Commit graph

303 commits

Author SHA1 Message Date
ReinUsesLisp
da53bcee60 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
Lioncash
f6bb905182 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
ReinUsesLisp
fbc232426d 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
lat9nq
63d23835ef
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
ReinUsesLisp
41a4090320 gl_rasterizer: Use NV_vertex_buffer_unified_memory for vertex buffer robustness
Switch games are allowed to bind less data than what they use in a
vertex buffer, the expected behavior here is that these values are read
as zero. At the moment of writing this only D3D12, OpenGL and NVN through
NV_vertex_buffer_unified_memory support vertex buffer with a size limit.

In theory this could be emulated on Vulkan creating a new VkBuffer for
each (handle, offset, length) tuple and binding the expected data to it.
This is likely going to be slow and memory expensive when used on the
vertex buffer and we have to do it on all draws because we can't know
without analyzing indices when a game is going to read vertex data out
of bounds.

This is not a problem on OpenGL's BufferAddressRangeNV because it takes
a length parameter, unlike Vulkan's CmdBindVertexBuffers that only takes
buffers and offsets (the length is implicit in VkBuffer). It isn't a
problem on D3D12 either, because D3D12_VERTEX_BUFFER_VIEW on
IASetVertexBuffers takes SizeInBytes as a parameter (although I am not
familiar with robustness on D3D12).

Currently this only implements buffer ranges for vertex buffers,
although indices can also be affected. A KHR_robustness profile is not
created, but Nvidia's driver reads out of bound vertex data as zero
anyway, this might have to be changed in the future.

- Fixes SMO random triangles when capturing an enemy, getting hit, or
looking at the environment on certain maps.
2020-06-24 02:36:14 -03:00
ReinUsesLisp
354fbe701e renderer_opengl: Only enable DEBUG_OUTPUT when graphics debugging is enabled
Avoids logging when it's not relevant. This can potentially reduce
driver's internal thread overhead.
2020-06-05 21:21:12 -03:00
bunnei
edbf3144d2
Merge pull request #3958 from FernandoS27/gl-debug
OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled
2020-05-31 17:04:27 -04:00
ReinUsesLisp
420cc13248 renderer_opengl: Add assembly program code paths
Add code required to use OpenGL assembly programs based on
NV_gpu_program5. Decompilation for ARB programs is intended to be added
in a follow up commit. This does **not** include ARB decompilation and
it's not in an usable state.

The intention behind assembly programs is to reduce shader stutter
significantly on drivers supporting NV_gpu_program5 (and other required
extensions). Currently only Nvidia's proprietary driver supports these
extensions.

Add a UI option hidden for now to avoid people enabling this option
accidentally.

This code path has some limitations that OpenGL compatibility doesn't
have:
- NV_shader_storage_buffer_object is limited to 16 entries for a single
OpenGL context state (I don't know if this is an intended limitation, an
specification issue or I am missing something). Currently causes issues
on The Legend of Zelda: Link's Awakening.
- NV_parameter_buffer_object can't bind buffers using an offset
different to zero. The used workaround is to copy to a temporary buffer
(this doesn't happen often so it's not an issue).

On the other hand, it has the following advantages:
- Shaders build a lot faster.
- We have control over how floating point rounding is done over
individual instructions (SPIR-V on Vulkan can't do this).
- Operations on shared memory can be unsigned and signed.
- Transform feedbacks are dynamic state (not yet implemented).
- Parameter buffers (uniform buffers) are per stage, matching NVN and
hardware's behavior.
- The API to bind and create assembly programs makes sense, unlike
ARB_separate_shader_objects.
2020-05-19 18:00:04 -03:00
Fernando Sahmkow
4cff5dd194 OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled.
This commit aims to help easing debugging of driver crashes without
having to modify existing code.
2020-05-17 21:45:09 -04:00
Lioncash
213fff67bc CMakeLists: Make -Wreorder a compile-time error
This can result in silent logic bugs within code, and given the amount
of times these kind of warnings are caused, they should be flagged at
compile-time so no new code is submitted with them.
2020-04-15 14:14:41 -04:00
James Rowe
cf9c94d401 Address review and fix broken yuzu-tester build 2020-03-25 23:32:42 -06:00
James Rowe
282adfc70b Frontend/GPU: Refactor context management
Changes the GraphicsContext to be managed by the GPU core. This
eliminates the need for the frontends to fool around with tricky
MakeCurrent/DoneCurrent calls that are dependent on the settings (such
as async gpu option).

This also refactors out the need to use QWidget::fromWindowContainer as
that caused issues with focus and input handling. Now we use a regular
QWidget and just access the native windowHandle() directly.

Another change is removing the debug tool setting in FrameMailbox.
Instead of trying to block the frontend until a new frame is ready, the
core will now take over presentation and draw directly to the window if
the renderer detects that its hooked by NSight or RenderDoc

Lastly, since it was in the way, I removed ScopeAcquireWindowContext and
replaced it with a simple subclass in GraphicsContext that achieves the
same result
2020-03-24 21:03:42 -06:00
ReinUsesLisp
53d673a7d3 renderer_opengl: Move some logic to an anonymous namespace 2020-03-16 04:03:34 -03:00
ReinUsesLisp
311d2fc768 renderer_opengl: Detect Nvidia Nsight as a debugging tool
Use getenv to detect Nsight.
2020-03-16 03:59:08 -03:00
bunnei
c5afe93dcc renderer_opengl: Keep presentation frames in lock-step when GPU debugging.
- Fixes renderdoc with OpenGL renderer.
2020-03-14 17:45:01 -04:00
bunnei
b30b1f741d
Merge pull request #3491 from ReinUsesLisp/polygon-modes
gl_rasterizer: Implement polygon modes and fill rectangles
2020-03-13 10:08:57 -04:00
ReinUsesLisp
8357908099 gl_shader_manager: Fix interaction between graphics and compute
After a compute shader was set to the pipeline, no graphics shader was
invoked again. To address this use glUseProgram to bind compute shaders
(without state tracking) and call glUseProgram(0) when transitioning out
of it back to the graphics pipeline.
2020-03-11 01:04:52 -03:00
ReinUsesLisp
e4bc3c3342 gl_rasterizer: Implement polygon modes and fill rectangles 2020-03-09 20:39:58 -03:00
ReinUsesLisp
ef7f6eb67d renderer_opengl: Fix edge-case where alpha testing might cull presentation 2020-02-28 17:56:43 -03:00
ReinUsesLisp
a42a6e1a2c gl_state_tracker: Implement dirty flags for clip control 2020-02-28 17:56:42 -03:00
ReinUsesLisp
bf1a1d989f gl_state_tracker: Implement dirty flags for logic op 2020-02-28 17:56:42 -03:00
ReinUsesLisp
13afd0e5b0 gl_state_tracker: Implement dirty flags for sRGB 2020-02-28 17:56:42 -03:00
ReinUsesLisp
d8f5c45051 gl_state_tracker: Implement dirty flags for rasterize enable 2020-02-28 17:56:42 -03:00
ReinUsesLisp
3c22bd92d8 gl_state_tracker: Implement dirty flags for alpha testing 2020-02-28 17:56:42 -03:00
ReinUsesLisp
9e46953580 gl_state_tracker: Implement dirty flags for polygon offsets 2020-02-28 17:56:42 -03:00
ReinUsesLisp
37536d7a49 gl_state_tracker: Implement dirty flags for stencil testing 2020-02-28 17:56:42 -03:00
ReinUsesLisp
40a2c57df5 gl_state_tracker: Implement depth dirty flags 2020-02-28 17:56:42 -03:00
ReinUsesLisp
b910a83a47 gl_state_tracker: Implement dirty flags for front face and culling 2020-02-28 17:56:42 -03:00
ReinUsesLisp
b01dd7d1c8 gl_state_tracker: Implement dirty flags for blending 2020-02-28 17:56:42 -03:00
ReinUsesLisp
758ad3f75d gl_state_tracker: Add dirty flags for buffers and divisors 2020-02-28 17:56:42 -03:00
ReinUsesLisp
69ad6279e4 gl_state_tracker: Implement dirty flags for vertex formats 2020-02-28 17:56:42 -03:00
ReinUsesLisp
6530144ccb gl_state_tracker: Implement dirty flags for color masks 2020-02-28 17:56:42 -03:00
ReinUsesLisp
ba6f390448 gl_state_tracker: Implement dirty flags for scissors 2020-02-28 17:56:42 -03:00
ReinUsesLisp
7f52efdf61 gl_state_tracker: Implement dirty flags for viewports 2020-02-28 17:56:41 -03:00
ReinUsesLisp
dacf83ac02 renderer_opengl: Reintroduce dirty flags for render targets 2020-02-28 17:56:41 -03:00
ReinUsesLisp
b92dfcd7f2 gl_state: Remove completely 2020-02-28 17:56:35 -03:00
ReinUsesLisp
1c4bf9cbfa gl_state: Remove program tracking 2020-02-28 17:52:14 -03:00
ReinUsesLisp
5ccb07933a gl_state: Remove framebuffer tracking 2020-02-28 17:52:10 -03:00
ReinUsesLisp
9677db03da gl_state: Remove texture and sampler tracking 2020-02-28 17:35:58 -03:00
ReinUsesLisp
1bc0da3dea gl_state: Remove blend state tracking 2020-02-28 17:34:43 -03:00
ReinUsesLisp
7d9a5e9e30 gl_state: Remove stencil test tracking 2020-02-28 17:32:05 -03:00
ReinUsesLisp
07a954e67f gl_state: Remove clip control tracking 2020-02-28 17:31:57 -03:00
ReinUsesLisp
e8125af8dd gl_state: Remove rasterizer disable tracking 2020-02-28 17:25:28 -03:00
ReinUsesLisp
d3e433a380 gl_state: Remove viewport and depth range tracking 2020-02-28 17:25:18 -03:00
ReinUsesLisp
7c16b3551b gl_state: Remove scissor test tracking 2020-02-28 17:00:23 -03:00
ReinUsesLisp
0914c70b7f gl_state: Remove color mask tracking 2020-02-28 16:59:17 -03:00
ReinUsesLisp
04d1134191 gl_state: Remove framebuffer sRGB tracking 2020-02-28 16:55:23 -03:00
ReinUsesLisp
d5ab0358b6 gl_state: Remove VAO cache and tracking 2020-02-28 16:54:37 -03:00
ReinUsesLisp
e1a16a52fa gl_state: Remove depth tracking 2020-02-28 16:52:46 -03:00
ReinUsesLisp
42708c762e gl_state: Remove logic op tracker 2020-02-28 16:51:23 -03:00
ReinUsesLisp
a0321b984f gl_state: Remove polygon offset tracking 2020-02-28 16:49:20 -03:00
ReinUsesLisp
f646321dd0 gl_state: Remove alpha test tracking 2020-02-28 16:48:57 -03:00
ReinUsesLisp
c8f5f54a44 gl_state: Remove cull mode tracking 2020-02-28 16:48:23 -03:00
ReinUsesLisp
925521da5f gl_state: Remove front face tracking 2020-02-28 16:47:59 -03:00
ReinUsesLisp
96ac3d518a gl_rasterizer: Remove dirty flags 2020-02-28 16:39:27 -03:00
bunnei
5056d23d0d renderer_opengl: Fix SRGB presentation frame tracking.
- Fixes SRGB in Super Smash Bros. Ultimate.
2020-02-28 01:13:38 -05:00
bunnei
ebbfe73557 renderer_opengl: Reduce swap chain size to 3. 2020-02-27 19:50:17 -05:00
bunnei
a17214baea renderer_opengl: Use more concise lock syntax. 2020-02-26 18:35:35 -05:00
bunnei
aef159354c renderer_opengl: Move Frame/FrameMailbox to OpenGL namespace. 2020-02-26 18:28:50 -05:00
bunnei
795893a9a5 renderer_opengl: Create gl_framebuffer_data if empty. 2020-02-25 21:23:02 -05:00
bunnei
dc672ca4b3 renderer_opengl: Add texture mailbox support for presenter thread. 2020-02-25 21:22:59 -05:00
ReinUsesLisp
e6a0a30334
renderer_opengl: Make ScreenRectVertex's constructor constexpr 2019-11-28 20:36:02 -03:00
ReinUsesLisp
dee7844443
renderer_opengl: Remove C casts 2019-11-28 20:28:27 -03:00
ReinUsesLisp
3a44faff11
renderer_opengl: Use explicit binding for presentation shaders 2019-11-28 20:25:56 -03:00
ReinUsesLisp
75cc501d52
renderer_opengl: Drop macros for message decorations 2019-11-28 20:15:25 -03:00
ReinUsesLisp
056f049b26
renderer_opengl: Move static definitions to anonymous namespace 2019-11-28 20:14:40 -03:00
ReinUsesLisp
4589582eaf
renderer_opengl: Move commentaries to header file 2019-11-28 20:11:03 -03:00
Lioncash
3f08e8d8d4 core/memory: Migrate over GetPointer()
With all of the interfaces ready for migration, it's trivial to migrate
over GetPointer().
2019-11-26 21:55:38 -05:00
ReinUsesLisp
096f339a2a video_core: Silence implicit conversion warnings 2019-11-08 22:48:50 +00:00
Fernando Sahmkow
538f5880ff GL_Renderer: Remove lefting snippet. 2019-10-04 19:59:55 -04:00
Fernando Sahmkow
ffc2ce89a0 Nvdrv: Do framelimiting only in the CPU Thread 2019-10-04 19:59:50 -04:00
ReinUsesLisp
6b997c8f7f renderer_opengl: Fix rebase mistake 2019-09-11 00:09:37 -03:00
ReinUsesLisp
78574746bd renderer_opengl: Fix sRGB blits
Removes the sRGB hack of tracking if a frame used an sRGB rendertarget
to apply at least once to blit the final texture as sRGB. Instead of
doing this apply sRGB if the presented image has sRGB.

Also enable sRGB by default on Maxwell3D registers as some games seem to
assume this.
2019-09-10 19:31:42 -03:00
ReinUsesLisp
04cdecb7a1 gl_state: Split textures and samplers into two arrays 2019-09-05 20:35:51 -03:00
ReinUsesLisp
80702aa88f renderer_opengl: Implement RGB565 framebuffer format 2019-08-21 02:28:31 -03:00
ReinUsesLisp
9cdf5c6c31 renderer_opengl: Use block linear swizzling for CPU framebuffers 2019-08-21 02:17:14 -03:00
ReinUsesLisp
8ad7268c75 renderer_opengl: Use VideoCore pixel format 2019-08-21 02:16:40 -03:00
ReinUsesLisp
9a76e94b3d gpu: Change optional<reference_wrapper<T>> to T* for FramebufferConfig 2019-08-21 01:55:25 -03:00
Fernando Sahmkow
4be61013a1 GL_State: Feedback and fixes 2019-07-17 17:29:56 -04:00
ReinUsesLisp
1fa21fa192 gl_buffer_cache: Implement with generic buffer cache 2019-07-06 00:37:55 -03:00
ReinUsesLisp
07f7ce1da2 gl_rasterizer_cache: Use texture buffers to emulate texture buffers 2019-06-20 21:36:12 -03:00
ReinUsesLisp
2787a0c287 texture_cache: Flush 3D textures in the order they are drawn 2019-06-20 21:36:11 -03:00
ReinUsesLisp
bab21e8cb3 gl_texture_cache: Initial implementation 2019-06-20 21:36:11 -03:00
Lioncash
61d2498f00 core: Remove unused CiTrace source files
These source files have been unused for the entire lifecycle of the
project. They're a hold-over from Citra and only add to the build time
of the project, so they can be removed.

There's also likely no way this would ever work in yuzu in its current
form without revamping quite a bit of it, given how different the GPU on
the Switch is compared to the 3DS.
2019-06-18 16:57:59 -04:00
ReinUsesLisp
c03b8c4c19 gl_shader_cache: Use shared contexts to build shaders in parallel 2019-05-20 22:45:55 -03:00
Lioncash
3fd5998d84 video_core/renderer_opengl: Remove unnecessary includes
Quite a few unused includes have built up over time, particularly on
core/memory.h. Removing these includes means the source files including
those files will no longer need to be rebuilt if they're changed, making
compilation slightly faster in this scenario.
2019-04-04 12:00:46 -04:00
Lioncash
e2131f7310 gl_rasterizer: Remove unused reference member variable from RasterizerOpenGL
This member variable is no longer being used, so it can be removed,
removing a dependency on EmuWindow from the rasterizer's interface"
2019-03-27 12:45:59 -04:00
bunnei
10118c71e0 memory: Simplify rasterizer cache operations. 2019-03-16 00:41:08 -04:00
ReinUsesLisp
ffe2e50458 video_core/morton: Use enum to describe MortonCopyPixels128 mode 2019-03-13 16:35:21 -03:00
Lioncash
90febaf717 video_core/renderer_opengl: Replace direct usage of global system object accessors
We already pass a reference to the system object to the constructor of the renderer,
so we can just use that instead of using the global accessor functions.
2019-03-04 10:24:09 -05:00
ReinUsesLisp
d91e35a50a renderer_opengl: Update pixel format tracking 2019-02-26 03:47:16 -03:00
bunnei
4699fdca8f
Merge pull request #2127 from FearlessTobi/fix-screenshot-srgb
renderer_opengl: respect the sRGB colorspace for the screenshot feature
2019-02-16 15:36:00 -05:00
Lioncash
bd983414f6 core_timing: Convert core timing into a class
Gets rid of the largest set of mutable global state within the core.
This also paves a way for eliminating usages of GetInstance() on the
System class as a follow-up.

Note that no behavioral changes have been made, and this simply extracts
the functionality into a class. This also has the benefit of making
dependencies on the core timing functionality explicit within the
relevant interfaces.
2019-02-15 21:50:25 -05:00
fearlessTobi
9a56b99fa4 renderer_opengl: respect the sRGB colorspace for the screenshot feature
Previously, we were completely ignoring for screenshots whether the game uses RGB or sRGB.
This resulted in screenshot colors that looked off for some titles.
2019-02-15 21:27:29 +01:00
Lioncash
86b55cb6df renderer_opengl: Remove reference to global system instance
We already store a reference to the system instance that the renderer is
created with, so we don't need to refer to the system instance via
Core::System::GetInstance()
2019-02-12 19:33:22 -05:00
Lioncash
48d9d66dc5 core_timing: Rename CoreTiming namespace to Core::Timing
Places all of the timing-related functionality under the existing Core
namespace to keep things consistent, rather than having the timing
utilities sitting in its own completely separate namespace.
2019-02-12 12:42:17 -05:00
ReinUsesLisp
7fefec585c gl_shader_disk_cache: Pass core system as argument and guard against games without title ids 2019-02-06 22:23:40 -03:00
ReinUsesLisp
704744bb72 gl_rasterizer_cache: Move swizzling to textures instead of state 2019-01-30 19:10:35 -03:00
ReinUsesLisp
4b676e7786 gl_rasterizer: Use DSA for textures 2019-01-30 19:10:11 -03:00
bunnei
045b0b70b6 frontend: Refactor ScopeAcquireWindowContext out of renderer_opengl. 2019-01-23 19:19:23 -05:00