Commit Graph

734 Commits

Author SHA1 Message Date
PixelyIon
9e63ecf05d Implement Maxwell3D Depth/Stencil Clears
Support for clearing the depth/stencil RT has been added as its own function via either optimized `VkAttachmentLoadOp`-based clears or `vkCmdClearAttachments`. A bit of cleanup has also been done for color RT clears with the lambda for the slow-path purely calling the command rather than creating the parameter structures.
2022-04-14 14:14:52 +05:30
PixelyIon
bf89f96bf5 Implement Optimized LoadOp Clears for Depth/Stencil Attachments
Implements `AddClearDepthStencilSubpass` in `CommandExecutor` which is similar to `ClearColorAttachment` in that it uses `VK_ATTACHMENT_LOAD_OP_CLEAR` for the clear which is far more efficient than using `VK_ATTACHMENT_LOAD_OP_LOAD` then doing the clear.
2022-04-14 14:14:52 +05:30
PixelyIon
6f6413f02d Fix VkSubpassDependency for Depth/Stencil Attachments
The stage/access mask for `VkSubpassDependency` were hardcoded to only be valid for color attachments earlier, this has now been fixed by branching based on the format aspect.
2022-04-14 14:14:52 +05:30
PixelyIon
aa32f6b017 Add Depth/Stencil Format Support to Texture
Sets `VkImageUsageFlags` correctly rather than hardcoding it for color attachments and adds multiple `VkBufferImageCopy` to `VkCmdCopyBufferToImage` for Color/Depth/Stencil aspects of an image.
2022-04-14 14:14:52 +05:30
PixelyIon
68c990c041 Implement Maxwell3D Depth/Stencil Render Target
Support the Maxwell3D Depth RT for Z-buffering, this just creates an equivalent `RenderTarget` object with no support on the API-user side (IE: `Draw` and `ClearBuffers`).
2022-04-14 14:14:52 +05:30
PixelyIon
2a8bcc60c7 Make Render Targets Abstract for Color/Depth RTs
This prefixes all RT functions that deal with color RTs with `Color` and abstracts out common functions that will be used for both color and depth RTs. All common Maxwell3D structures are also moved out of the `ColorRenderTarget` (`RenderTarget` previously) structure.
2022-04-14 14:14:52 +05:30
PixelyIon
b0f084ae32 Implement Shader Compiler Input Topology
Sets the input toplogy in the runtime information for the shader compiler correctly based on the Maxwell3D input topology.
2022-04-14 14:14:52 +05:30
PixelyIon
7a63ad7d3d Implement VkPipelineCache for host pipeline caching
To allow for caching of pipelines on the host a `VkPipelineCache` has been added, it is entirely in-memory and is not flushed to the disk which'll be done in the future alongside caching guest shaders to further avoid translation where possible.
2022-04-14 14:14:52 +05:30
PixelyIon
4dcf12c4c0 Implement Maxwell3D Draws
Uses all Maxwell3D state converted into Vulkan state to do an equivalent draw on the host GPU, it sets up RT/Vertex Buffer/Vertex Attribute/Shader state and creates a stubbed out `VkPipelineLayout` for the draw. Any descriptor state isn't currently handled and is yet to be implemented, currently there's no Vulkan pipeline cache supplied which will be implemented subsequently.
2022-04-14 14:14:52 +05:30
PixelyIon
57b0d6a2fb Stub VkPipelineMultisampleStateCreateInfo
Multisampling will be worked on later and for the time being is being safely stubbed by setting the sample count to 1.
2022-04-14 14:14:52 +05:30
PixelyIon
56b3a01a59 Track VkRenderPass and Subpass Index for Subpass Function Nodes
We require a handle to the current renderpass and the index of the subpass in certain cases, this is now tracked by the `CommandExecutor` and passed in as a parameter to `NextSubpassFunctionNode` and the newly-introduced `SubpassFunctionNode`.
2022-04-14 14:14:52 +05:30
PixelyIon
cb7f68b98d Allow Attaching Texture/Buffers to CommandExecutor
Switch from `SubmitWithCycle` to manually allocating the active command buffer to tag dependencies with the `FenceCycle` that prevents them from being mutated prior to execution. This new paradigm could also allow eager recording of commands with only submission being deferred.
2022-04-14 14:14:52 +05:30
PixelyIon
aeea3e6f66 Allow manual allocation of ActiveCommandBuffer
`CommandScheduler` API users can now directly allocate an active command buffer that they need to manage alongside its fence, this can allow for more efficient recording as it doesn't need to be immediately submitted after, it can also allow attaching objects to a `FenceCycle` prior to submission that can be useful for locking resources.
2022-04-14 14:14:52 +05:30
PixelyIon
8989305637 Implement Host Vertex Buffer Translation
Uses the buffer cache to retrieve an equivalent host vertex buffer for a corresponding guest vertex buffer.
2022-04-14 14:14:52 +05:30
PixelyIon
b6ba770a27 Implement Maxwell3D Shader Compilation
Compiles shaders supplied by the guest with caching and automatic invalidation, the size of the shader is also automatically determined by looking for `BRA $` instructions which cause an infloop, it should be noted that we have a maximum shader bytecode size, any shader above this size will not be supported.
2022-04-14 14:14:52 +05:30
PixelyIon
08afda6ac4 Implement Graphics Shader Compilation in ShaderManager
Graphics shaders can now be compiled using the shader compiler and emit SPIR-V that can be used on the host. The binding state isn't currently handled alongside constant buffers and textures support in `GraphicsEnvironment` yet.
2022-04-14 14:14:52 +05:30
PixelyIon
353ca8ec84 Fix Viewport X/Y Translation
The operands of the subtraction in the X/Y translation calculation were the wrong way around which led to negative translations that would translate the viewport off the screen.
2022-04-14 14:14:52 +05:30
PixelyIon
f06a12170f Set Default Color Write Mask to RGBA
The default color write mask should mask no channels and write all of them and should be mutated to mask out certain channels as required by the guest.
2022-04-14 14:14:52 +05:30
PixelyIon
23faf1370c Use Static Arrays for Vertex Buffer Bindings & Attributes
We cannot statically construct the vertex buffer/attribute arrays for Vulkan due to inactive attributes or buffers which isn't possible on Vulkan, we also cannot just change the count dynamically as there might be disabled buffers or attributes in the middle. We just have a `static_array` which should dynamically be filled in with buffer binding/attribute Vulkan structures before submission.
2022-04-14 14:14:52 +05:30
PixelyIon
8652edb07b Make GuestBuffer format-less
Buffers generally don't have formats that are fundamentally associated with them unless they're texel buffers, if that is the case it can be manually set in `BufferView`.
2022-04-14 14:14:52 +05:30
PixelyIon
03314ec7d2 Introduce BufferManager
The Buffer Manager handles mapping of guest buffers to host buffer views with automatic handling of sub-buffers and eventually supporting recreation of overlapping buffers to create a single larger buffer.
2022-04-14 14:14:52 +05:30
PixelyIon
bde61d72cc Introduce Buffer and BufferView
Implements infrastructure for using guest buffers on the host for rendering, a `BufferManager` is still missing which'd handle mapping from guest buffers to host buffers and will be subsequently committed. It should be noted that `BufferView` is also disconnected from `Buffer` and shared for every instance with the same properties like `TextureView` is now.
2022-04-14 14:14:52 +05:30
PixelyIon
6eda1777c5 Rework TextureView to be disconnected from Texture
We want `TextureView`(s) to be disconnected from the backing on the host and instead represent a specific texture on the guest with a backing that can change depending on mapping of new textures which'd invalidate the backing but should now be automatically repointed to an appropriate new backing. This approach also requires locking of the backing to function as it is mutable till it has been locked or the backing has an attached `FenceCycle` that hasn't been signaled which will be added for `CommandExecutor` in a subsequent commit.
2022-04-14 14:14:52 +05:30
PixelyIon
82916657fb Only Enable Shader Compiler Debug Mode in Debug Builds
Sets properties that relate to debugging in `Shader::Settings` to `true` only for debug builds while leaving them disabled for release builds.
2022-04-14 14:14:52 +05:30
PixelyIon
b09f28c0ba Implement Missing Shader Compiler Quirks
Introduces the `supportsShaderViewportIndexLayer` quirk and sets `Shader::Profile::support_int64_atomics` depending on if the `supportsAtomicInt64` quirk is available.
2022-04-14 14:14:52 +05:30
PixelyIon
f3e81094a2 Implement Shader Compiler Property Quirks
Introduces the `floatControls`, `supportsSubgroupVote` and `subgroupSize` quirks for the shader compiler which are based on Vulkan `PhysicalDevice` properties.
2022-04-14 14:14:52 +05:30
PixelyIon
51c4df24b5 Switch from VK_VERSION_* to VK_API_VERSION_* macros
Vulkan has officially deprecated `VK_VERSION_*` macros for versioning as it has introduced the variant into the version. It should however be `0` for the Vulkan APi and doesn't need to be printed.
2022-04-14 14:14:52 +05:30
PixelyIon
0588a525b4 Implement Shader Compiler Extension/Feature Quirks
Introduces several quirks for optional features used by the shader compiler which are now reported in the `Shader::HostTranslateInfo` and `Shader::Profile` structure. There are still property-related quirks for the shader compiler which haven't been implemented in this commit.
2022-04-14 14:14:52 +05:30
PixelyIon
8f3887c56a Create memory::Buffer & Implement StagingBuffer as derivative
A `Buffer` class was created to hold any generic Vulkan buffer object with `span` semantics, `StagingBuffer` was implemented atop it as a wrapper for `Buffer` that inherits from `FenceCycleDependency` and can be used as such.
2022-04-14 14:14:52 +05:30
PixelyIon
a55aca76c6 Rename TextureView::backing to TextureView::texture
It was determined that `backing` wasn't a very descriptive name and that it conflicted with the texture's own backing, the name was changed to `texture` to make it more apparent that it was specifically the `Texture` object backing the view.
2022-04-14 14:14:52 +05:30
PixelyIon
482c573b81 Introduce FlatMemoryManager::ReadTill for scanning semantics
A memory manager function to read into a vector till it satisfies the supplied function or hits an early stop condition like hitting the end of vector or reaching an unmapped region. This can be used to efficiently scan for values in GPU VA.
2022-04-14 14:14:52 +05:30
PixelyIon
31c4f1ca4e Unlink VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT when disabled
When `VK_EXT_vertex_attribute_divisor` is not available, `VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT` is unlinked from the device enabled feature list as it is undefined behavior to link a structure provided by an extension without enabling that extension.
2022-04-14 14:14:52 +05:30
PixelyIon
032866c9b1 Allow Injecting External Vulkan Layers
Set `com.android.graphics.injectLayers.enable` to allow injection of external Vulkan layers which is done by GPU debuggers such as RenderDoc.
2022-04-14 14:14:52 +05:30
PixelyIon
b97e06f617 Update Vulkan Validation Layer to 1.2.198.0 SDK release 2022-04-14 14:14:52 +05:30
PixelyIon
e8d92a6858 Update Shader Compiler
Update to 2c295a067d
2022-04-14 14:14:52 +05:30
PixelyIon
7df2670ece Fix QuirkManager's EXT_SET_V macro bug
`EXT_SET_V` would enable the extension regardless of if it was actually the correct extension or if the version was high enough as long as the hash matched.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-04-14 14:14:52 +05:30
PixelyIon
e9ed771b48 Check for supportsMultipleViewports feature before usage
If the host only supports a single viewport then we set `viewportCount` and `scissorCount` in `VkPipelineViewportStateCreateInfo` to 1.
2022-04-14 14:14:52 +05:30
PixelyIon
3e45006d14 Make shaderImageGatherExtended a required VkDevice feature
`shaderImageGatherExtended` is required by the shader compiler, to avoid complications associated with making it optional and considering that it's supported by the vast majority of Vulkan mobile devices, it was made a mandatory feature.
2022-04-14 14:14:52 +05:30
PixelyIon
ece2785582 Introduce ShaderManager with Proxy Shader Compiler Logger/Settings
This class will be entirely responsible for any interop with the shader compiler, it is also responsible for caching and compilation of shaders in itself.
2022-04-14 14:14:52 +05:30
PixelyIon
def9cedbee Add yuzu Shader Compiler as a submodule
We plan to use our fork of yuzu's shader compiler for GPU shader compilation so it's been added as a submodule.
2022-04-14 14:14:52 +05:30
PixelyIon
746af4cb4c Add Sirit as a submodule
We require Sirit as it is a dependency for yuzu's shader compiler where it uses it to emit SPIR-V in an easy and efficient manner.
2022-04-14 14:14:52 +05:30
PixelyIon
dbc94f36d3 Add Range v3 as a submodule
We want to utilize features from C++ 20 ranges but they haven't been entirely implemented in libc++ so in the meantime we use the reference implementation for it which is Ranges v3.
2022-04-14 14:14:52 +05:30
PixelyIon
89e9a41a86 Implement VkPipelineViewportStateCreateInfo
"Viewport Transforms" and "Viewport Scissors"  were combined into one section to reflect their state in Vulkan correctly like all other sections.
2022-04-14 14:14:52 +05:30
PixelyIon
38119e21d4 Implement Vulkan-Supported Maxwell3D Primitive Topologies
Any primitive topologies that are directly supported by Vulkan were implemented but the rest were not and will be implemented with conversions as they are used by applications, they are:
* LineLoop
* QuadList
* QuadStrip
* Polygon
2022-04-14 14:14:52 +05:30
PixelyIon
138f884159 Implement Maxwell3D Vertex Attributes
Translates all Maxwell3D vertex attributes to Vulkan with the exception of `isConstant` which causes the vertex attribute to return a constant value `(0,0,0,X)` which was trivial in OpenGL with `glDisableVertexAttribArray` and `glVertexAttrib4(..., 0, 0, 0, 1)` but we don't have access to this in Vulkan and might need to depend on undefined behavior or manually emulate it in a shader. This'll be revisited in the future after checking host GPU behavior.
2022-04-14 14:14:52 +05:30
PixelyIon
4b9f99bb27 Make ENUM_STRING function static
`ENUM_STRING` can be used inside a `class`/`struct`/`union` for `enum`s contained within them. Making the function `static` allows doing this and doesn't require supplying a `this` pointer of the enclosing class for usage.
2022-04-14 14:14:52 +05:30
PixelyIon
c2a6da6431 Implement Maxwell3D Vertex Buffer Limit
Sets the end of VBOs based on the `vertexArrayLimits` register array which provides an IOVA to the end of the VBO.
2022-04-14 14:14:52 +05:30
PixelyIon
d8890f13e1 Explicitly make default case break for Maxwell3D::HandleMethod
This being made implicit removes any confusion that all cases would need to be implemented and explicitly define that the CF should continue onto the 2nd switch-case when it cannot find any matches in the first one.
2022-04-14 14:14:52 +05:30
PixelyIon
612f324e78 Implement Maxwell3D Vertex Buffer Instance Rate
Implements the `isVertexInputRatePerInstance` register array which controls if the vertex input rate is either per-vertex or per-instance. This works in conjunction with the vertex attribute divisor for per-instance attribute repetition of attributes.
2022-04-14 14:14:52 +05:30
PixelyIon
476c070c7a Fix Minor Maxwell3D Register Ordering Issues
We order all registers in ascending order, a few registers namely `colorLogicOp`, `colorWriteMask`, `clearBuffers` and `depthBiasClamp` were erroneously not following this order which has now been fixed.
2022-04-14 14:14:52 +05:30
PixelyIon
32de7e5150 Use decltype over typeof globally
We inconsistently utilized `typeof` and `decltype` all over the codebase, this has now been fixed by uniformly using `decltype` as `typeof` is a GCC extension and not in the C++ standard alongside having the hidden side effect of removing references from the determined type.
2022-04-14 14:14:52 +05:30
PixelyIon
841ee9fc15 Check for vertexAttributeInstanceRateZeroDivisor feature before usage
Check for `vertexAttributeInstanceRateZeroDivisor` in `VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT` when the Maxwell3D register corresponding to the vertex attribute divisor is set to 0. If it isn't then it logs a warning and sets the value anyway which could result in UB since the only alternative is an exception that stops emulation which might not be optimal if the game mostly works fine without this, we will add a user-facing warning when we intentionally allow UB like this in the future.
2022-04-14 14:14:52 +05:30
PixelyIon
c3895a8197 Support VkPhysicalDeviceFeatures2 Extensions
Implement the infrastructure to depend on `VkPhysicalDeviceFeatures2` extended feature structures which can be utilized to retrieve the specifics of features from extensions. It is implemented in the form of `vk::StructureChain` with `vk::PhysicalDeviceFeatures2` that can be extended with any extension feature structures.
2022-04-14 14:14:52 +05:30
PixelyIon
ff5515d4d1 Implement Maxwell3D Vertex Buffer Bindings
This implements everything in Maxwell3D vertex buffer bindings including vertex attribute divisors which require the extension `VK_EXT_vertex_attribute_divisor` to emulate them correctly, this has been implemented in the form of of a quirk. It is dynamically enabled/disabled based on if the host GPU supports it and a warning is provided when it is used by the guest but the host GPU doesn't support it.
2022-04-14 14:14:52 +05:30
PixelyIon
d163e4ffa6 Introduce IOVA union for flipped words of IOVAs in GraphicsContext
The Maxwell3D `Address` class follows the big-endian register ordering for addresses while on the host we consume them in little-endian, the `IOVA` class is the host equivalent to the `Address` class with implicitly flipped 32-bit register ordering. It shares implicit decomposition semantics from `Address` due to similar requirements with a minor difference of being returned by reference rather than value as we want to have value setting semantics with implicit decomposition while we don't for `Address`.
2022-04-14 14:14:52 +05:30
PixelyIon
73646c4da8 Implicitly decompose Address into u64
The semantics of implicitly decomposing the `Address` class into a `u64` were determined to be appropriate for the class. As it is an integer type this effectively retains all semantics from using an integer directly for the most part.
2022-04-14 14:14:52 +05:30
PixelyIon
48d0b41f16 Implement Maxwell3D Common/Independent Color Write Mask
Maxwell3D supports both independent and common color write masks like color blending but for common color write masks rather than having register state specifically for it, the state from RT 0 is extended to all RTs. It should be noted that color write masks are included in blending state for Vulkan while being entirely independent from each other for Maxwell, it forces us to use the `independentBlend` feature even when we are doing common blending unless the color write mask is common as well but to simplify all this logic the feature was made required as it supported by effectively all targeted devices.
2022-04-14 14:14:52 +05:30
PixelyIon
92809f8a78 Implement Maxwell3D Independent/Common Color Blending
Maxwell3D supports independent blending which has different blending per-RT and common blending which has the same blending for all RTs. There is a register determining which mode to utilize and we simply have two arrays of `VkPipelineColorBlendAttachmentState` for the RTs that we toggle between to make the transition between them extremely cheap.
2022-04-14 14:14:52 +05:30
PixelyIon
2ceb6465e8 Make independentBlend a required VkDevice feature
Independent blending is supported by effectively every Vulkan 1.1 Android GPU, it gives us the ability to architecture Maxwell3D blending emulation better as we can avoid additional checks for independent blending state and having a fallback path for when the host doesn't support the feature.
2022-04-14 14:14:52 +05:30
PixelyIon
cd737fbdd8 Add Required VkDevice Features
A prior commit added the ability to utilize features with quirks but this implements the ability to require a feature be present on the host or an exception will be thrown. It allows us to make useful assumptions that result in a better architecture in certain cases.
2022-04-14 14:14:52 +05:30
PixelyIon
081d3277c1 Enable Quirk + Required VkDevice Extensions
Implements the infrastructure required to enable optional extensions set in `QuirkManager` alongside the required extensions in the `GPU` class. All extensions should be correctly resolved now and according to what the device supports.
2022-04-14 14:14:52 +05:30
PixelyIon
6099b1ead5 Fix Maxwell3D Register lineWidthAliased Offset
The offset was incorrectly set to `0x4D` rather than `0x4ED` which is what it should be. This would've led to bugs in line width determination and likely broken any aliased line rendering entirely.
2022-04-14 14:14:52 +05:30
PixelyIon
51659e1329 Enable VkDevice Features Selectively
We selectively enable GPU features that we require as enabling all of them might result in extra driver overhead in certain circumstances. Setting them is handled by `QuirkManager` with the new `FEAT_SET` function that ties a quirk with a feature.
2022-04-14 14:14:52 +05:30
PixelyIon
ec378814aa Stub Maxwell3D Alpha Testing
We stub alpha testing as it doesn't exist in Vulkan and few titles use it, it can be emulated in the future using a shader patch with manually discarding fragments failing the alpha test function but this'll be added in later as it isn't high priority at the moment and has associated overhead with it so other options might be explored at the time.
2022-04-14 14:14:52 +05:30
PixelyIon
83ec99fa48 Print GPU Quirks At Startup
It is essential to know what quirks a certain GPU may have to debug an issue, these are now printed at startup into the log alongside all other GPU information. A new `QuirkManager::Summary` function was implemented to provide this functionality.
2022-04-14 14:14:52 +05:30
PixelyIon
01eb16e59a Implement Maxwell3D Color Logic Operations
Implements a basic part of Vulkan blending state which are color logic operations applied on the framebuffer after running the fragment shader. It is an optional feature in Vulkan and not supported on any mobile GPU vendor aside from ImgTec/NVIDIA by default.
2022-04-14 14:14:52 +05:30
PixelyIon
662935c35d Attempt Flushing Logger During Fatal Signals
Any signals that lead to exception handling being triggered now attempt to flush all logs given that the log mutex is unoccupied, this is to mostly help logs be more complete when exiting isn't graceful.
2022-04-14 14:14:52 +05:30
PixelyIon
586bee2c59 Remove Maxwell3D Zero Initialization Calls
A lot of calls in Maxwell3D register initialization ended up setting the register to 0 which should be implicit behavior and most calls would be eliminated by the redundancy check which had to be manually disabled. It was determined to be better to move this responsibility to the called function to initialize to state equivalent to the corresponding register being 0. All initialization calls with the argument as 0 have been removed now due to this, it was the vast majority of calls.
2022-04-14 14:14:52 +05:30
PixelyIon
49cc0964e2 Initialize Maxwell3D Registers Correctly
Maxwell3D Registers weren't initialized to the correct values prior, this commit fixes that by doing `HandleMethod` calls with all the register values being initialized. This is in contrast to the registers being set without calling the methods in `GraphicsContext` or otherwise resulting in bugs.
2022-04-14 14:14:52 +05:30
PixelyIon
ea87b8878c Implement B8G8R8A8{Unorm/Srgb} RT Format
Needed by Maxwell3D Register Initialization
2022-04-14 14:14:52 +05:30
PixelyIon
69e7d8b574 Remove Vulkan to Skyline Format Conversion Function
The function `GetFormat` was seemingly no longer required due to us never converting from a Vulkan format to a Skyline format, most conversions only went from Skyline to Vulkan and were generally lossy due to certain formats being missing in Vulkan and approximated using channel swizzles. As a result of this, it was pointless to maintain and has now been removed.
2022-04-14 14:14:52 +05:30
PixelyIon
5ed26fef23 Implement Maxwell3D Rasterizer State
Maxwell3D registers relevant to the Vulkan Rasterizer state have been implemented aside from certain features such as per-face polygon modes that cannot be implemented due to Vulkan limitations. A quirk was utilized to dynamically support the provoking vertex being the last vertex as opposed to the first as well.
2022-04-14 14:14:52 +05:30
PixelyIon
8ef225a37d Introduce QuirkManager for runtime GPU quirk tracking
We require a way to track certain host GPU features that are optional such as Vulkan extensions, this is what the `QuirkManager` class does as it checks for all quirks and holds them allowing other components to branch based off these quirks.
2022-04-14 14:14:52 +05:30
PixelyIon
8803616673 Reorder GraphicsContext Members
All members are now placed at the start of sections they are relevant to rather than  at the start of the class.
2022-04-14 14:14:52 +05:30
PixelyIon
107d337d77 Fix MacroInterpreter::MethodAddress Bitfield Padding
Due to compiler alignment issues, the bitfield member `increment` of `MacroInterpreter::MethodAddress` was mistakenly padded and moved to the next byte. This has now been fixed by making its type `u16` like the member prior to it to prevent natural alignment from kicking in.
2022-04-14 14:14:52 +05:30
PixelyIon
26966287c7 Implement Maxwell3D Shader Program Registers
This commit added basic shader program registers, they simply track the address a shader is pointed to at the moment. No parsing of the shader program is done within them.
2022-04-14 14:14:52 +05:30
PixelyIon
93ea919c8f Fix warnings from NVRESULT due to unused lambda capture
A previously used `this` capture is no longer used since the introduction of the static logger.
2022-04-14 14:14:52 +05:30
lynxnb
882b939335 Automatically import key files from search location 2022-03-25 09:40:21 +05:30
Robin Kertels
6cf2ef8fb9 Grant Uri permission when sharing logs 2022-03-24 03:39:41 +05:30
lynxnb
092dcb18c8 Stub ectx:w and ectx:aw Glue services 2022-02-06 21:57:38 +05:30
Robin Kertels
2993f65a1c Ignore empty lines in key files 2022-02-04 23:51:46 +05:30
MCredstoner2004
0ceecbba4f Implement fixed aspect ratio surface
Adds a setting to letterbox the surface with black bars to 16:9 or 21:9 aspect ratio to avoid stretching out the rendered image
2022-01-12 22:09:39 +05:30
lynxnb
6913a90361 Use the new log file name & ext for every logger context 2021-11-11 16:32:19 +01:00
lynxnb
5cd1f01690 Refactor all logger calls 2021-11-11 16:13:24 +01:00
lynxnb
769e6c933d Make Logger class static and introduce LoggerContext
A thread local LoggerContext is now used to hold the output file stream instead of the `Logger` class. Before doing any logging operations, a LoggerContext must be initialized.
This commit will not build successfully on purpose.
2021-11-11 16:13:24 +01:00
PixelyIon
69ef93bfa8 Add Dividers to ControllerActivity's RecyclerView
Dividers after titles were missing in `ControllerActivity` which made it look inconsistent with `SettingsActivity` which did have them. They have now been added by extending `DividerItemDecoration` to be drawn before any `ControllerHeaderItem`.
2021-11-11 20:20:19 +05:30
PixelyIon
b230afcd35 Fix FAB Icon color in OnScreenEditActivity
The icons in these FABs had the same color as the FAB prior which led them to being invisible. This has been fixed by setting a white tint on them which makes the icons clearly visible.
2021-11-11 18:59:09 +05:30
PixelyIon
e4fbee1626 Style Improvements to LicenseDialog
Additional padding has been added to the text alongside making it be left-aligned rather than center-aligned and justified. A newline has also been added to the copyright notice for Skyline to make it look nicer.
2021-11-11 16:35:30 +05:30
PixelyIon
36a1f2a2ec Make all Dialogs use @color/backgroundColor as the background color
We wanted the color of the modals used by the dialogs to be the same as our regular background color rather than a lighter grey. This has now been enforced with style attributes in the case of `AlertDialog` and `setBackground` in the case of `BottomSheetDialog`.
2021-11-11 16:34:38 +05:30
PixelyIon
3f3891839e Make all AlertDialogs use MaterialComponents theme
We inconsistently used `AppCompat`'s `AlertDialog` theme in Settings while using `MaterialComponents`'s theme in Controller Configuration. This has now been fixed by universally using the `MaterialComponents` theme.
2021-11-11 16:28:57 +05:30
PixelyIon
ff5887975b Remove Logo from MainActivity
The Skyline logo was added to the title area but it ended up being too distracting with a light theme as the logo was designed purely for a white background. Ultimately, even though it looked good with the dark theme we had to remove it.
2021-11-11 13:58:25 +05:30
PixelyIon
43b9d95dbc Rework App Dialog Buttons
Aligning the buttons to the bottom of the game image was determined to look odd due to the amount of padding between the title and buttons. They are now back to being below the title but the buttons have been resized with "Play" being a wide button while "Pin" has been replaced with Google Material Icons's "Add To Home Screen" icon and sized down to an icon-only button.
2021-11-11 13:47:20 +05:30
lynxnb
6a0ad25c27 Update BottomSheetDialog appearance
* Fix incorrect dialog surface color
* Adjust buttons' position
2021-11-10 17:41:07 +01:00
lynxnb
df120ab76d Fix unicode characters being turned into emojis for some vendors 2021-11-10 17:41:07 +01:00
lynxnb
b7b0f07ba8 Update application branding
- Logo is now displayed next to the app name
- Remove search bar animation
- New color accent
- Improve visibility of controller binding setting's glyphs
2021-11-10 17:41:07 +01:00
lynxnb
827439d2d1 Use the new font for the application name in main activity 2021-11-10 17:41:07 +01:00
lynxnb
07f899e904 Update application icon 2021-11-10 17:41:07 +01:00
Billy Laws
d88b08d986 Address PR feedback 2021-11-10 21:35:36 +05:30
Billy Laws
1b453c04ca Remove completed nvmap TODO
Pins have been implemented so the to-do is no longer needed.
2021-11-10 21:35:36 +05:30
Billy Laws
d2d181725f Remove unused virtEnd variable in FlatMemoryManager::{Read, Write} 2021-11-10 21:35:36 +05:30