| Age | Commit message (Collapse) | Author |
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Will help with generating config UI later.
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We can iterate through the AdvancedGraphics settings and generate the UI
during runtime. This doesn't help runtime efficiency, but it helps a ton
in reducing the amount of work a developer needs in order to add a new
setting.
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LoadString: Sanitize input
settings: Handle empty string, remove redundant category
settings: Rename Input to Controls, FS to DataStorage
settings: Fix Controls groups information
settings: Move use_docked_mode to System (again)
settings: Document
settings: Add type identification function
settings: Move registry into values
settings: Move global_reset_registry into values
settings: Separate AdvGraphics from Renderer
settings: More document
squash
settings: Use linkage object
uisettings: Move registry into settings
Probably wont build without
uisettings: Use settings linkage object
config: Load settings with a map
Uses the new all_settings vector to load settings.
qt-config: Rename settings category
qt config: Rename to read category
config: Read/write contols category with for_each
This is extremely limited due to the complexity of the Controls group,
but this handles the the settings that use the interface.
qt-config: Use new settings registry
qt-config: Read/write advgrphics
qt-config: Use settings linkage object
yuzu_cmd: Load setting off of vector
cmd-config: Finish settings rename
config: Read controls settings group with for_each
cmd/config: Move registry into values
cmd: Read adv graphics
cmd-config: Use settings linkage object
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core: Fix MSVC errors
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Just puts them all neatly into one place.
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input_common: Redesign mouse panning
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configure_graphics: Add option to enable compute pipelines for Intel proprietary
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For the Intel proprietary driver's deficiencies.
settings: Restore compute option global state
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configuration: Expose separate swap present modes
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settings: rename extended memory layout to unsafe, move from general to system
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Not entirely sure if we need this, but there's also no reason not to
support it.
settings: Give VSyncMode values
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Previously, yuzu would try and guess which vsync mode to use given
different scenarios, but apparently we didn't always get it right. This
exposes the separate modes in a drop-down the user can select.
If a mode isn't available in Vulkan, it defaults to FIFO.
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input_common: Increase mouse sensitivity range
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Intial -> Initial
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texture_cache: Add asynchronous ASTC texture decoding
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Depends on https://github.com/yuzu-emu/build-environments/pull/69
clang-15 primary run
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vulkan: implement 'turbo mode' clock booster
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As an optional feature which can be enabled in the advanced graphics configuration, all pipelines that get built at the initial shader loading are stored in a VkPipelineCache object and are dumped to the disk.
These vendor specific pipeline cache files are located at `/shader/GAME_ID/vulkan_pipelines.bin`. This feature was mainly added because of an issue with the AMD driver (see yuzu-emu#8507) causing invalidation of the cache files the driver builds automatically.
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Co-authored-by: goldenx86 <goldenx86@users.noreply.github.com>
Co-authored-by: BreadFish64 <breadfish64@users.noreply.github.com>
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core: add option to break on unmapped access
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FSR Sharpening Slider
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GLASM is not very compatible with the latest games, and too many people have the special superpower to break their Vulkan support.
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