Hardware testing indicated that FFFFFFFC is the correct mask for all audio formats (mono and stereo PCM8, mono and stereo PCM16, and ADPCM). This fixes broken audio in Luigi's Mansion: Dark Moon and a few other games.
Allows capturing screenshot at the current internal resolution (native for software renderer), but a setting is available to capture it in other resolutions. The screenshot is saved to a single PNG in the current layout.
While admirable as a means to ensure immutability, this has the
unfortunate downside of making the class non-movable. std::move cannot
actually perform a move operation if the provided operand has const data
members (std::move acts as an operation to "slide" resources out of an
object instance). Given Barrier contains move-only types such as
std::mutex, this can lead to confusing error messages if an object ever
contained a Barrier instance and said object was attempted to be moved.
This is also unused and superceded by standard functionality. The
standard library provides std::this_thread::sleep_for(), which provides
a much more flexible interface, as different time units can be used with
it.
This is an old function that's no longer necessary. C++11 introduced
proper threading support to the language and a thread ID can be
retrieved via std::this_thread::get_id() if it's ever needed.
Both member functions assume the passed in target process will not be
null. Instead of making this assumption implicit, we can change the
functions to be references and enforce this at the type-system level.
All usage of GetPointerFromVMA is to recover the pointer that is nulled by changing page type to RasterizerCachedMemory. Our rasterizer cache only works on linear heap and vram, so we can recover the pointer directly by address computation, instead of going through VMA table. Also removed a sanity check pointer!=nullptr in RasterizerMarkRegionCached(RasterizerCachedMemory=>Memory), as now the pointer is never null. The sanity check was added in f2a5a77 (#2797), which was originally necessary during VMA unmapping process, because the function is invloked by VMA after unmapping the page, which in turn invokes back to query the memory, forming a circular dependency. Now the dependency is resolved so the check is not necessary
When yuzu is compiled in release mode this function is unused, however,
when compiled in debug mode, it's used within a LOG_TRACE statement.
This prevents erroneous compilation warnings about an unused function
(that isn't actually totally unused).
They were missed, and Copy is very high in profile here. It doesn't block the GPU,
but it stalls the driver thread. So with our bad GL instructions, this might block quite a while.
Those implementations are quite costly, so there is no need to inline them to the caller.
Ressource deletion is often a performance bug, so in this way, we support to add breakpoints to them.
* renderer_opengl: Namespace OpenGL code
Namespaces all OpenGL code under the OpenGL namespace.
Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
* Also namespace TextureCubeConfig
* Add CheatEngine; Add support for Gateway cheats; Add Cheat UI
* fix a potential crash on some systems
* fix substr with negative length
* Add Joker to the NonOp comp handling
* Fixup JokerOp
* minor fixup in patchop; add todo for nested loops
* Add comment for PadState member variable in HID
* fix: stol to stoul in parsing cheat file
* fix misplaced parsing of values; fix patchop code
* add missing break
* Make read_func and write_func a template parameter
An old function from Dolphin. This is also unused, and pretty inflexible
when it comes to printing out different data types (for example, one
might not want to print out an array of u8s but a different type
instead. Given we use fmt, there's no need to keep this implementation
of the function around.
This is an unused hold-over from Dolphin that was primarily used to
parse values out of the .ini files. Given we already have libraries that
do this for us, we don't need to keep this around.
Since last commit SharedMemory only reset source memory set on dtor, service should always release the ref as soon as possible to make the reset happen
This is used by svcControlProcessMemory and maps memory as Locked/AliasCode pair.
Also fixed a bug where map didn't apply specified permissions to the alias memory
Storing signed type causes the following behaviour: extractValue can do overflow/negative left shift. Now it only relies on two implementation-defined behaviours (which are almost always defined as we want): unsigned->signed conversion and signed right shift
There is no external use of PhysicalToVirtualAddress any more, so it there is no need to have a generic function that handles all physical regions. Also, the previous APT change makes it possible that linear heap has some regions mapped to old and new VAddr regions at the same time, so we need to check both region and mark cached for the mapped one. RasterizerMarkRegionCached would skip the unmapped one in its loop
* Kernel: reimplement memory management on physical FCRAM
* Kernel/Process: Unmap does not care the source memory permission
What game usually does is after mapping the memory, they reprotect the source memory as no permission to avoid modification there
* Kernel/SharedMemory: zero initialize new-allocated memory
* Process/Thread: zero new TLS entry
* Kernel: fix a bug where code segments memory usage are accumulated twice
It is added to both misc and heap (done inside HeapAlloc), which results a doubled number reported by svcGetProcessInfo. While we are on it, we just merge the three number misc, heap and linear heap usage together, as there is no where they are distinguished.
Question: is TLS page also added to this number?
* Kernel/SharedMemory: add more object info on mapping error
* Process: lower log level; SharedMemory: store phys offset
* VMManager: add helper function to retrieve backing block list for a range
Processes can keep some Thread/Timer object alive while the manager is already destructed, resulting use-after-free in Thread::Stop and Timer::dtor. To resolve this, the manager objects should be destructed after all related object destructed.
Fixes a bug where quiting citra causes crash while the game is using a Timer.
Fix a warning where class definition and forward declaration mismatch. CodeSet is a kernel object and have ctor/dtor/private members like others, so in convention it should be a class
To obtain the data, the LLEd mii selector of system version 11.8.0 was used.
In AppletManager::GlanceParameter, the following code was added to write the returned buffer data to a file:
if (parameter.buffer.size() == 132) {
std::u16string name(10, '\0');
std::memcpy(name.data(), parameter.buffer.data() + 0x26, 10 * sizeof(u16));
name = std::u16string(name.data());
FileUtil::IOFile file{fmt::format("{}.mii", Common::UTF16ToUTF8(name)), "wb"};
file.WriteBytes(parameter.buffer.data(), parameter.buffer.size());
}
Then "xxd -i" was used on the file to convert it to a hex array.
* FileSys/DelayGenerator: add missing #include and virtual dtor
Added the needed include so that it won't cause error if another file includes this without including the depended files
Deleting a virtual class via base type without virtual dtor is UB, which happens inFileBackend.
* FileSys/DelayGenerator: move function definition into cpp file/n/nTo avoid generating vtable in all units that includes the header file
* filesys/delay_generator: rearrange #include
tr() will not function properly on static/global data like this, as the
object is only ever constructed once, so the strings won't translate if
the language is changed without restarting the program, which is
undesirable. Instead we can just turn the map into a plain old function
that maps the values to their equivalent strings. This is also lessens
the memory allocated, since it's only allocating memory for the strings
themselves, and not an encompassing map as well.
This is more localized to what we want to enforce directory-wise with
the project. CMAKE_SOURCE_DIR indicates the root of the source tree, but
this would cause the wrong behavior if someone included yuzu as part of
a larger buildsystem (for whatever reason). Instead, we want to use the
directory where the "project(yuzu)" command was declared as the root
path reference.
These should be initialized to deterministic values so it's easier to
catch improper behavior, as it'll always be reproducable, instead of
performing uninitialized reads.
These are only used within this class, so we can make them private to
keep their use contained. This also gets rid of the pre-Qt5 'slot'
identifier, since Qt 5's connection syntax doesn't require a function to
be declared a slot anymore.
This gets rid of an unnecessary type conversion. We can just use the
regular QStringLiteral to already format the string as the type
setWindowTitle accepts instead of converting from a std::string
instance.
Everything from here is completely unused and also written with the
notion of supporting 32-bit architecture variants in mind. Given the
Switch itself is on a 64-bit architecture, we won't be supporting 32-bit
architectures. If we need specific allocation functions in the future,
it's likely more worthwhile to new functions for that purpose.
We already ignore them on listing devices. We should do the same when selecting devices. This fix a crash when opening a specific device while there is a null device in the list
* Initial implementation
* Various fixes and new features
* Address some review comments
* Fixes
* Address more comments
* Use g_hle_lock
* Add more state checking, remove unneeded include
* Minor changes
Keeps the definition constrained to the citra_qt target and prevents
polluting anything else in the same directory (should that ever happen).
It also keeps it consistent with how the USE_DISCORD_PRESENCE definition
is introduced below it.
Now that all external dependencies are hidden, we can remove
json-headers from the publically linked libraries, as the use of this
library is now completely hidden from external users of the web_service
library. We can also make the web_services library private as well,
considering it's not a requirement. If a library needs to link in
web_service, it should be done explicitly -- not via indirect linking.
Like with TelemetryJson, we can make the implementation details private
and avoid the need to expose httplib to external libraries that need to
use the Client class.
Users of the web_service library shouldn't need to care about an
external library like json.h. However, given it's exposed in our
interface, this requires that other libraries publicly link in the JSON
library. We can do better.
By using the PImpl idiom, we can hide this dependency in the cpp file
and remove the need to link that library in altogether.
Taking them by const reference isn't advisable here, because it means
the std::move calls were doing nothing and we were always copying the
std::string instances.
Two functional change:
QueryProcessMemory uses the process passed from handle instead current_process
Thread::Stop() uses TLS from owner_process instead of current_process
This should be using the process instance retrieved within the function,
and not g_current_process, otherwise this is potentially comparing
iterators from unrelated vma_map instances (which is undefined
behavior).
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.
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).
Depending on whether or not USE_DISCORD_PRESENCE is defined, the "state"
parameter can be used or unused. If USE_DISCORD_PRESENCE is not defined,
the parameter will be considered unused, which can lead to compiler
warnings. So, we can explicitly mark it with [[maybe_unused]] to inform
the compiler that this is intentional.
We can utilize QStringList's join() function to perform all of the
appending in a single function call.
While we're at it, make the extension list a single translatable string
and add a disambiguation comment to explain to translators what %1
actually is.
change TouchToPixelPos to return std::pair<int, int>
static_cast (SDL)
various minor style and code improvements
style - PascalCase for function names
made touch events private
const pointer arg in touch events
make TouchToPixelPos a const member function
did I do this right?
braces on barely-multiline if
remove question comment (confirmed in Discord)
fixed consts
remove unused parameter from TouchEndEvent
DRY - High-DPI scaled touch put in separate function
also fixes a bug where if you start touching (with either mouse or touchscreen) and drag the mouse to the LEFT of the emulator window, the touch point jumps to the RIGHT side of the touchscreen; draggin to above the window would make it jump to the bottom.
implicit conversion from QPoint to QPointF, apparently
I have no idea what const even means but I'll put it here anyway
remove unused or used-once variables
make touch scaling functions const, and put their implementations together
removed unused FingerID parameters
QTouchEvent forward declaration; add comment to TouchBegin that was lost in an edit
better DRY in SDL
To do -> TODO(NeatNit)
remove unused include
This adds a Game List configuration group box which is similar to yuzu's, with features including icon size setting, row 1/2 text, and ability to hide invalid titles (those without a valid SMDH). I also added a UI tab and moved the language and theme settings there.
The real console can't launch an Application directly from within another Application so it has to go through the Home Menu. We do not have such limitation and can directly launch the requested title.
operator+ for std::string creates an entirely new string, which is kind
of unnecessary here if we just want to append a null terminator to the
existing one.
Reduces the total amount of potential allocations that need to be done
in the logging path.
Placing the array wholesale into the header places a copy of the whole
array into every translation unit that uses the data, which is wasteful.
Particularly given that this array is referenced from three different
translation units.
This also changes the array to contain pairs of const char*, rather than
QString instances. This way, the string data is able to be fixed into
the read-only segment of the program, as well as eliminate static
constructors/heap allocation immediately on program start.
* Core: pass down Core::System reference to all services
This has to be done at once due to unified interface used by HLE/LLE switcher
* apt: eliminate Core::System::GetInstance
* gpu_gsp: eliminate Core::System::GetInstance in service
* hid: eliminate Core::System::GetInstance
* nwm: eliminate Core::System::GetInstance
* err_f: eliminate Core::System::GetInstance
Keeps the individual behaviors in their own functions, and cleanly
separate. We can also do a little better by converting the relevant IDs
within the core to a QString only once, instead of converting every
string into a std::string.
Disambiguates what the string represents to help translators more easily
understand what it is that they're translating. While we're at it, we
can move the code to its own function, so that we don't need to specify
the same string twice.
These functions are pretty much identical to BeginImportProgram and EndImportProgram.
We don't need to do anything special in EndImportProgramWithoutCommit and CommitImportPrograms because we don't need to implement the two-phase title installation that the 3DS uses to prevent corruption of the title.db.
FS subfiles are created with File::OpenSubFile, they have a start offset that must be added to all read/write operations.
The implementation in this commit is done using a new FileBackend that wraps the FS::File along with the start offset.
Any SDL invocation can call the even callback on the same thread, which can call GetSDLJoystickBySDLID and eventually cause double lock on joystick_map_mutex. To avoid this, lock guard should be placed as closer as possible to the object accessing code, so that any SDL invocation is with the mutex unlocked
Frame advancing is a commonly used TAS feature which basically means running the game frame by frame. TASers use this feature to press exact buttons at the exact frames. This commit added frame advancing to the framelimiter and two actions to the Movie menu. The default hotkey is `\` for advancing frames, and `Ctrl+A` for toggling frame advancing. The `Advance Frame` hotkey would automatically enable frame advancing if not already enabled.
boost::static_pointer_cast for boost::intrusive_ptr (what SharedPtr is),
takes its parameter by const reference. Given that, it means that this
std::move doesn't actually do anything other than obscure what the
function's actual behavior is, so we can remove this. To clarify, this
would only do something if the parameter was either taking its argument
by value, by non-const ref, or by rvalue-reference.
This adds a clock init time field to the CTM header. The clock settings would be overridden when playing a movie. And when recording a movie, if the clock is set to System Time, it would be set to fixed init time at the current moment as well. In this way this keeps consistency with the RNG even if the user does just no setting.