| Age | Commit message (Collapse) | Author |
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For similar reasons to the previous change, we move this to a single
function, so we don't need to duplicate the conversion logic in several
places within main.cpp.
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Frontend: Migrate to QOpenGLWindow and support shared contexts
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yuzu/debugger: Remove graphics surface viewer
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file_sys: Provide generic interface for accessing game data
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Port citra-emu/citra#4437: "citra-qt: Make hotkeys configurable via the GUI (Attempt 2)"
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This doesn't actually work anymore, and given how long it's been left in
that state, it's unlikely anyone actually seriously used it.
Generally it's preferable to use RenderDoc or Nsight to view surfaces.
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yuzu/main: Minor adjustments to OnTransferableShaderCacheOpenFile()
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While we're at it, don't use <QtGui> and <QtWidgets> and instead include
exactly which headers we actually need.
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OnTransferableShaderCacheOpenFile()
Allows these strings to have no allocation cost when used at runtime.
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OnTransferableShaderCacheOpenFile()
Rather than scream that the file doesn't exist, we can clearly state
what specifically doesn't exist, to avoid ambiguity, and make it easier
to understand for non-primary English speakers/readers.
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OnTransferableShaderCacheOpenFile()
We can just make the trailing portion of the string part of the
formatting, getting rid of the need to make another temporary string.
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Simplifies the amount of string conversions necessary. We also don't
need to log out what occurs here.
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There's no need to construct a QFile instance just to check for its
existence.
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frontend: Open transferable shader cache for a selected game in the gamelist
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* Adds a new Hotkeys tab in the Controls group.
* Double-click a Hotkey to rebind it.
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web_browser: Add shortcut to Enter key to exit applet
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yuzu: add a hotkey to switch between undocked and docked mode
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core: Remove the global telemetry accessor function
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Addresses issues where a user in fullscreen could not exit some web applets without leaving fullscreen.
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In these cases the system object is nearby, and in the other, the
long-form of accessing the telemetry instance is already used, so we can
get rid of the use of the global accessor.
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MSVC does not seem to like using constexpr values in a lambda that were declared outside of it.
Previously on MSVC build the hotkeys to inc-/decrease the speed limit were not working correctly because in the lambda the SPEED_LIMIT_STEP had garbage values.
After googling around a bit I found: https://github.com/codeplaysoftware/computecpp-sdk/issues/95 which seems to be a similar issue.
Trying the suggested fix to make the variable static constexpr also fixes the bug here.
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Co-Authored-By: FreddyFunk <frederic.laing.development@gmail.com>
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frontend: Refactor ScopeAcquireWindowContext out of renderer_opengl.
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With shader caches on the horizon, one requirement is to provide visible
feedback for the progress. The shader cache reportedly takes several
minutes to load for large caches that were invalidated, and as such we
should provide a loading screen with progress.
Adds a loading screen widget that will be shown until the first frame of
the game is swapped. This was chosen in case shader caches are not being
used, several games still take more than a few seconds to launch and
could benefit from a loading screen.
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applets: Implement HLE web browser applet (LibAppletOff)
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qt: Add setting to prompt for user on game boot
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This allows us to present a much nicer UI to the user over a simple combo box and is made easy with the modular nature of the profile-selection applet frontend.
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Using the QtProfileSelectorDialog, this implementation is trivial. This mimics the real switch behavior of asking which user on every game boot, but it is default disabled as that might get inconvenient.
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Port citra-emu/citra#4164: "citra_qt, video_core: Screenshot functionality"
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am: Implement HLE profile selector applet
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