* common: Add thread pool from yuzu
* Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs
* core: Improve ImageInterface
* Provide a default implementation so frontends don't have to duplicate code registering the lodepng version
* Add a dds version too which we will use in the next commit
* rasterizer_cache: Rewrite custom textures
* There's just too much to talk about here, look at the PR description for more details
* rasterizer_cache: Implement basic pack configuration file
* custom_tex_manager: Flip dumped textures
* custom_tex_manager: Optimize custom texture hashing
* If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode
* custom_tex_manager: Implement asynchronous texture loading
* The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts
* Address review comments
* custom_tex_manager: Introduce custom material support
* video_core: Move custom textures to separate directory
* Also split the files to make the code cleaner
* gl_texture_runtime: Generate mipmaps for material
* custom_tex_manager: Prevent memory overflow when preloading
* externals: Add dds-ktx as submodule
* string_util: Return vector from SplitString
* No code benefits from passing it as an argument
* custom_textures: Use json config file
* gl_rasterizer: Only bind material for unit 0
* Address review comments
* 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>
This is the main dialog of video dumping. This dialog allows the user to set output format, output path, video/audio encoder and video/audio bitrate.
When a format is selected, the list of video and audio encoders are updated. Only encoders of codecs that can be contained in the format is shown.
This dialog allows changing the value and unsetting one option. There are three possible variants of this dialog:
1. The LineEdit layout. This is used for normal options like string and duration, and just features a textbox for the user to type in whatever they want to set.
2. The ComboBox layout. This is used when there are named constants for an option, or when the option accepts an enum value like sample_format or pixel_format. A description will be displayed for the currently selected named constant. The user can also select 'custom' and type in their own value.
3. The CheckBox-es layout. This is used for flags options. A checkbox will be displayed for each named constant and the user can tick the flags they want to set.