This slider affects the number of cycles that the guest cpu emulation
reports that have passed since the last time slice. This option scales
the result returned by a percentage that the user selects. In some games
underclocking the CPU can give a major speedup. Exposing this as an
option will give users something to toy with for performance, while also
potentially enhancing games that experience lag on the real console
* Core::Timing: Add multiple timer, one for each core
* revert clang-format; work on tests for CoreTiming
* Kernel:: Add support for multiple cores, asserts in HandleSyncRequest because Thread->status == WaitIPC
* Add some TRACE_LOGs
* fix tests
* make some adjustments to qt-debugger, cheats and gdbstub(probably still broken)
* Make ARM_Interface::id private, rework ARM_Interface ctor
* ReRename TimingManager to Timing for smaler diff
* addressed review comments
* HTTP_C::Implement Context::MakeRequest
* httplib: Add add_client_cert_ASN1 and set_verify
* HTTP_C: Fix request methode strings case in MakeRequest
* HTTP_C: clang-format and cleanups
* HTTP_C: Add comment about async in BeginRequest and BeginRequestAsync
* Update httplib to contain all the changes we need; adapt http_c and web_services to the changes in httplib; addressed minor review comments
* Add android-ifaddrs
10 slots are offered along with 'Save to Oldest Slot' and 'Load from Newest Slot'.
The savestate format is similar to the movie file format. It is called CST (Citra SavesTate), and is basically a 0x100 byte header (consisting of magic, revision, creation time and title ID) followed by Zstd compressed raw savestate data.
The savestate files are saved to the `states` folder in Citra's user folder. The files are named like `<Title ID>.<Slot ID>.cst`.
This holds the archives which include the SelfNCCH archive which holds the RomFS files. If we don't reset it the LayeredFS class can't get destructed and mods files won't be released.
The original path (file_name.exefsdir) is still supported, but alternatively users can choose to put exefs patches in the same place as LayeredFS files (`load/mods/<Title ID>/exefs`).
Only enabled for NCCHs that do not have an override romfs.
LayeredFS files should be put in the `load` directory in User Directory. The directory structure is similar to yuzu's but currently does not allow named mods yet. Replacement files should be put in `load/mods/<Title ID>/romfs` while patches/stubs should be put in `load/mods/<Title ID>/romfs_ext`.
This implementation is different from Luma3DS's which directly hooks the SDK functions. Instead, we read the RomFS's metadata and figure out the directory and file structure. Then, relocations (i.e. replacements/deletions/patches) are applied. Afterwards, we rebuild the metadata, and assign 'fake' data offsets to the files. When we want to read file data from this rebuilt RomFS, we use binary search to find the last data offset smaller or equal to the given offset and read from that file (either from the original RomFS, or from replacement files, or from buffered data with patches applied) and any later files when length is not enough.
The code that rebuilds the metadata is pretty complex and uses quite a few variables to keep track of necessary information like metadata offsets. According to my tests, it is able to build RomFS-es identical to the original (but without trailing garbage data) when no relocations are applied.
The DIGIT filter was incorrectly implemented as preventing all digits. It actually limits the maximum digit count to max_digits, according to ctrulib and hardware testing.
This is based on what was done using additional layouts, but modified
to have a variable to control rotation and making it so Single Screen
Layout behaves like Upright Single would, and Default Layout behaves
like Upright Double would, when the new variable is used.
Large Layout and Side Layout currently ignore the new variable.
New variable still currently doesn't have a hotkey.
The BPS format allows distributing patches that are smaller and that do
not contain copyrighted content if data is relocated
(unlike non-trivial IPS patches).
This is essential for games such as MM3D that have three barely
different code revisions. Supporting all three versions would
demand an unreasonable amount of work; with BPS patches only one
version has to be supported.
This changes ApplyCodePatch to return a ResultStatus, which makes it
possible to determine whether patch applying has failed. Previously,
only a boolean was returned, and false was returned when no patch
was found OR when a patch was found but applying it failed.
This also changes AppLoader_NCCH to return an error if patching fails
because the executable is likely to be left in an inconsistent state
and we should not proceed booting in that case.
The text shared memory wasn't supposed to be cleared according to my comparison with the LLE swkbd. This can cause issues in certain games such as Harvest Moon.
A null terminator is added to the text copied to mark the end of the string.
While QOpenGLWidget sounds like a good idea, it has issues which are
harder to debug due to how Qt manages the context behind the scenes. We
could probably work around any of these issues over time, but its
probably easier to do it ourselves with a QWindow directly.
Plus using QWindow + createWindowContainer is the easiest to use
configuration for Qt + Vulkan so this is probably much better in the
long run.
Fixes a regression from #4862, which caused the NCCH title ID checking
heuristic to be skipped whenever the exheader is replaced.
I was thinking the heuristic wouldn't be needed in that case, but it
turns out that many users still have pathological NCCHs that indicate
they are encrypted but are actually decrypted...
Now the original exheader is always read and used for the heuristic
to determine whether the NCCH is actually encrypted; only then do we
load a replacement exheader (if it exists) to avoid affecting the
heuristic.
Separate options are now provided for FFmpeg AAC audio decoder and FFmpeg video dumper. This allows users to configure Citra with greater freedom.
Also, previously for Linux builds, AAC decoder is accidentally enabled along with the dumper, which could potentially cause patent issues (?). This commit fixes it by only enabling video dumper.
This is for displaying the service names. This function is only used in the frontend, because Recorder which is in the Kernel cannot and should not have access to SM in the System.
Pretty much the same as LLE requests, the 'translate' part is chosen. A function is added to the context class to record requests that involves unimplemented HLE functions.
The 'translate' function is a great place to put this in IMO as it is possible to get both untranslated and translated cmdbufs. However a kernel reference has to be passed here, but it is not too hard fortunately.
This class resides in Kernel mainly because that, it's hard for kernel objects to get references to the System (and therefore to the Recorder), while much easier for KernelSystem. If this is to be moved to System the code will likely get much more complex with System (or Recorder) references passed everywhere.
This is for displaying the function name for HLE requests. Probably it is possible to do the same for LLE ones but it would require having the HLE handlers available even when not using them, which doesn't seem to make sense and is more of a hack than a proper solution in my opinion.
Added a new state amiibo_in_range. This state is akin to the real world
physical relationship between a 3DS machine and an amiibo, which is
independent from the service state (or even the machine is powered on or
not). The service state nfc_tag_state is then synchronized with this
physical state on every potential point when the state changes. This
solves the issue where user might load an amiibo before NFC service
initializes, or remove an amiibo after NFC service shutdown, which
previously causes inconsistent state change.
Also removed std::atomic on nfc_tag_state, because
1. It is already protected by g_hle_lock
2. It wasn't properly used in the code anyway. For example, there are
many double loading on this variable, which effectively make it
non-atomic.
Previously, telemetry results couldn't give a good estimate for
performance over time, because it didn't include any fields related to
performance. With this, devs should be able to query metabase for mean
frametime to check for performance regressions after a change is made.
For better tracking of performance regressions on incoming changes, this
change adds a way to dump frametime to file by changing an ini config
option. This is intentionally hidden as its only useful to a small
number of individuals, and not really applicable to the general
userbase.
* Add Anaglyph 3D
Change 3D slider in-game
Change shaders while game is running
Move shader loading into function
Disable 3D slider setting when stereoscopy is off
The rest of the shaders
Address review issues
Documentation and minor fixups
Forgot clang-format
Fix shader release on SDL2-software rendering
Remove unnecessary state changes
Respect 3D factor setting regardless of stereoscopic rendering
Improve shader resolution passing
Minor setting-related improvements
Add option to toggle texture filtering
Rebase fixes
* One final clang-format
* Fix OpenGL problems
Require and assume that override exheaders are decrypted for
consistency with Luma's loader behaviour and to ensure consistent
behaviour regardless of whether the NCCH is marked as encrypted or not.
Currently, exheader overriding with an encrypted NCCH would cause
the title ID checking heuristic to mistakenly disable encryption,
which would then make exefs loading fail.