And use it for reporting games that rely on ICache emulation to some
degree. We know of a few but it would be interesting to get a more
exhaustive list from crowdsourcing.
Added an option in General config to enable/disable usage statistics. Added a popup on first open if
the user would like to engage in reporting. Clicking cancel or out of the box opts out. Only
clicking 'Ok' will enable reporting. Also added a new android specific values to report.
In cases where we just want a random value for a primitive arithmetic
type, we can wrap this in a template to allow convenient direct
assignment instead of keeping declaration and initialization separate
(making it more difficult to use values uninitialized). This also allows
the use of Common::Random with functions such as std::generate, making
it more flexible in how random values can be generated.
This makes it easier to generate random numbers or fill a buffer with
random data in a cryptographically secure way.
This also replaces existing usages of RNG functions in the codebase:
* <random> is pretty hard to use correctly, and std::random_device does
not give enough guarantees about its results (it's
implementation-defined, non cryptographically secure and could be
deterministic on some platforms).
Doing things correctly is error prone and verbose.
* rand() is terrible and should not be used especially in crypto code.
Skip ubershader mode works the same as hybrid ubershaders in that the
shaders are compiled asynchronously. However, instead of using the
ubershader to draw the object, it skips it entirely until the
specialized shader is made available.
This mode will likely result in broken effects where a game creates an
EFB copy, and does not redraw it every frame. Therefore, it is not a
recommended option, however, it may result in better performance on
low-end systems.
This reverts commit 1fc910b3ea9eafcc3cc5132bdfc51731ba5fa9fd,
replacing the old INI setting EFBScale with a new INI setting
called InternalResolution, which has a simpler mapping:
| EFBScale | InternalResolution
----------------- | -------------------- | --------------------
Auto (fractional) | 0 |
Auto (integral) | 1 | 0
1x | 2 | 1
1.5x | 3 |
2x | 4 | 2
2.5x | 5 |
3x | 6 | 3
4x | 7 | 4
5x | 8 | 5
6x | 9 | 6
All the fractional IRs were removed in f090a943.
Ideally Common.h wouldn't be a header in the Common library, and instead be renamed to something else, like PlatformCompatibility.h or something, but even then, there's still some things in the header that don't really fall under that label
This moves the version strings out to their own version header that doesn't dump a bunch of other unrelated things into scope, like what Common.h was doing.
This also places them into the Common namespace, as opposed to letting them sit in the global namespace.
ControllerEmu, the class, is essentially acting like a namespace for
ControlGroup. This makes it impossible to forward declare any of the
internals. It also globs a bunch of classes together which is kind of a
pain to manage.
This splits ControlGroup and the classes it contains into their own source
files and situates them all within a namespace, which gets them out of
global scope.
Since this allows forward declarations for the once-internal classes, it
now requires significantly less files to be rebuilt if anything is changed
in the ControllerEmu portion of code.
It does not split out the settings classes yet, however, as it
would be preferable to make a settings base class that all settings derive
from, but this would be a functional change -- this commit only intends to
move around existing code. Extracting the settings class will be done in
another commit.
ControllerEmu is a massive class with a lot of nested public classes.
The only reason these are nested is because the outer class acts as a
namespace. There's no reason to keep these classes nested just for that.
Keeping these classes nested makes it impossible to forward declare them, which leads to quite a few includes in other headers, making compilation take
longer.
This moves the source files to their own directory so classes can be
separated as necessary to their own source files, and be namespaced under the
ControllerEmu namespace.
Fully opt-in, reports to analytics.dolphin-emu.org over SSL. Collects system
information and settings at Dolphin start time and game start time.
UI not implemented yet, so users are required to opt in through config editing.