Commit Graph

2027 Commits

Author SHA1 Message Date
lynxnb
1dfea9ef6f Create an ItemDecorations file for all RecyclerView item decorations
All item decorations are now placed in one file so that any `RecyclerView` in the app can use the same ones.
2022-08-06 22:00:19 +05:30
lynxnb
a59f2baa3a Add a SelectableGenericAdapter as subclass of GenericAdapter
`SelectableGenericAdapter` extends `GenericAdapter` with support for marking one item as selected.
2022-08-06 22:00:19 +05:30
lynxnb
e93fdce845 Add support for removal of items from GenericAdapter 2022-08-06 22:00:19 +05:30
lynxnb
0d1c7965df Add a ZipUtils class for unpacking zip files 2022-08-06 22:00:19 +05:30
lynxnb
b03f624191 Add kotlinx.serialization-json dependencies 2022-08-06 22:00:19 +05:30
Billy Laws
f52ea7bddb Make deferred draw and constant buffer updates reentrant-safe
At some point we will call Submit within draws or constant buffer updates, to avoid any infinite recursion mark draw/cbuf pending as false before performing any operation
2022-07-29 20:07:14 +01:00
Billy Laws
dbb684835f Fix depthClampDisable register offset in Maxwell 3D 2022-07-29 20:07:14 +01:00
Billy Laws
7fd9d347e3 Use per-RT blend enable registers even when independent blend is disabled
The common blend enable register seems to be used for something else. This is required for blending to work correctly in OpenGL games
2022-07-29 20:07:14 +01:00
Billy Laws
048c2fdd29 Fix Vulkan framebuffer dimensions calculations
The framebuffer needs to be large enough to contain both the render area extent and offset
2022-07-29 20:07:14 +01:00
Billy Laws
0e1aa765fc Prevent CNTVCT_EL0 reads from being optimised out by the compiler
Without this the compiler will assume the read always produces the same value, causing issues when the register is used to time function execution
2022-07-29 20:07:14 +01:00
Billy Laws
1df98ba57f Enable fwrapv for defined signed integer overflow behaviour
Nintendo enables this for HOS so we should do the same to avoid any cases where it's relied on.
2022-07-29 20:07:14 +01:00
lynxnb
d183d14e2a Make accesses to setting values thread-safe 2022-07-26 20:16:24 +05:30
lynxnb
30667a0899 Remove unused Compact Logs settings
Since we don't have a log viewer in the app anymore, the setting was left unused and can be safely removed.
2022-07-26 20:16:24 +05:30
lynxnb
5aa2a4cd1c Rename SettingsValues to NativeSettings
The previous name was chosen as an afterthought and didn't clearly indicate what the purpose of the class is. We needed a separate, simple class without delegates members (like PreferenceSettings), so that its fields can be easily accessed via JNI to get settings values from native code.
2022-07-26 20:16:24 +05:30
lynxnb
f734c4d145 Make log level setting changes immediately active 2022-07-26 20:16:24 +05:30
lynxnb
bb4937121f Remove settings from SharedPreference if they are of the wrong type 2022-07-26 20:16:24 +05:30
lynxnb
2840a126dd Introduce AndroidSettings class and use inheritance
The `Settings` class now has a pure virtual `Update` method, and uses inheritance over template specialization for platform-specific behavior override.
2022-07-26 20:16:24 +05:30
lynxnb
3905728447 Make every setting observable individually
A `Setting` delegate class has been introduced, holding the raw value of the setting and adding support for registering callbacks to that setting. Callbacks will then be called when the value of that setting changes.
As a result of this, raw setting values have been made accessible through pointer dereference semantics.
2022-07-26 20:16:24 +05:30
lynxnb
2d70be60d1 Remove PugiXML submodule
`PugiXML` was only used for parsing the SharedPreferences settings file, not needed anymore.
2022-07-26 20:16:24 +05:30
lynxnb
5b4ca79dc8 Rename Settings Kotlin class to PreferenceSettings
SharedPreferences will be partially swapped out in the future to support per-game settings. In the meantime, make it clear from which class settings are coming from.
2022-07-26 20:16:24 +05:30
lynxnb
3b27540250 Rename operationMode setting to isDocked 2022-07-26 20:16:24 +05:30
lynxnb
69cf25b1a7 Initial support for updating settings during emulation + observing settings changes 2022-07-26 20:16:24 +05:30
lynxnb
c5dde5953a Rework how settings are shared between Kotlin and native side
Settings are now shared to the native side by passing an instance of the Kotlin's `Settings` class. This way the C++ `Settings` class doesn't need to parse the SharedPreferences xml anymore.
2022-07-26 20:16:24 +05:30
lynxnb
4be8b4cf66 Add missing SPDX licence header 2022-07-26 20:16:24 +05:30
lynxnb
365ca66b1b Make integer settings use IntegerListPreference
Avoids unnecessary type casting of setting values and duplication in resource files.
2022-07-26 20:16:24 +05:30
lynxnb
cbc896c8f8 Fix waitForFences crash on Mali drivers
Mali GPU drivers utilize the `ppoll()` syscall inside `waitForFences` which isn't correctly restarted after a signal, which we can receive at any time on a guest thread. This commit fixes that by recursively calling the function on failure till it succeeds or returns an unexpected error.

Co-authored-by: PixelyIon <pixelyion@protonmail.com>
Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-07-14 20:34:16 +02:00
MCredstoner2004
942e22f275 Write ApplicationErrorArg ErrorApplets to log
These applets are used by applications to display a custom error message to the user. Both the error message and the detailed error message are printed to the error log.


Co-authored-by: lynxnb <niccolo.betto@gmail.com>
2022-07-02 09:48:59 +05:30
MCredstoner2004
f9a0394577
Implement Software Keyboard applet
This implements the non-inline version of the Software Keyboard (swkbd) applet, which games use to get text input from the user.
2022-07-01 15:19:53 -05:00
MCredstoner2004
a9ee06914d Add ByteBufferSerializable
This allows sending C-like structs between Kotlin and C++ without struct-specific code
2022-06-30 01:17:32 +05:30
Billy Laws
a0275418d6 Add a single-header linear allocator implementation
This conforms to the C++ 'Allocator' named requirement allowing it to be used with any STL type and allows drastically reducing allocation times in cases which are suited for linear allocation.
2022-06-28 21:33:04 +01:00
Billy Laws
e816256220 Add blend, scissor, viewport and vertex state to shader hash
These caused a ton of additional comparisons in Zelda Link's Awakening as many shaders would have the same hash.
2022-06-28 21:32:59 +01:00
lynxnb
e6cfdeb06a Fix non-indexed quad draws
Certain non-indexed quad draws would mistakenly take the indexed quad path because of the assumption that they would not have a bound index buffer. This resulted in a crash for most games using quads due to a faulty exception `Indexed quad conversion is not supported`, when in fact they were not using indexed quads.

Co-authored-by: PixelyIon <pixelyion@protonmail.com>
Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-06-23 10:57:11 +02:00
lynxnb
8fc3bc75f4 Allow providing an index type to calculate quad conversion buffer size 2022-06-23 00:15:44 +02:00
Billy Laws
7709dc8cf6 Rewrite buffer megabuffering to be per view and more efficient
This commit implements several key optimisations in megabuffering that are all inherently interlinked.
- Megabuffering is moved from per-buffer to per-view copies, this makes megabuffering possible for small views into larger underlying buffers which is often the case with even the simplest of games,
- Megabuffering is no longer the default option, it is only enabled for buffer views that have had inline GPU writes applied to them in the past as that is the only case where they are beneficial. In any other case the cost of copying, even with a 128KiB limit can be significant.
- With both of these changes, there is now possibility for overlapping views where one uses megabuffering and one does not. In order to allow GPU inline writes to work consistently in such cases a system of 'host immutability' has been implemented, when a buffer is marked as host immutable for a given cycle, all writes to the buffer from that point to the point the cycle is signalled will be performed on the GPU, ensuring that the backing contents are correctly sequenced
2022-06-11 17:05:39 +05:30
MCredstoner2004
2e356b8f0b Use spans instead of ptr and size in kernel memory 2022-06-11 17:05:39 +05:30
PixelyIon
e3e92ce1d4 Handle unsigned builds on CI
We don't always have access to CI secrets, such as, when a certain CI action is triggered by a PR from an external repository then it won't have access to secrets and be signed. While we likely will allow for this in the future as all workflows do have to be approved,  it is still important to not crash when keys are unavailable and have a graceful fallback for those situations.
2022-06-11 17:05:39 +05:30
Billy Laws
8689886bbb
Update build tools to 33.0.0 to fix CI
We're never switching to RC build tools again
2022-06-10 00:11:12 +01:00
Billy Laws
22039df301 Transition to std::unordered_set for buffer view tracking
Has the same guarantees of pointer stabilty while also being significantly faster in cases where a buffer has thousands of views. This is the case in RE4 and this change leads to an almost 1000% performance improvement in that game.
2022-06-09 23:52:13 +01:00
Billy Laws
b75a06af1b Support forcing 60Hz display on Xiaomi MIUI
Uses an API found through RE since none of the AOSP APIs work, additionaly the code for setting RR was consolidated to a single function that can be ran after all display updates.
2022-06-09 19:29:18 +01:00
Billy Laws
42c365fe70 Automatically exclude llvm and boost submodules in gradle project
There is a god in this world... his name is bylaws
2022-06-06 23:11:56 +01:00
PixelyIon
a5ca370c36 Implement thread-safe MegaBuffer pool
We currently have a global `MegaBuffer` instance that is shared across all channels, this is very problematic as `MegaBuffer` fundamentally works like a state machine with allocations (especially resetting/freeing) and is thread-specific. Therefore, we now have a pool of several `MegaBuffer`s which is allocated from by the `CommandExecutor` and kept channel specific as a result which also limits its usage to a single thread, this allows for individually resetting or freeing any allocations.
2022-06-05 13:04:40 +05:30
PixelyIon
3e08494146 Minor CommandScheduler refactor
There was a lot of redundant code in the `CommandScheduler` when the same functionality could be achieved with much shorter and cleaner code which this commit fixes. This includes no changes to the user-facing API and does not require any changes on the user side as a result.
2022-06-05 13:04:40 +05:30
Billy Laws
bd99d79b51 OsFileSystem: Close directory after file listing is finished 2022-06-04 21:46:23 +01:00
Billy Laws
4888919515 Stub GetFriendInvitationStorageChannelEvent (0x8C) 2022-06-04 21:45:53 +01:00
Billy Laws
d9f6540831 Fix VFS CreateFile directory creation 2022-06-04 19:19:30 +01:00
Billy Laws
f5bcb40c41 Return number of audio outs in ListAudioOuts 2022-06-04 19:12:37 +01:00
Billy Laws
5d6902b3f8 Stub audin:u 2022-06-04 19:11:57 +01:00
Billy Laws
54999957a2 Remove RGB565 format workaround
Will soon be redundant with new texture manager and is quite hacky so drop it.
2022-06-04 17:49:13 +01:00
Billy Laws
d79832091d Force append slash to directory path in OsFilesystem::CreateDirectory
The recursive path creation algorithm requires this to be the case
2022-06-04 17:44:49 +01:00
Billy Laws
616f7b7826 Correct instanced draw topology changed warning location
Before it would trigger even when the draw had the instanceNext flag set and thus wasn't part of the instanced draw at all.
2022-06-04 17:43:03 +01:00