Whereas previous efforts were focused on the user-facing side, this commit replaces Citra references which are present in the codebase itself. This should be the last time a change like this is ever necessary.
* vk_texture_runtime: Use boost-`static_vector` for image init-barriers
Uses `static_vector` rather than `std::array`+`u32` when passing input
parameters into the initialization barriers.
* vk_texture_runtime: Use boost-`static_vector` for framebuffer attachments
* vk_texture_runtime: Use boost-`static_vector` for surface uploads
* do not move constant variables
* applet_manager: avoid possible use after move
* use constant references where pointed out by msvc
* extra_hid: initialize response
* ValidateSaveState: passing slot separately is not necessary
* common: mark HashCombine as nodiscard
* cityhash: remove use of using namespace std
* Prefix all size_t with std::
done automatically by executing regex replace `([^:0-9a-zA-Z_])size_t([^0-9a-zA-Z_])` -> `$1std::size_t$2`
based on 7d8f115
* shared_memory.cpp: fix log error format
* fix compiling with pch off
* vk_platform: Add `SetObjectName`
Creates a name-info struct and automatically deduces the object handle type using vulkan-hpp's handle trait data.
Supports `string_view` and `fmt` arguments.
* vk_texture_runtime: Use `SetObjectName` for surface handles
Names both the image handle and the image-view.
* vk_stream_buffer: Add debug object names
Names the buffer and its device memory based on its size and type.
* vk_swapchain: Set swapchain handle debug names
Identifies the swapchain images themselves as well as the semaphores
* vk_present_window: Set handle debug names
* vk_resource_pool: Set debug handle names
* vk_blit_helper: Set debug handle names
* vk_platform: Use `VulkanHandleType` concept
Use a new `concept`-type rather than `enable_if`-patterns to restrict
this function to Vulkan handle-types only.
This fixes a compile-error with gcc I was getting from
`LOG_TRACE`(`error: ‘LOG_TRACE’ was not declared in this scope`) and
`u32`(`error: ‘u32’ was not declared in this scope`) being used without
their header-files being included.
Not sure how `romfs_reader.cpp` is even compiling when nothing in its
include-tree is refers to those macros.
For each draw, Citra will rebind all descriptor set slots and may redundantly re-bind descriptor-sets that were already bound. Instead it should only bind the descriptor-sets that have either changed or have had their buffer-offsets changed. This also allows entire calls to `vkCmdBindDescriptorSets` to be removed in the case that nothing has changed between draw calls.
* android: Android 14 support
* android: New home UI flow
Port of the yuzu-android home UI with a few Citra specific tweaks.
A few important things to note
- New and existing Citra users will be guided through the new setup flow
- Existing game directory location is discarded and will have to be reselected
- Protections around making sure the user has selected a user directory were reworked to fit this new UI. I removed async directory init and DirectoryStateReceivers and check during MainActivity's onResume callback.
- Removed Citra premium. The light/dark theme is now available for everyone.
* android: New blue app theme
* android: Extend UI into status/navigation bar area
* android: Remove yellow theme specific styles
* android: Disable status/navigation bar contrast enforcement
We handle it ourselves so there's no need to use a contrasty background on the system bars
* android: GPU Driver Manager
Includes a rewrite of FileUtil with some helper functions for the manager
* android: Rework NativeLibrary in Kotlin
Besides the rewrite this cleans up the alert dialogs that are used for system errors. Generally removes unused JNI code and makes things a little more consistent.
* android: Home menu support + downloader
* android: Enable minify and resource shrinking
* android: Remove premium page and expose texture filtering modes
* android: Update AGP to 8.1.2
* android: Don't display emulation in cutout area
We don't currently handle the notch properly in the emulation fragment so just don't render under it for now.
* android: native.cpp ClangFormat fixes
* core: SystemTitles: Include std::optional
Without it, the android build would fail
* vk: android: Properly override GetDriverLibrary
* vk_instance: Blacklist timeline semaphore ext on turnip
* vk_platform: Hardcode apiVersion to VK_API_VERSION_1_3
* android: native: Use const where applicable
* android: native: Array pointer access style fix
* android: Share relevant log
Shares the old log if it exists and you haven't booted a game yet and shares the current log if you have booted a game.
* android: Apply dark theme color for software keyboard text
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Co-authored-by: GPUCode <geoster3d@gmail.com>
Adds the current viewport and scissor to the dynamic pipeline state to
reduce redundant viewport/scissor assignments in the command buffer.
This greatly reduces the amount of API calls to `vkCmdSetViewport` and
`vkCmdSetScissor` by only emitting the API call when the state actually
changes.
* vk_stream_buf: Avoid protected memory heaps
* Add an "Exclude" argument when finding a memory-type that avoids
`VK_MEMORY_PROPERTY_PROTECTED_BIT` by default
* vk_stream_buf: Utilize dedicated allocations when preferred by driver
`VK_KHR_dedicated_allocation` is part of the core Vulkan 1.1
specification and should be utilized when `prefersDedicatedAllocation`
is set.
`DebugScope` was capturing a `string_view` in a lambda which is only
valid during the scope of this ctor. When the lambda gets invoked at a
later time, it will read undefined garbage. The lambda needs to make a
deep copy of this `string_view` into a `string` so that it is valid by
the time the scheduler invokes this lambda.
* video_core: Abstract shader generators.
* shader: Extract common generator structures and move generators to specific namespaces.
* shader: Minor fixes and clean-up.