Remove software from graphics api list
* code: Address review comments
* citra: Port per-game settings read
* Having to update the default value for all backends is a pain so lets centralize it
* android: Rename to OpenGLES
---------
Co-authored-by: MerryMage <MerryMage@users.noreply.github.com>
Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
* common: Move settings to common from core.
- Removes a dependency on core and input_common from common.
* code: Wrap settings values
* Port from yuzu to allow per game settings
* citra_qt: Initial per-game settings dialog
* citra_qt: Use new API for read/save of config values
* citra_qt: Per game audio settings
* citra_qt: Per game graphics settings
* citra_qt: Per game system settings
* citra_qt: Per game general settings
* citra_qt: Document and run clang format
* citra_qt: Make icon smaller and centered
* citra_qt: Remove version number
* Not sure how to extract that, can always add it back later
* citra_qt: Wrap UISettings
* citra_qt: Fix unthottled fps setting
* citra_qt: Remove margin in emulation tab
* citra_qt: Implement some suggestions
* Bring back speed switch hotkey
* Allow configuration when game is running
* Rename/adjust UI stuff
* citra_qt: Fix build with separate windows
* citra_qt: Address feedback
* citra_qt: Log per-game settings before launching games
* citra_qt: Add shader cache options
* Also fix android build
* citra_qt: Add DLC menu option
* citra_qt: Run clang-format
* citra_qt: Adjust for time offset
* citra_qt: Implement suggestions
* Run clang-format
Co-authored-by: bunnei <bunneidev@gmail.com>
Previously core itself was the library containing the code to gather
common information (build info, CPU info, and OS info), however all of
this isn't core-dependent and can be moved to the common code and use
the common interfaces. We can then just call those functions from the
core instead.
This will allow replacing our CPU detection with Xbyak's which has
better detection facilities than ours. It also keeps more
architecture-dependent code in common instead of core.
* Change "Toggle Speed Limit" to toggle between 100% and a custom value
This will change the shortcut for "Toggle Speed Limit" to make it swap between 100% and the value of "Limit Speed Percent" in the config. Old functionality is still there, but renamed to "Unthrottle".
* Complete reimplementation of the function
* Fix something that didn't get saved correctly
* Fix missing indentation
* Rewrite to keep only a single QSpinBox
* Second rewrite
* set Unthrottled to 0 in the Qspinbox
* Hotkey for Unthrottle
* minor improvements to the design
* Apply suggestions from code review
Co-authored-by: Ben <bene_thomas@web.de>
* Default slider values
* clang-format fixes
* Prevent the speed slider from changing size
...when an element in its row has variable width.
* Change "Game Speed" to "Emulation Speed"
* Apply suggestions from code review
`game_speed` to` emulation_speed`
Co-authored-by: Valentin Vanelslande <vvanelslandedev@gmail.com>
* Fix for QSliders
* Revert "Prevent the speed slider from changing size"
This reverts commit ddaca2004484f1e024f49d2e6dc99ef5e261f64d.
* clang-format
...doesn't seem to stick to a choice
* Fix 2 for QSliders
Co-authored-by: B3n30 <benediktthomas@gmail.com>
Co-authored-by: Ben <bene_thomas@web.de>
Co-authored-by: Valentin Vanelslande <vvanelslandedev@gmail.com>
* Add Anaglyph 3D
Change 3D slider in-game
Change shaders while game is running
Move shader loading into function
Disable 3D slider setting when stereoscopy is off
The rest of the shaders
Address review issues
Documentation and minor fixups
Forgot clang-format
Fix shader release on SDL2-software rendering
Remove unnecessary state changes
Respect 3D factor setting regardless of stereoscopic rendering
Improve shader resolution passing
Minor setting-related improvements
Add option to toggle texture filtering
Rebase fixes
* One final clang-format
* Fix OpenGL problems
Makes the dependency explicit in the TelemetrySession's interface
instead of making it a hidden dependency.
This also revealed a hidden issue with the way the telemetry session was
being initialized. It was attempting to retrieve the app loader and log
out title-specific information. However, this isn't always guaranteed to
be possible.
During the initialization phase, everything is being constructed. It
doesn't mean an actual title has been selected. This is what the Load()
function is for. This potentially results in dead code paths involving
the app loader. Instead, we explicitly add this information when we know
the app loader instance is available.
The backend is not used until we decide to submit the testcase/telemetry, and creating it early prevents users from updating the credentials properly while the games are running.
The V-Sync option is fundamentally broken in Citra, so let's do the same as yuzu and remove it entirely for SDL2 and at least from the frontend for QT.
(It was also only used by 7.3% of users)
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.
Given these functions aren't intended to be used frequently, there's no
need to keep the std::string instances allocated for the whole lifetime
of the program. It's just a waste of memory.
citra-qt: Add customizable speed limit target
* Update SDL config for the new frame_limit option
* Made max lag time a function of target speed percent.
* Added a checkbox to enable/disable frame limiter
* UI: Prevent frame_limit from under/overflowing
* UI: Hide target speed percent when frame limiter is off
* Disable frame limit spin box when framelimit isn't enabled
* WebService: Verify username and token; Log errors in PostJson
* Fixup: added docstrings to the functions
* Webservice: Added Icons to the verification, imrpved error detection in cpr, fixup nits
* fixup: fmt warning