* 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>
* renderer_opengl.cpp: fix sanitize_mul check for disk shader cache
* Partially revert "Band-aid solution for 'Disk Shader Cache' (#5188)"
This reverts commit 2e0ce86c9e.
* Disable `disk_shader_cache` checkbox when `hw_renderer` is off
* Enable 'Accurate Multiplication' by default.
* Move 'Disk Shader Cache' to the 'Advanced' tab
* Prevent enabling 'Disk Shader Cache' when 'Enable Hardware Shader' or 'Accurate Multiplication' is disabled.
* Do not load 'Disk Shader Cache' when 'Accurate Multiplication' is disabled.
* Add a tooltip for 'Disk Shader Cache'.
* Forward declare ui and use unique_ptr
* ConfigureEnhancements: use unique_ptr for ui
* Use make_unique instead of new where applicable
* Move some of the ui includes that already used unique_ptr
* main.cpp: also make use of make_unique on Config
* Address review comments
The speed limiter being a frame limiter is an implmentation detail and can be changed in the future. What user care about is that it limit the emulation speed in genenral (not just graphics but also audio+input)
* 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
A checkbox is able to be tri-state, giving it three possible activity
types, so in the connect call here, it would actually be truncating an
int into a bool.
Instead, we can just listen on the toggled() signal, which passes along
a bool, not an int.
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)
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