Loop on stop_token and remove final_entry in Entry.
Move Backend thread out of Impl Constructor to its own function.
Add Start function for backend thread.
Use stop token in PopWait and check if entry filename is nullptr before logging.
This simplifies the logging system.
This also fixes some lost messages on startup.
The simplification is simple. I removed unused functions and moved most things in the .h to the .cpp. I replaced the unnecessary linked list with its contents laid out as three member variables. Anything that went through the linked list now directly accesses the backends. Generic functions are replaced with those for each specific use case and there aren't many. This change increases coupling but we gain back more KISS and encapsulation.
With those changes it was easy to make it thread-safe. I just removed the mutex and turned a boolean atomic. I was planning to use this thread-safety in my next PR about stacktraces. It was actually async-signal-safety at first but I ended up using a different approach. Anyway getting rid of the linked list is important for that because have the list of backends constantly changing complicates things.
* build: Rework CI and move all bundling into new build target.
* ci: Use "mingw" in msys2 release names for compatibility.
* ci: Use "osx" in macOS release names for compatibility.
* ci: Disable macOS upload.
Will be moved to a separate PR for canary merge.
* 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
* 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
* common: Add thread pool from yuzu
* Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs
* core: Improve ImageInterface
* Provide a default implementation so frontends don't have to duplicate code registering the lodepng version
* Add a dds version too which we will use in the next commit
* rasterizer_cache: Rewrite custom textures
* There's just too much to talk about here, look at the PR description for more details
* rasterizer_cache: Implement basic pack configuration file
* custom_tex_manager: Flip dumped textures
* custom_tex_manager: Optimize custom texture hashing
* If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode
* custom_tex_manager: Implement asynchronous texture loading
* The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts
* Address review comments
* custom_tex_manager: Introduce custom material support
* video_core: Move custom textures to separate directory
* Also split the files to make the code cleaner
* gl_texture_runtime: Generate mipmaps for material
* custom_tex_manager: Prevent memory overflow when preloading
* externals: Add dds-ktx as submodule
* string_util: Return vector from SplitString
* No code benefits from passing it as an argument
* custom_textures: Use json config file
* gl_rasterizer: Only bind material for unit 0
* Address review comments
* rasterizer_cache: Remove custom texture code
* It's a hacky buggy mess, will be reimplemented later when the cache is in a better state
* rasterizer_cache: Refactor surface upload/download
* Switch to the texture_codec header which was written as part of the vulkan backend by steveice and me
* Move most of the upload logic to the rasterizer cache and out of the surface object
* Scaled uploads/downloads have been disabled for now since they require more runtime infrastructure
* rasterizer_cache: Refactor runtime interface
* Remove aspect enum which is the same as SurfaceType
* Replace Subresource with specific structures for each operation (blit/copy/clear). This mimics moderns APIs vulkan much better
* Pass the surface to the runtime instead of the texture
* Implement CopyTextures with glCopyImageSubData which is available on 4.3 and gles.
This function also has an overload for cubes which will be removed later.
* rasterizer_cache: Move texture allocation to the runtime
* renderer_opengl: Remove TextureDownloaderES
* It's overly compilcated and unused at the moment. Will be replaced with a simple compute shader in a later commit
* rasterizer_cache: Split CachedSurface
* This commit splits CachedSurface into two classes, SurfaceBase which contains the backend agnostic functions and Surface which is the opengl specific part
* For now the cache uses the opengl surface directly and there are a few ugly casts with watchers, those will be taken care of when the template convertion and watcher removal are added respectively
* rasterizer_cache: Move reinterpreters to the runtime
* rasterizer_cache: Move some pixel format function to the cpp file
* rasterizer_cache: Common texture acceleration functions
* They don't contain any backend specific code so they shouldn't be duplicated
* rasterizer_cache: Remove BlitSurfaces
* It's better to prefer copy/blit in the caller anyway
* rasterizer_cache: Only allocate needed levels
* rasterizer_cache: Move texture runtime out of common dir
* Also shorten the util header filename
* surface_params: Cleanup code
* Add more comments, organize it a bit etc
* rasterizer_cache: Move texture filtering to the runtime
* rasterizer_cache: Move to VideoCore
* renderer_opengl: Reimplement scaled uploads/downloads
* Instead of looking up for temporary textures, each allocation now contains both a scaled and unscaled handle
This allows the scale operations to be done inside the surface object itself and improves performance in general
* In particular the scaled download code has been expanded to use ARB_get_texture_sub_image when possible
which is faster and more convenient than glReadPixels. The latter is still relevant for OpenGLES though.
* Finally allocations are now given a handy debug name that can be viewed from renderdoc.
* rasterizer_cache: Remove global state
* gl_rasterizer: Abstract common draw operations to Framebuffer
* This also allows to cache framebuffer objects instead of always swapping the textures, something that particularly benefits mali gpus
* rasterizer_cache: Implement multi-level surfaces
* With this commit the cache can now directly upload and use mipmaps
without needing to sync them with watchers. By using native mimaps
directly this also adds support for mipmap for cube
* Texture cubes have also been updated to drop the watcher requirement
* host_shaders: Add CMake integration for string shaders
* Improves build time shader generation making it much less prone to errors.
Also moves the presentation shaders here to avoid embedding them to the cpp file.
* Texture filter shaders now make explicit use of uniform bindings for better vulkan compatibility
* renderer_opengl: Emulate lod bias in the shader
* This way opengles can emulate it correctly
* gl_rasterizer: Respect GL_MAX_TEXTURE_BUFFER_SIZE
* Older Bifrost Mali GPUs only support up to 64kb texture buffers. Citra would try to allocate a much larger buffer the first 64kb of which would work fine but after that the driver starts misbehaving and showing various graphical glitches
* rasterizer_cache: Cleanup CopySurface
* renderer_opengl: Keep frames synchronized when using a GPU debugger
* rasterizer_cache: Rename Surface to SurfaceRef
* Makes it clear that surface is a shared_ptr and not an object
* rasterizer_cache: Cleanup
* Move constructor to the top of the file
* Move FindMatch to the top as well and remove the Invalid flag which was redudant;
all FindMatch calls used it expect from MatchFlags::Copy which ignores it anyway
* gl_texture_runtime: Make driver const
* gl_texture_runtime: Fix RGB8 format handling
* The texture_codec header, being written with vulkan in mind converts RGB8 to RGBA8. The backend wasn't adjusted to account for this though and treated the data as RGB8.
* Also remove D16 convertions, both opengl and vulkan are required to support this format so these are not needed
* gl_texture_runtime: Reduce state switches during FBO blits
* glBlitFramebuffer is only affected by the scissor rectangle so just disable scissor testing instead of resetting our entire state
* surface_params: Prevent texcopy that spans multiple levels
* It would have failed before as well, with multi-level surfaces it triggers the assert though
* renderer_opengl: Centralize texture filters
* A lot of code is shared between the filters thus is makes it sense to centralize them
* Also fix an issue with partial texture uploads
* Address review comments
* rasterizer_cache: Use leading return types
* rasterizer_cache: Cleanup null checks
* renderer_opengl: Add additional logging
* externals: Actually downgrade glad
* For some reason I missed adding the files to git
* surface_params: Do not check for levels in exact match
* Some games will try to use the base level of a multi level surface. Checking for levels forces another surface to be created and a copy to be made which is both unncessary and breaks custom textures
---------
Co-authored-by: bunnei <bunneidev@gmail.com>
* citra_qt: Check if renderer is null
* core: Fix dynarmic use-after-free error
* bootmanager: Add current context check in DoneCurrent
* Loading a save state would destroy the frame dumper class, which contains a shared context. That context would call DoneCurrent without checking if it was actually bound or not, resulting in crashes when calling opengl functions
* externals: Correct glad readme
* common: Log renderer debug setting
* citra: Make lambda lower case
* Consistency with review comments on the PR
* video_core: Kill more global state
* GetResolutionScaleFactor would be called somewhere in the renderer constructor chain but it relies on the yet unitialized g_renderer, resulting in crashes when the resolution scale is set to auto. Rather than adding a workaround, let's kill this global state to fix this for good
* externals: Update dynarmic
* settings: Introduce GraphicsAPI enum
* For now it's OpenGL only but will be expanded upon later
* citra_qt: Introduce backend agnostic context management
* Mostly a direct port from yuzu
* core: Simplify context acquire
* settings: Add option to create debug contexts
* renderer_opengl: Abstract initialization to Driver
* This commit also updates glad and adds some useful extensions which we will use in part 2
* Rasterizer construction is moved to the specific renderer instead of RendererBase.
Software rendering has been disable to achieve this but will be brought back in the next commit.
* video_core: Remove Init/Shutdown methods from renderer
* The constructor and destructor can do the same job
* In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached
* citra_qt: Decouple software renderer from opengl part 1
* citra: Decouple software renderer from opengl part 2
* android: Decouple software renderer from opengl part 3
* swrasterizer: Decouple software renderer from opengl part 4
* This commit simply enforces the renderer naming conventions in the software renderer
* video_core: Move RendererBase to VideoCore
* video_core: De-globalize screenshot state
* video_core: Pass system to the renderers
* video_core: Commonize shader uniform data
* video_core: Abstract backend agnostic rasterizer operations
* bootmanager: Remove references to OpenGL for macOS
OpenGL macOS headers definitions clash heavily with each other
* citra_qt: Proper title for api settings
* video_core: Reduce boost usage
* bootmanager: Fix hide mouse option
Remove event handlers from RenderWidget for events that are
already handled by the parent GRenderWindow.
Also enable mouse tracking on the RenderWidget.
* android: Remove software from graphics api list
* code: Address review comments
* citra: Port per-game settings read
* Having to update the default value for all backends is a pain so lets centralize it
* android: Rename to OpenGLES
---------
Co-authored-by: MerryMage <MerryMage@users.noreply.github.com>
Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
* citra-qt config: small misc changes
Remove unused ReadSettingGlobal
Remove unused WriteSetting overload
ReadGlobalSetting: rename default value variable
* qt config: fix u16 values being written as QMetaType
* qt config: rework post processing shader setting
handles post processing setting properly when per-game settings are used.
the anaglyph shader is given its own setting, separate from the post
processing name.
* qt config: use u32 instead of unsigned int when casting
* common: Move settings to common from core.
- Removes a dependency on core and input_common from common.
* code: Wrap settings values
* Port from yuzu to allow per game settings
* citra_qt: Initial per-game settings dialog
* citra_qt: Use new API for read/save of config values
* citra_qt: Per game audio settings
* citra_qt: Per game graphics settings
* citra_qt: Per game system settings
* citra_qt: Per game general settings
* citra_qt: Document and run clang format
* citra_qt: Make icon smaller and centered
* citra_qt: Remove version number
* Not sure how to extract that, can always add it back later
* citra_qt: Wrap UISettings
* citra_qt: Fix unthottled fps setting
* citra_qt: Remove margin in emulation tab
* citra_qt: Implement some suggestions
* Bring back speed switch hotkey
* Allow configuration when game is running
* Rename/adjust UI stuff
* citra_qt: Fix build with separate windows
* citra_qt: Address feedback
* citra_qt: Log per-game settings before launching games
* citra_qt: Add shader cache options
* Also fix android build
* citra_qt: Add DLC menu option
* citra_qt: Run clang-format
* citra_qt: Adjust for time offset
* citra_qt: Implement suggestions
* Run clang-format
Co-authored-by: bunnei <bunneidev@gmail.com>
* Add setting for system time offset
Add a setting to displace citra system time by days, hours, minutes
or seconds
Add UI for the setting which is only visible when clock is set to
system time
Change core/settings.h to include the setting
* Add system time offset to kernel
Actually makes use of the time offset.
* Fix time offset calculatioon in core/movie.cpp
* Replace C++20 chrono::days with seconds
Hopefully fixes the build.
previous changes had forced every single user to use custom
directories for NAND and SDMC. Those paths were saved to the
config file and would interact badly with portable builds.
If a shutdown was requested by the application, close the SDL window,
initiating the normal shutdown procedure. This causes a graceful exit
process instead of hanging.
* The current backend heavily depends on many extensions for shadow
rendering and texture cubes in the fragment shaders. All these
extensions were incorporated to core in 4.3. Support is practically
ubiquitous and requiring support for it makes things a lot easier
Resolves#6077
If only `SDL_INIT_JOYSTICK` is used, `InputCommon::SDL::SDLState` later tries to initialize the game controller in a background thread, which on macOS causes a crash in `SDL_PumpEvents`. From [the SDL docs](https://wiki.libsdl.org/SDL_Init), `SDL_INIT_GAMECONTROLLER` implies `SDL_INIT_JOYSTICK`, so this should be a total superset of the previous behavior.