Commit graph

7425 commits

Author SHA1 Message Date
Lioncash
fc669a97d4 cubeb_sink: Get rid of variable shadowing within CubebSink's constructor
The parameter of the lambda was shadowing the variable that was being
assigned to.
2018-09-14 12:20:51 -04:00
Lioncash
b5218d9986 cubeb_sink: Correct context name in ListCubebSinkDevices()
This ain't Citra.
2018-09-14 12:18:09 -04:00
Lioncash
da64da367b services/sm: Amend error code constants
Courtesy of @ogniK5377.

This also moves them into the cpp file and limits the visibility to
where they're directly used. It also gets rid of unused or duplicate
error codes.
2018-09-14 01:44:02 -04:00
Lioncash
4f8756edd0 kernel/svc: Sanitize creation of shared memory via svcCreateSharedMemory()
The kernel caps the size limit of shared memory to 8589930496 bytes (or
(1GB - 512 bytes) * 8), so approximately 8GB, where every GB has a 512
byte sector taken off of it.

It also ensures the shared memory is created with either read or
read/write permissions for both permission types passed in, allowing the
remote permissions to also be set as "don't care".
2018-09-13 23:07:27 -04:00
Lioncash
accd1f17e4 kernel/svc: Sanitize addresses, permissions, and sizes within svcMapSharedMemory() and svcUnmapSharedMemory()
Part of the checking done by the kernel is to check if the given
address and size are 4KB aligned, as well as checking if the size isn't
zero. It also only allows mapping shared memory as readable or
read/write, but nothing else, and so we shouldn't allow mapping as
anything else either.
2018-09-13 23:07:23 -04:00
Lioncash
ae128f0375 gl_shader_decompiler: Get rid of variable shadowing within LEA instructions
These variables are already defined within an outer scope.
2018-09-13 21:53:23 -04:00
Lioncash
496c67fd73 kernel/svc: Sanitize addresses and sizes within svcMapMemory() and svcUnmapMemory()
The kernel checks if the addresses and given size is 4KB aligned before
continuing onwards to map the memory.
2018-09-13 21:34:54 -04:00
Lioncash
7bd2faad9a kernel/svc: Sanitize heap sizes within svcSetHeapSize()
The kernel checks if the given size is a multiple of 2MB and <= to 4GB
before going ahead and attempting to allocate that much memory.
2018-09-13 21:34:48 -04:00
bunnei
df5a44a40b
Merge pull request #1310 from lioncash/kernel-ns
kernel/thread: Include thread-related enums within the kernel namespace
2018-09-13 19:50:47 -04:00
bunnei
fb65076b0f
Merge pull request #1309 from lioncash/nested
service: Use nested namespace specifiers where applicable
2018-09-13 19:50:11 -04:00
Lioncash
9969a5db1e audio_core/time_stretch: Silence truncation warnings in Process()
The SoundTouch API only accepts uint amount of samples.
2018-09-13 19:50:01 -04:00
bunnei
3ef134a092
Merge pull request #1307 from lioncash/pl
services/pl_u: Add missing Korean font to the fallback case for shared fonts
2018-09-13 19:49:39 -04:00
Lioncash
50a5d09d32 kernel/errors: Amend error code for ERR_NOT_FOUND
This is the value returned by the kernel for svcConnectToNamedPort() if
the named port cannot be found.
2018-09-13 17:12:01 -04:00
Lioncash
0258b444ef service/vi: Replace includes with forward declarations where applicable 2018-09-13 16:55:47 -04:00
Lioncash
2ea45fe75b kernel/thread: Include thread-related enums within the kernel namespace
Previously, these were sitting outside of the Kernel namespace, which
doesn't really make sense, given they're related to the Thread class
which is within the Kernel namespace.
2018-09-13 16:05:57 -04:00
Lioncash
a0e51d8b98 service: Use nested namespace specifiers where applicable
There were a few places where nested namespace specifiers weren't being
used where they could be within the service code. This amends that to
make the namespacing a tiny bit more compact.
2018-09-13 15:52:55 -04:00
Valentin Vanelslande
2ec9fbc2d4
ipc: minor fix 2018-09-13 11:59:23 -05:00
ReinUsesLisp
a42376dfad Use ARB_multi_bind for uniform buffers (#1287)
* gl_rasterizer: use ARB_multi_bind for uniform buffers

* address feedback
2018-09-12 20:27:43 -04:00
Lioncash
ce97d8ef6c services/pl_u: Add missing Korean font to the fallback case for shared fonts
Previously this wasn't using the Korean font at all.
2018-09-12 19:23:51 -04:00
bunnei
60899b80f0
Merge pull request #1298 from lioncash/view
audio_core/sink_details: Change std::string parameter into std::string_view
2018-09-12 18:24:57 -04:00
bunnei
938aa5779c
Merge pull request #1302 from lioncash/config
yuzu/configure_gamelist: Mark combo-box strings as translatable
2018-09-12 18:24:11 -04:00
bunnei
926dd41587
Merge pull request #1163 from FearlessTobi/add-audio-stretching
audio_core: Add audio stretching support
2018-09-12 18:23:54 -04:00
bunnei
4a43fb7e1d gl_rasterizer_cache: B5G6R5U should use GL_RGB8 as an internal format.
- Fixes a regression with Sonic Mania with ARB_texture_storage.
2018-09-12 18:09:31 -04:00
bunnei
d9e21eebe8
Merge pull request #1297 from lioncash/pl
pl_u: Eliminate mutable file-scope state
2018-09-12 16:03:53 -04:00
bunnei
cc50857460
Merge pull request #1263 from FernandoS27/tex-mode
shader_decompiler:  Implemented (Partially) Texture Processing Modes
2018-09-12 16:03:34 -04:00
Subv
bb5eb4f20a GPU: Basic implementation of the Kepler Inline Memory engine (p2mf).
This engine writes data from a FIFO register into the configured address.
2018-09-12 13:57:08 -05:00
MerryMage
957ddab679 audio_core: Flush stream when not playing anything 2018-09-12 18:09:14 +01:00
FernandoS27
a99d9db32f Implemented Texture Processing Modes 2018-09-12 12:28:22 -04:00
bunnei
79217f9870
Merge pull request #1303 from lioncash/error
kernel/errors: Amend invalid thread priority and invalid processor ID error codes
2018-09-12 12:14:51 -04:00
Lioncash
fbe462099b svc: Return ERR_INVALID_PROCESSOR_ID in CreateThread() if an invalid processor ID is given
This is what the kernel does for an out-of-range processor ID.
2018-09-12 05:20:02 -04:00
Lioncash
3c5c292592 kernel/errors: Correct error codes for invalid thread priority and invalid processor ID 2018-09-12 05:19:57 -04:00
Lioncash
9b3bc0b282 svc: Do nothing if svcOutputDebugString() is given a length of zero
While unlikely, it does avoid constructing a std::string and
unnecessarily calling into the memory code if a game or executable
decides to be really silly about their logging.
2018-09-12 04:51:44 -04:00
Lioncash
04d723baf9 svc: Correct parameter type for OutputDebugString()
This should be a u64 to represent size.
2018-09-12 04:49:11 -04:00
Lioncash
e89c22c147 yuzu/configure_gamelist: Make combo box strings translatable
Given these are shown to the user, they should be translatable.

While we're at it, also set up the dialog to automatically retranslate
the dialog along with the combo boxes if it receives a LanguageChange
event.
2018-09-12 02:34:53 -04:00
Lioncash
a9b953e6d4 yuzu/configure_gamelist: Use std::array instead of std::vector for translatable strings
We don't need to use an allocating container for these, given we know
the fixed amount of strings being used. This is just a waste of memory.
2018-09-12 01:20:04 -04:00
Lioncash
3a2567c97c yuzu/configure_gamelist: Move combo box initializtion to their own functions
Keeps the individual initialization of the combo boxes logically separate.
We also shouldn't be dumping this sort of thing in the constructor
directly.
2018-09-12 01:07:34 -04:00
bunnei
475222a496
Merge pull request #1296 from lioncash/prepo
service/prepo: Move class into the cpp file
2018-09-11 23:15:07 -04:00
bunnei
3ee4fa557f
Merge pull request #1301 from lioncash/qt
game_list: Resolve variable shadowing within LoadCompatibilityList()
2018-09-11 23:13:54 -04:00
bunnei
c245150439
Merge pull request #1300 from lioncash/audio
service/audio: Replace includes with forward declarations where applicable
2018-09-11 23:13:29 -04:00
bunnei
89825766ee
Merge pull request #1278 from tech4me/bg-color-fix
Port Citra #4047 & #4052: add change background color support
2018-09-11 23:13:11 -04:00
bunnei
522a11a11f
Merge pull request #1295 from bunnei/accurate-copies
gl_rasterizer_cache: Improve accuracy of caching and copies.
2018-09-11 23:12:15 -04:00
bunnei
4a9acc87f9
Merge pull request #1294 from degasus/optimizations
gl_rasterizer: Use ARB_texture_storage.
2018-09-11 23:11:36 -04:00
bunnei
7bb226f22d gl_rasterizer_cache: Always blit on recreate, regardless of format.
- Fixes several rendering issues with Super Mario Odyssey.
2018-09-11 22:54:46 -04:00
Lioncash
0e61e8362f game_list: Resolve variable shadowing within LoadCompatibilityList()
"value" is already a used variable name within the outermost ranged-for
loop, so this variable was shadowing the outer one. This isn't a bug,
but it will get rid of a -Wshadow warning.
2018-09-11 22:34:09 -04:00
Lioncash
7fe10dea3e game_list: Use QJsonValueRef() within LoadCompatibilityList()
This way, we aren't constructing unnecessary QJsonValue instances.
2018-09-11 22:28:35 -04:00
Lioncash
c243bc09d4 service/audio: Replace includes with forward declarations where applicable
A few headers were including other headers when a forward declaration
can be used instead, allowing the include to be moved to the cpp file.
2018-09-11 21:54:33 -04:00
Lioncash
bad035e9a3 audio_core/sink_details: Change std::string parameter into std::string_view
The given string is only ever used for lookup and comparison, so we can
just utilize a non-owning view to string data here
2018-09-11 21:36:12 -04:00
Lioncash
c061e27155 pl_u: Eliminate mutable file-scope state
Converts the PL_U internals to use the PImpl idiom and makes the state
part of the Impl struct, eliminating mutable global/file state.
2018-09-11 21:24:19 -04:00
Lioncash
325c259fc5 service/prepo: Move class into the cpp file
This doesn't need to be exposed within the header and be kept in the
translation unit, eliminating the need to include anything within the
header.
2018-09-11 20:49:01 -04:00
bunnei
cdddd71d08 gl_shader_cache: Remove cache_width/cache_height.
- This was once an optimization, but we no longer need it with the cache reserve.
- This is also inaccurate.
2018-09-11 20:12:29 -04:00
Markus Wick
3e973bc4c6 gl_rasterizer: Use ARB_texture_storage.
It allows us to use texture views and it reduces the overhead within the GPU driver.

But it disallows us to reallocate the texture, but we don't do so anyways.

In the end, it is the new way to allocate textures, so there is no need to use the old way.
2018-09-11 22:18:46 +02:00
FernandoS27
5c676dc884 Implemented LEA and PSET 2018-09-11 12:50:52 -04:00
FernandoS27
3f0922715a Implemented encodings for LEA and PSET 2018-09-11 12:50:25 -04:00
FernandoS27
2b48cfd44b Replace old FragmentHeader for the new Header 2018-09-11 12:48:19 -04:00
FernandoS27
e926757c8f Implemented (Partialy) Shader Header 2018-09-11 12:34:27 -04:00
bunnei
1470b85af9
Merge pull request #1291 from lioncash/default
hle/service: Default constructors and destructors in the cpp file where applicable
2018-09-11 11:42:05 -04:00
bunnei
2f0ff4d25b
Merge pull request #1292 from ogniK5377/renderdoc-fix
Fixed renderdoc input/output textures not working due to multiple render targets
2018-09-11 11:38:13 -04:00
Lioncash
46ba1bc40f externals: Place font data within cpp files
This places the font data within cpp files, which mitigates the
possibility of the font data being duplicated within the binary if it's
referred to in more than one translation unit in the future. It also
stores the data within a std::array, which is more flexible when it
comes to operating with the standard library.

Furthermore, it makes the data arrays const. This is what we want, as it
allows the compiler to store the data within the read-only segment. As
it is, having several large sections of mutable data like this just
leaves spots in memory that we can accidentally write to (via accidental
overruns, what have you) and actually have it work. This ensures the
font data remains the same no matter what.
2018-09-11 04:25:33 -04:00
Lioncash
6ac955a0b4 hle/service: Default constructors and destructors in the cpp file where applicable
When a destructor isn't defaulted into a cpp file, it can cause the use
of forward declarations to seemingly fail to compile for non-obvious
reasons. It also allows inlining of the construction/destruction logic
all over the place where a constructor or destructor is invoked, which
can lead to code bloat. This isn't so much a worry here, given the
services won't be created and destroyed frequently.

The cause of the above mentioned non-obvious errors can be demonstrated
as follows:

------- Demonstrative example, if you know how the described error happens, skip forwards -------

Assume we have the following in the header, which we'll call "thing.h":

\#include <memory>

// Forward declaration. For example purposes, assume the definition
// of Object is in some header named "object.h"
class Object;

class Thing {
public:
    // assume no constructors or destructors are specified here,
    // or the constructors/destructors are defined as:
    //
    // Thing() = default;
    // ~Thing() = default;
    //

    // ... Some interface member functions would be defined here

private:
    std::shared_ptr<Object> obj;
};

If this header is included in a cpp file, (which we'll call "main.cpp"),
this will result in a compilation error, because even though no
destructor is specified, the destructor will still need to be generated by
the compiler because std::shared_ptr's destructor is *not* trivial (in
other words, it does something other than nothing), as std::shared_ptr's
destructor needs to do two things:

1. Decrement the shared reference count of the object being pointed to,
   and if the reference count decrements to zero,

2. Free the Object instance's memory (aka deallocate the memory it's
   pointing to).

And so the compiler generates the code for the destructor doing this inside main.cpp.

Now, keep in mind, the Object forward declaration is not a complete type. All it
does is tell the compiler "a type named Object exists" and allows us to
use the name in certain situations to avoid a header dependency. So the
compiler needs to generate destruction code for Object, but the compiler
doesn't know *how* to destruct it. A forward declaration doesn't tell
the compiler anything about Object's constructor or destructor. So, the
compiler will issue an error in this case because it's undefined
behavior to try and deallocate (or construct) an incomplete type and
std::shared_ptr and std::unique_ptr make sure this isn't the case
internally.

Now, if we had defaulted the destructor in "thing.cpp", where we also
include "object.h", this would never be an issue, as the destructor
would only have its code generated in one place, and it would be in a
place where the full class definition of Object would be visible to the
compiler.

---------------------- End example ----------------------------

Given these service classes are more than certainly going to change in
the future, this defaults the constructors and destructors into the
relevant cpp files to make the construction and destruction of all of
the services consistent and unlikely to run into cases where forward
declarations are indirectly causing compilation errors. It also has the
plus of avoiding the need to rebuild several services if destruction
logic changes, since it would only be necessary to recompile the single
cpp file.
2018-09-10 23:55:31 -04:00
David Marcec
4c3bd33be2 Fixed renderdoc input/output textures not working due to render targets 2018-09-11 13:31:20 +10:00
Tobias
3bac3051fc Use open-source shared fonts if no dumped file is available (#1269)
* Add open-source shared fonts

* Address review comments
2018-09-10 21:31:01 -04:00
Tobias
804115b2a4 Port #4141 from citra: Joystick hotplug support (#1275)
* Joystick hotplug support (#4141)

* use SDL_PollEvent instead of SDL_JoystickUpdate

Register hot plugged controller by GUID if they were configured in a previous session

* Move SDL_PollEvent into its own thread

* Don't store SDLJoystick pointer in Input Device; Get pointer on each GetStatus call

* Fix that joystick_list gets cleared after SDL_Quit

* Add VirtualJoystick for InputDevices thats never nullptr

* fixup! Add VirtualJoystick for InputDevices thats never nullptr

* fixup! fixup! Add VirtualJoystick for InputDevices thats never nullptr

* Remove SDL_GameController, make SDL_Joystick* unique_ptr

* fixup! Remove SDL_GameController, make SDL_Joystick* unique_ptr

* Adressed feedback; fixed handling of same guid reconnects

* fixup! Adressed feedback; fixed handling of same guid reconnects

* merge the two joystick_lists into one

* make SDLJoystick a member of VirtualJoystick

* fixup! make SDLJoystick a member of VirtualJoystick

* fixup! make SDLJoystick a member of VirtualJoystick

* fixup! fixup! make SDLJoystick a member of VirtualJoystick

* SDLJoystick: Addressed review comments

* Address one missed review comment
2018-09-10 21:29:59 -04:00
bunnei
d6e8e16a66
Merge pull request #1286 from bunnei/multi-clear
gl_rasterizer: Implement clear for non-zero render targets.
2018-09-10 20:30:14 -04:00
bunnei
12445b476d
Merge pull request #1285 from bunnei/depth-fix
gl_rasterizer_cache: Only use depth for applicable texture formats.
2018-09-10 20:28:40 -04:00
bunnei
d884e805c5
Merge pull request #1284 from bunnei/bgra8_srgb
gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.
2018-09-10 20:28:00 -04:00
James Rowe
4bea6657ef
Merge pull request #1288 from MysticExile/remove-multicore
Remove the multi-core option from the UI
2018-09-10 16:30:45 -06:00
Markus Wick
c1b8cd9058 video_core: Refactor command_processor.
Inline the WriteReg helper as it is called ~20k times per frame.
2018-09-10 22:06:16 +02:00
Markus Wick
0cfb0bacb2 video_core: Move command buffer loop.
This moves the hot loop into video_core. This refactoring shall reduce the CPU overhead of calling ProcessCommandList.
2018-09-10 22:06:13 +02:00
MysticExile
d2f788762a
Remove multicore configure_general.ui 2018-09-10 22:04:21 +02:00
MysticExile
17f8059fea
remove multicore in configure_general.cpp 2018-09-10 22:03:23 +02:00
Markus Wick
c560043581 rasterizer: Drop unused handler.
This virtual function is called in a very hot spot, and it does nothing.

If this kind of feature is required, please be more specific and add callbacks
in the switch statement within Maxwell3D::WriteReg. There is no point in having
another switch statement within the rasterizer.
2018-09-10 22:03:10 +02:00
bunnei
4c0b1cc1ae gl_rasterizer_cache: Only use depth for applicable texture formats.
- Fixes an issue with Octopath Traveler leaving stale data here.
2018-09-10 00:50:38 -04:00
bunnei
035e6bd407 gl_rasterizer: Implement clear for non-zero render targets.
- Several misc. changes to ConfigureFramebuffers in support of this.
2018-09-10 00:41:20 -04:00
bunnei
1c34498368 gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.
- Used by Octopath Traveler (with multiple render targets).
2018-09-10 00:37:52 -04:00
bunnei
49b15af054 gl_rasterizer: Implement multiple color attachments. 2018-09-09 22:48:28 -04:00
bunnei
f9e468d891
Merge pull request #1258 from tgsm/fix-sdl-logging
yuzu-cmd: fix SDL logging
2018-09-09 22:34:23 -04:00
bunnei
7ddd5b765d
Merge pull request #1282 from lioncash/compat
yuzu: Move compatibility list specifics to their own source files
2018-09-09 22:32:53 -04:00
bunnei
50c191439d
Merge pull request #1276 from FearlessTobi/fix-stupid-stub
hid: Implement ReloadInputDevices
2018-09-09 22:31:04 -04:00
bunnei
3b8a0bc146
Merge pull request #1283 from lioncash/unused
service: Remove unused g_kernel_named_ports variable
2018-09-09 22:30:39 -04:00
Lioncash
136040ee15 service: Remove unused g_kernel_named_ports variable
With the named port functionality all migrated over to the kernel,
there's no need to keep this around anymore.
2018-09-09 22:10:54 -04:00
bunnei
e58855c7a4
Merge pull request #1268 from FernandoS27/tmml
shader_decompiler: Implemented TMML
2018-09-09 21:39:39 -04:00
FernandoS27
00131e752d Implemented TMML 2018-09-09 20:46:31 -04:00
bunnei
223ddb2008
Merge pull request #1272 from Subv/dma_2d
GPU/DMA: Partially implemented the 'enable_2d' bit in the DMA engine.
2018-09-09 19:53:17 -04:00
bunnei
fcf81147e7
Merge pull request #1280 from zero334/improvements
video_core: fixed arithmetic overflow warnings & improved code style
2018-09-09 19:51:46 -04:00
Lioncash
73a2d71f44 game_list: Make CompatibilityList parameter of NavigateToGamedbEntryRequested() a const reference
The compatibility list isn't modified within any of the slots connected
to this signal, so we can make it const to enforce immutability.
2018-09-09 19:46:07 -04:00
Lioncash
bd8065295c yuzu: Move compatibility list specifics to their own source files
Lets us keep the generic portions of the compatibility list code
together, and allows us to introduce a type alias that makes it so we
don't need to type out a very long type declaration anymore, making the
immediate readability of some code better.
2018-09-09 19:45:25 -04:00
FernandoS27
073a21ac0b Implemented TXQ dimension query type, used by SMO. 2018-09-09 11:59:01 -04:00
Patrick Elsässer
64e45b04e0 video_core: fixed arithmetic overflow warnings & improved code style
- Fixed all warnings, for renderer_opengl items, which were indicating a
possible incorrect behavior from integral promotion rules and types
larger than those in which arithmetic is typically performed.
- Added const for variables where possible and meaningful.
- Added constexpr where possible.
2018-09-09 17:51:43 +02:00
MerryMage
55af5bda55 cubeb_sink: Downsample arbitrary number of channels 2018-09-09 09:51:46 +01:00
tech4me
3dcedb36b4 Port Citra #4047 & #4052: add change background color support 2018-09-08 17:00:21 -07:00
fearlessTobi
500e81429a hid: Implement ReloadInputDevices 2018-09-09 00:57:41 +02:00
FernandoS27
82a313a14c Change name of TEXQ to TXQ, in order to match NVIDIA's naming 2018-09-08 18:08:57 -04:00
Subv
fdb199290b GPU/DMA: Partially implemented the 'enable_2d' bit in the DMA engine.
When not set, this tells the GPU to only use the X size when performing a DMA copy.
This is only implemented for linear->linear and tiled->tiled copies. Conversion copies still retain the assert.

This bit is unset by some games for various purposes, and by nouveau when copying the vertex buffers.
2018-09-08 16:02:16 -05:00
bunnei
af074ee422
Merge pull request #1256 from bunnei/tex-target-support
Initial support for non-2D textures
2018-09-08 16:14:46 -04:00
bunnei
deff28d3c0
Merge pull request #1265 from zhaowenlan1779/patch-1
yuzu: fix title bar display
2018-09-08 16:03:25 -04:00
MerryMage
1aa195a9c0 cubeb_sink: Perform audio stretching 2018-09-08 18:56:38 +01:00
MerryMage
e51bd49f87 audio_core: Add audio stretcher 2018-09-08 18:56:38 +01:00
MerryMage
7e697ab7ff cubeb_sink: Hold last available value instead of writing zeros
This reduces clicking in output audio should we underrun.
2018-09-08 18:56:38 +01:00
MerryMage
6d9dd1dc6d cubeb_sink: Use RingBuffer 2018-09-08 18:56:38 +01:00
MerryMage
112351d557 common: Implement a ring buffer 2018-09-08 18:56:38 +01:00
fearlessTobi
a6efff8b02 Add audio stretching support 2018-09-08 18:26:23 +01:00
MerryMage
a76f0d5d06 audio_renderer: Rename AudioOut instance to audio_out 2018-09-08 16:50:12 +01:00
Pengfei Zhu
4048b54ef7
yuzu: fix title bar display
Previously the version number got hidden after starting a game.
2018-09-08 19:10:50 +08:00
bunnei
9cd79c25ed
Merge pull request #1246 from degasus/instanced_rendering
gl_rasterizer: Use baseInstance instead of moving the buffer points.
2018-09-08 04:49:24 -04:00
bunnei
2515d2433b
Merge pull request #1259 from lioncash/relocate
yuzu: Move GameListWorker to its own source files
2018-09-08 04:10:11 -04:00
bunnei
8b08cb925b gl_rasterizer: Use baseInstance instead of moving the buffer points.
This hopefully helps our cache not to redundant upload the vertex buffer.

# Conflicts:
#	src/video_core/renderer_opengl/gl_rasterizer.cpp
2018-09-08 04:05:56 -04:00
tgsm
975226e7ff yuzu-cmd: fix SDL logging 2018-09-08 03:12:47 -04:00
Patrick Elsässer
a8974f0556 video_core: Arithmetic overflow warning fix for gl_rasterizer (#1262)
* video_core: Arithmetic overflow fix for gl_rasterizer

- Fixed warnings, which were indicating incorrect behavior from integral
promotion rules and types larger than those in which arithmetic is
typically performed.

- Added const for variables where possible and meaningful.

* Changed the casts from C to C++ style

Changed the C-style casts to C++ casts as proposed.
Took also care about signed / unsigned behaviour.
2018-09-08 02:59:59 -04:00
bunnei
23ae7cf9db gl_rasterizer_cache: Improve accuracy of RecreateSurface for non-2D textures. 2018-09-08 02:53:39 -04:00
bunnei
fdd5c97a14 maxwell_3d: Remove assert that no longer applies. 2018-09-08 02:53:39 -04:00
bunnei
f165a85398 gl_rasterizer_cache: Partially implement several non-2D texture types. 2018-09-08 02:53:38 -04:00
bunnei
0731383124 gl_shader_decompiler: Partially implement several non-2D texture types (Subv). 2018-09-08 02:53:38 -04:00
bunnei
05f6f59ffb gl_rasterizer: Implement texture wrap mode p. 2018-09-08 02:53:38 -04:00
bunnei
ce8291f6c5 gl_rasterizer_cache: Track texture depth. 2018-09-08 02:53:38 -04:00
bunnei
9dccf7e1fa gl_rasterizer_cache: Remove impl. of FlushGLBuffer.
- Will not work for non-2d textures, and was not used anyways.
2018-09-08 02:53:37 -04:00
bunnei
030676b95d gl_rasterizer_cache: Keep track of texture type per surface. 2018-09-08 02:53:37 -04:00
bunnei
a439f7b6e1 gl_rasterizer_cache: Remove unused DownloadGLTexture. 2018-09-08 02:53:37 -04:00
bunnei
b56e5edafc gl_state: Keep track of texture target. 2018-09-08 02:53:37 -04:00
bunnei
460ebc8187
Merge pull request #1257 from lioncash/process
core: Migrate current_process pointer to the kernel
2018-09-07 22:34:05 -04:00
Lioncash
564b7fdc9c yuzu: Move GameListWorker to its own source files
This has gotten sufficiently large enough to warrant moving it to its
own source files. Especially given it dumps the file_sys headers around
code that doesn't use it for the most part.

This'll also make it easier to introduce a type alias for the
compatibility list, so a large unordered_map type declaration doesn't
need to be specified all the time (we don't want to propagate the
game_list_p.h include via the main game_list.h header).
2018-09-07 16:25:28 -04:00
CaptV0rt3x
9382414b20 For SDL Frontend 2018-09-07 11:57:05 +05:30
CaptV0rt3x
e3af341d5b Better Title Bar Display 2018-09-07 11:54:51 +05:30
Lioncash
3f17fe7133 core: Migrate current_process pointer to the kernel
Given we now have the kernel as a class, it doesn't make sense to keep
the current process pointer within the System class, as processes are
related to the kernel.

This also gets rid of a subtle case where memory wouldn't be freed on
core shutdown, as the current_process pointer would never be reset,
causing the pointed to contents to continue to live.
2018-09-06 20:52:58 -04:00
bunnei
a164b413fa
Merge pull request #1250 from lioncash/file-sys
file_sys/{nca_patch, patch_manager}: Amend unnecessary/missing includes.
2018-09-06 19:20:09 -04:00
bunnei
9273c02427
Merge pull request #1249 from FearlessTobi/disable-vsync
frontend: Set swap interval to 0
2018-09-06 19:20:01 -04:00
bunnei
b89dda2b98
Merge pull request #1251 from lioncash/core-inc
core/core: Remove unnecessary sm/controller include
2018-09-06 19:19:51 -04:00
bunnei
9947c6ad59
Merge pull request #1252 from lioncash/header
video_core/CMakeLists: Add missing gl_buffer_cache.h
2018-09-06 19:19:43 -04:00
bunnei
9b50dca2bb
Merge pull request #1253 from lioncash/explicit
video_core/gl_buffer_cache: Minor tidying changes
2018-09-06 19:19:35 -04:00
bunnei
009a2cc9cc
Merge pull request #1255 from bunnei/minor-opt
gl_rasterizer: Call state.Apply only once on SetupShaders.
2018-09-06 19:19:16 -04:00
bunnei
820f646458 gl_rasterizer: Call state.Apply only once on SetupShaders. 2018-09-06 17:41:53 -04:00
bunnei
948f6c0738 gl_shader_decompiler: Implement saturate mode for IPA. 2018-09-06 17:40:03 -04:00
Lioncash
ddcdbce067 gl_buffer_cache: Default initialize member variables
Ensures that the cache always has a deterministic initial state.
2018-09-06 15:07:15 -04:00
Lioncash
8d685a29bc gl_buffer_cache: Make GetHandle() a const member function
GetHandle() internally calls GetHandle() on the stream_buffer instance,
which is a const member function, so this can be made const as well.
2018-09-06 15:07:15 -04:00
Lioncash
14230fe2af gl_buffer_cache: Remove unnecessary includes 2018-09-06 15:05:52 -04:00
Lioncash
68296d9474 gl_buffer_cache: Make constructor explicit
Implicit conversions during construction isn't desirable here.
2018-09-06 14:54:49 -04:00
Lioncash
8f4e09ba07 video_core/CMakeLists: Add missing gl_buffer_cache.h
Without this, the header file won't show up by default within IDEs such
as Visual Studio.
2018-09-06 14:49:51 -04:00
Lioncash
56ab608044 core/core: Remove unnecessary sm/controller include
The only reason this include was necessary, was because the constructor
wasn't defaulted in the cpp file and the compiler would inline it
wherever it was used. However, given Controller is forward declared, all
those inlined constructors would see an incomplete type, causing a
compilation failure. So, we just place the constructor in the cpp file,
where it can see the complete type definition, allowing us to remove
this include.
2018-09-06 14:38:39 -04:00
Lioncash
54724fe918 file_sys/nca_patch: Amend constructor initializer list order
Orders the elements in the initializer list in the order they're
specified in the class. This prevents compiler warnings about
initialization order.
2018-09-06 14:00:11 -04:00
Lioncash
b155b3ef81 file_sys/nca_patch: Remove unnecessary includes
romfs.h doesn't need to be included in the header, the only real
dependency here is common's swap.h that needs to be included.
2018-09-06 13:58:53 -04:00
Lioncash
a859a35ec8 file_sys/patch_manager: Add missing includes
These includes were previously being satisfied indirectly.
2018-09-06 13:53:23 -04:00
fearlessTobi
742f895f8b frontend: Set swap interval to 0 2018-09-06 18:57:51 +02:00
Markus Wick
a781042700 gl_shader_gen: Initialize position.
IMO the old code is fine, but nvidia raises shader compiler warnings.
Trivial fix through...
2018-09-06 13:37:50 +02:00
bunnei
77554ac773
Merge pull request #1243 from degasus/VAO_cache
gl_rasterizer: Implement a VAO cache.
2018-09-05 22:50:52 -04:00
bunnei
6f09c5b128
Merge pull request #1244 from FernandoS27/ipa
shader_decompiler: Implemented IPA Properly (Stage 1)
2018-09-05 21:20:40 -04:00
FernandoS27
e63b229f4a Implemented IPA Properly 2018-09-05 20:15:47 -04:00
bunnei
94f193af65
Merge pull request #1242 from lioncash/file-sys
file_sys/submission_package: Replace includes with forward declarations where applicable
2018-09-05 18:53:32 -04:00
bunnei
a6ae765410
Merge pull request #1179 from DarkLordZach/bktr
file_sys: Add support for BKTR format (Game Updates)
2018-09-05 18:06:11 -04:00
Markus Wick
7f15306f78 gl_rasterizer: Skip TODO log.
This is called ~3k times per frame in SMO ingame.
My laptop spends ~3ms per frame on allocating and freeing this string.

Let's just stop printing this kind of redundant information.
2018-09-05 20:20:20 +02:00
Lioncash
6bd6beee20 file_sys/submission_package: Correct constructor initialization list order
Orders the elements in the sequence to match the order in which they'll
actually be initialized in.
2018-09-05 13:44:42 -04:00
Markus Wick
d3ad9469a1 gl_rasterizer: Implement a VAO cache.
This patch caches VAO objects instead of re-emiting all pointers per draw call.
Configuring this pointers is known as a fast task, but it yields too many GL
calls. So for better performance, just bind the VAO instead of 16 pointers.
2018-09-05 18:46:35 +02:00
Lioncash
c0b7ed8b58 file_sys/submission_package: Replace includes with forward declarations where applicable 2018-09-05 12:08:04 -04:00
Markus Wick
50a806ea67 renderer_opengl: Implement a buffer cache.
The idea of this cache is to avoid redundant uploads. So we are going
to cache the uploaded buffers within the stream_buffer and just reuse
the old pointers.
The next step is to implement a VBO cache on GPU memory, but for now,
I want to check the overhead of the cache management. Fetching the
buffer over PCI-E should be quite fast.
2018-09-05 08:03:50 +02:00
bunnei
a1ef02c3e6
Merge pull request #1240 from degasus/optimizations
gl_shader_cache: Use an u32 for the binding point cache.
2018-09-04 18:20:14 -04:00
Zach Hilman
c913136eb2 bktr: Fix bucket overlap error 2018-09-04 17:01:54 -04:00
Zach Hilman
7d5d781b20 drd: Parse title ID from program metadata 2018-09-04 16:25:30 -04:00
Zach Hilman
23a16c1720 patch_manager: Centralize Control-type NCA parsing 2018-09-04 16:25:10 -04:00
Zach Hilman
92e26df00f nsp: Fix error masking issue with XCI files
Now display correct error instead of catch-all MissingProgramNCA
2018-09-04 16:24:24 -04:00
Zach Hilman
c91b60a421 game_list: Fix version display on non-NAND titles 2018-09-04 16:24:02 -04:00
Zach Hilman
cbd517d8cc bktr: Add logging on successful patch 2018-09-04 16:24:02 -04:00
Zach Hilman
2814ca3624 game_list: Use friendly game versions
Mainly, from control.nacp metadata instead of cnmt metadata
2018-09-04 16:24:02 -04:00
Zach Hilman
a6e75cd45b bktr: Implement IVFC offset shifting
Fixes base game read errors
2018-09-04 16:24:02 -04:00
Zach Hilman
9664ce255d bktr: Fix missing includes and optimize style 2018-09-04 16:24:02 -04:00
Zach Hilman
f92b3512e0 main: Make game updates installable 2018-09-04 16:24:02 -04:00
Zach Hilman
8e150c46b9 game_list: Display patch names and versions on list 2018-09-04 16:24:02 -04:00
Zach Hilman
f5e03b9173 loader: Add BKTR-specific error messages and codes 2018-09-04 16:23:44 -04:00
Zach Hilman
08fcb4694f loader: Ignore patches on NRO and DRD 2018-09-04 16:23:15 -04:00
Zach Hilman
97bf83bc56 patch_manager: Add usages of patches to ExeFS 2018-09-04 16:23:15 -04:00
Zach Hilman
8e900a301a file_sys: Add class to manage game patches
Right now only includes Updates, but should eventually contain all of the other patches we need.
2018-09-04 16:22:25 -04:00
Zach Hilman
54e7ddb93a file_sys: Add BKTR patching mechanism 2018-09-04 16:22:25 -04:00
Zach Hilman
1efe5a76b1 content_archive: Add BKTR header parsing to NCA 2018-09-04 16:22:25 -04:00
Zach Hilman
9951f6d054 registration: Add RegisteredCacheUnion
Aggregates multiple caches into one interface
2018-09-04 16:21:40 -04:00
Zach Hilman
d2caf4af7d game_list: Use RegisteredCacheUnion for installed
Reduces code
2018-09-04 16:21:40 -04:00
Zach Hilman
99fbcb3bf2 aes_util: Fix error involving reads of less than 0x10
Issues with block size are fixed by making all reads minimum length of 0x10
2018-09-04 16:21:40 -04:00
Markus Wick
99a71580c4 gl_shader_cache: Use an u32 for the binding point cache.
The std::string generation with its malloc and free requirement
was a noticeable overhead. Also switch to an ordered_map to
avoid the std::hash call. As those maps usually have a size of
two elements, the lookup time shall not matter.
2018-09-04 21:04:41 +02:00
Zach Hilman
87be4bc283 main: Only show DRD deprecation warning once 2018-09-04 14:44:48 -04:00
Zach Hilman
e973cceadd control_metadata: Use alternate language names if AmericanEnglish isn't available 2018-09-04 14:30:03 -04:00
Zach Hilman
23d2c50479 card_image: Add program title ID getter 2018-09-04 14:29:19 -04:00
Zach Hilman
1280061725 qt: Add deprecation warnings for DRD format 2018-09-04 14:29:19 -04:00
Zach Hilman
8974771334 registration: Fix NSP installation errors 2018-09-04 14:29:19 -04:00
Zach Hilman
e4e55d064e nsp: Comply with style and performance guidelines 2018-09-04 14:29:19 -04:00
Zach Hilman
58473309a0 qt: Add UI support for NSP files 2018-09-04 14:28:41 -04:00
Zach Hilman
f7eaea424d registration: Add support for installing NSP files 2018-09-04 14:28:41 -04:00
Zach Hilman
d7518cf6e0 loader: Add AppLoader for NSP files 2018-09-04 14:27:33 -04:00
Zach Hilman
5c8aff984e card_image: Parse XCI secure partition with NSP
Eliminated duplicate code and adds support for Rev1+ carts
2018-09-04 14:27:33 -04:00
Zach Hilman
93703431e2 file_sys: Add Nintendo Submission Package (NSP) 2018-09-04 14:25:54 -04:00
Zach Hilman
a040929c90 drd: Load title ID from program metadata
Previously only loaded from control metadata
2018-09-04 14:25:54 -04:00
Zach Hilman
b555311438 loader: Add NSP file type and NSP-specific errors 2018-09-04 14:25:54 -04:00
Zach Hilman
d770c60205 key_manager: Avoid autogeneration if key exists 2018-09-04 14:25:54 -04:00
bunnei
dda4b5e89e
Merge pull request #1238 from lioncash/explicit
common/logging: Minor changes
2018-09-04 12:18:00 -04:00
bunnei
9a07e9f805
Merge pull request #1237 from degasus/optimizations
Optimizations
2018-09-04 12:16:06 -04:00
bunnei
ed37b68fb5
Merge pull request #1223 from DarkLordZach/custom-nand-sd-dirs
file_sys: Allow for custom NAND/SD directories
2018-09-04 11:54:22 -04:00
bunnei
26e96d16d0
Merge pull request #1232 from lioncash/copy
gl_shader_decompiler: Use used_shaders member variable directly within GenerateDeclarations()
2018-09-04 11:52:25 -04:00
bunnei
8ec1e16867
Merge pull request #1235 from lioncash/forward-decl
file_sys: Replace includes with forward declarations where applicable
2018-09-04 11:51:54 -04:00
bunnei
5a29b358aa
Merge pull request #1236 from degasus/microprofile
Update microprofile scopes.
2018-09-04 11:50:58 -04:00
bunnei
c156ee8eb8
Merge pull request #1230 from lioncash/ssl
ssl: Move SSL class to cpp file
2018-09-04 11:49:22 -04:00
Lioncash
6ef84f1c4c common/logging: Amend documentation comments
Multi-line doc comments still need the '<' after the ///, otherwise it's
treated as a regular comment and makes the original doc comment broken
in viewers, IDEs, etc. While we're at it, also fix some typos in the
comments.
2018-09-04 10:49:08 -04:00
Lioncash
2949d9552c common/logging/filter: Replace C-style case with C++ static_cast 2018-09-04 10:44:36 -04:00
Lioncash
978f3a3282 common/logging/filter: Make constructor explicit
Implicit conversions aren't desirable here.
2018-09-04 10:43:31 -04:00
Markus Wick
dce624e3f1 core: Use a raw pointer in GetGPUDebugContext.
This helper is called very often. The memory ownership shall not be transfered, so just return the raw pointer.
2018-09-04 14:10:05 +02:00
Markus Wick
2081ed7db2 command_processor: Use std::array for bound_engines.
subchannel is a 3 bit field. So there must not be more than 8 bound engines.
And using a hashmap for up to 8 values is a bit overpowered.
2018-09-04 14:10:05 +02:00