* yuzu: Use displayed port on direct connect
* Color player counts in the multiplayer public lobby list
- Full lobbies have their player count displayed in red.
- Lobbies with one slot left have their player count displayed in orange.
- Empty lobbies have their player count grayed out.
* Add hotkeys for multiplayer actions
Default shortcuts were chosen as to be intuitive (use the first letter
of the action, or the second word's first letter) and work on all
types of keyboards. The hotkeys can be used while playing a game too,
as they are application-wide.
* Persist filters in multiplayer public lobby list
After connecting to a room, the chosen filter text, "Games I Own",
"Hide Empty Rooms" and "Hide Full Rooms" values are persisted
to configuration so they are preserved across restarts.
This makes it easier to rejoin a room if you regularly play the same
game, or after a crash.
* citra_qt/lobby: Fix multiplayer player count color in dark theme
Co-Authored-By: Kevnkkm <56404895+kevnkkm@users.noreply.github.com>
* Address review comments
---------
Co-authored-by: Narr the Reg <juangerman-13@hotmail.com>
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: Kevnkkm <56404895+kevnkkm@users.noreply.github.com>
* dist: Remove duplicated Finnish translation
For some reason, we had Finnish listed twice on Transifex, causing it be shown twice in Citra.
It has already been deleted again from Transifex, now we only need to remove it from the repo as well.
* citra_qt/configure_ui: Show country of language in the combobox
This prevents an issue where we had seperate versions of the same language for different regions and they were not distinguishable (e.g. "Chinese (China)" and "Chinese (Taiwan)").
* Add random delay to app main thread
* Suggestions
* Remove randomness, only delay with lle
* Apply suggestions
* Fix clang format
* Fix compilation (again)
* Remove unused include
* core_timing: Apply random base ticks value on startup.
* core: Maintain consistent base system ticks in TAS movies.
* frontend: Add setting to configure a fixed base system ticks value.
* code: Prepare frontend for vulkan support
* citra_qt: Add vulkan options to the GUI
* vk_instance: Collect tooling info
* renderer_vulkan: Add vulkan backend
* qt: Fix fullscreen and resize issues on macOS. (#47)
* qt: Fix bugged macOS full screen transition.
* renderer/vulkan: Fix swapchain recreation destroying in-use semaphore.
* renderer/vulkan: Make gl_Position invariant. (#48)
This fixes an issue with black artifacts in Pokemon games on Apple GPUs.
If the vertex calculations differ slightly between render passes, it can
cause parts of model faces to fail depth test.
* vk_renderpass_cache: Bump pixel format count
* android: Custom driver code
* vk_instance: Set moltenvk configuration
* rasterizer_cache: Proper surface unregister
* citra_qt: Fix invalid characters
* vk_rasterizer: Correct special unbind
* android: Allow async presentation toggle
* vk_graphics_pipeline: Fix async shader compilation
* We were actually waiting for the pipelines regardless of the setting, oops
* vk_rasterizer: More robust attribute loading
* android: Move PollEvents to OpenGL window
* Vulkan does not need this and it causes problems
* vk_instance: Enable robust buffer access
* Improves stability on mali devices
* vk_renderpass_cache: Bring back renderpass flushing
* externals: Update vulkan-headers
* gl_rasterizer: Separable shaders for everyone
* vk_blit_helper: Corect depth to color convertion
* renderer_vulkan: Implement reinterpretation with copy
* Allows reinterpreteration with simply copy on AMD
* vk_graphics_pipeline: Only fast compile if no shaders are pending
* With this shaders weren't being compiled in parallel
* vk_swapchain: Ensure vsync doesn't lock framerate
* vk_present_window: Match guest swapchain size to vulkan image count
* Less latency and fixes crashes that were caused by images being deleted before free
* vk_instance: Blacklist VK_EXT_pipeline_creation_cache_control with nvidia gpus
* Resolves crashes when async shader compilation is enabled
* vk_rasterizer: Bump async threshold to 6
* Many games have fullscreen quads with 6 vertices. Fixes pokemon textures missing with async shaders
* android: More robust surface recreation
* renderer_vulkan: Fix dynamic state being lost
* vk_pipeline_cache: Skip cache save when no pipeline cache exists
* This is the cache when loading a save state
* sdl: Fix surface initialization on macOS. (#49)
* sdl: Fix surface initialization on macOS.
* sdl: Fix render window events not being handled under Vulkan.
* renderer/vulkan: Fix binding/unbinding of shadow rendering buffer.
* vk_stream_buffer: Respect non coherent access alignment
* Required by nvidia GPUs on MacOS
* renderer/vulkan: Support VK_EXT_fragment_shader_interlock for shadow rendering. (#51)
* renderer_vulkan: Port some recent shader fixes
* vk_pipeline_cache: Improve shadow detection
* vk_swapchain: Add missing check
* renderer_vulkan: Fix hybrid screen
* Revert "gl_rasterizer: Separable shaders for everyone"
Causes crashes on mali GPUs, will need separate PR
This reverts commit d22d556d30ff641b62dfece85738c96b7fbf7061.
* renderer_vulkan: Fix flipped screenshot
---------
Co-authored-by: Steveice10 <1269164+Steveice10@users.noreply.github.com>
* renderer_gl: Make rasterizer normal class member
* It doesn't need to be heap allocated anymore
* gl_rasterizer: Remove default_texture
* It's unused
* gl_rasterizer: General cleanup
* gl_rasterizer: Lower case lambdas
* Match style with review comments from vulkan backend
* rasterizer_cache: Prevent memory leak
* Since the switch from shared_ptr these surfaces were no longer being destroyed properly. Use our garbage collector for that purpose to destroy it safely for both backends
* rasterizer_cache: Make temp copy of old surface
* The custom surface would override the memory region of the old region resulting in garbage data, this ensures the custom surface is constructed correctly
* citra_qt: Manually create dialog tabs
* Allows for custom constructors which is very useful. While at it, global state is now eliminated from configuration
* citra_qt: Eliminate global system usage
* core: Remove global system usage in memory and HIO
* citra_qt: Use qOverload
* tests: Run clang format
* gl_texture_runtime: Fix surface scaling
* service/apt: Add and implement more service commands.
* service/apt: Implement power button.
* Address review comments and fix GetApplicationRunningMode bug.
* update graphics api button indicator
This tiny pull request
* update the graphics button indicator when launching or closing a game (graphics button doesn't update with per game configuration)
* Disable graphics button indicator click while in game
* fix crash
* It fixed crash when opening configure dialog in game if the graphics api for the game is different of the global graphics api
* citra_qt: Remove global state usage in GMainWindow
* citra_qt: Add warning when loadings saves for the first time
* citra_qt: Focus window when launching game from cmdline
* citra_qt: Cleanup nullptr checks
* citra_qt: Move setting to UISettings
* renderer_opengl: Remove header
* Enable web services in android
* Fix web services build on android
* clang-format
* Remove unnecessary line
* Set telemetry to be disabled by default on all platforms
* rasterizer_cache: Switch to template
* Eliminates all opengl references in the rasterizer cache headers
thus completing the backend abstraction
* rasterizer_cache: Switch to page table
* Surface storage isn't particularly interval sensitive so we can use a page table to make it faster
* rasterizer_cache: Move sampler management out of rasterizer cache
* rasterizer_cache: Remove shared_ptr usage
* Switches to yuzu's slot vector for improved memory locality.
* rasterizer_cache: Rework reinterpretation lookup
* citra_qt: Per game texture filter
* rasterizer_cache: Log additional settings
* gl_texture_runtime: Resolve shadow map comment
* rasterizer_cache: Don't use float for viewport
* gl_texture_runtime: Fix custom allocation recycling
* rasterizer_cache: Minor cleanups
* Cleanup texture cubes when all the faces have been unregistered from the cache
* custom_tex_manager: Allow multiple hash mappings per texture
* code: Move slot vector to common
* rasterizer_cache: Prevent texture cube crashes
* rasterizer_cache: Improve mipmap validation
* CanSubRect now works properly when validating multi-level surfaces, for example Dark Moon validates a 4 level surface from a 3 level one and it works
* gl_blit_handler: Unbind sampler on reinterpretation
* tests: add Sanity test for SplitFilename83
fix test
fix test
* disable `C4715:not all control paths return a value` for nihstro includes
nihstro: no warn
* Chore: Enable warnings as errors on msvc + fix warnings
fixes
some more warnings
clang-format
* more fixes
* Externals: Add target_compile_options `/W0` nihstro-headers and ...
Revert "disable `C4715:not all control paths return a value` for nihstro includes"
This reverts commit 606d79b55d3044b744fb835025b8eb0f4ea5b757.
* src\citra\config.cpp: ReadSetting: simplify type casting
* settings.cpp: Get*Name: remove superflous logs