| Age | Commit message (Collapse) | Author |
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Makes the default game list folder icons 48x48 by default instead of 64x64, and allows for selecting small (24x24) and large (72x72) icon sizes.
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renderer_vulkan: Implement screenshots
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service: ns, set: Add PT_BR (Brazilian Portuguese)
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renderer_vulkan: Add setting to log pipeline statistics
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OpenGL and Vulkan images render in different coordinate systems. This allows us to specify the coordinate system of the screenshot within each renderer
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general: Implement FullscreenMode enumeration
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Use VK_KHR_pipeline_executable_properties when enabled and available to
log statistics about the pipeline cache in a game.
For example, this is on Turing GPUs when generating a pipeline cache
from Super Smash Bros. Ultimate:
Average pipeline statistics
==========================================
Code size: 6433.167
Register count: 32.939
More advanced results could be presented, at the moment it's just an
average of all 3D and compute pipelines.
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Focusing on the first link element fixes element navigation upon loading the web applet in games such as Super Mario Odyssey
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general: Rename "Frame Limit" references to "Speed Limit"
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Change wording to explain that GLASM is actually short for Assembly Shaders
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config, nvflinger: Add FPS cap setting
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Settings: Eliminate ASYNC & MULTICORE Toggles and add GPU Accuracy to status bar
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main: Fix screenshot filepath construction
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The screenshot directory path returned does not have a trailing directory separator character. This caused screenshots to be saved in the parent directory of the configured screenshot directory.
This fixes that behavior
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This setting is best referred to as a speed limit, as it involves the limits of all timing based aspects of the emulator, not only framerate.
This allows us to differentiate it from the fps unlocker setting.
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Allows finer tuning of the FPS limit.
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We don't need to manually apply this setting now that a template can do
this for us.
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Prevents us from using an unclear 0 or 1 to describe the fullscreen
mode.
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This change adds two new context menu items to remove either the OpenGL or the Vulkan shader caches individually, and the provides the option to remove all caches for the selected title.
This also changes the behavior of the open shader cache option. Now it creates the shader cache directory for the title if it does not yet exist.
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GLASM is getting good enough that we can move it out of advanced
graphics settings. This removes the setting `use_assembly_shaders`,
opting for a enum class `shader_backend`. This comes with the benefits
that it is extensible for additional shader backends besides GLSL and
GLASM, and this will work better with a QComboBox.
Qt removes the related assembly shader setting from the Advanced
Graphics section and places it as a new QComboBox in the API Settings
group. This will replace the Vulkan device selector when OpenGL is
selected.
Additionally, mark all of the custom anisotropic filtering settings as
"WILL BREAK THINGS", as that is the case with a select few games.
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Also add a setting for enable Nsight Aftermath.
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Opens the new shader cache directory location for the specified title, if it exists.
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input_common: Make button threshold customizable
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input_common: Support SDL toggle buttons
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This ensures that Qt positions the render window at the correct position on initializing the respective render backends.
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Adds support for loading games with multiple programs embedded within such as the Dragon Quest 1+2+3 Collection
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input_common: Fix mouse panning behaivour
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settings: Eliminate usage of float-point setting values
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qt/main: Make title string more i18n-friendly
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settings: Disable FPS unlimit setting between title launches
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Some titles crash if the FPS limit is disabled when launching. This change ensures that titles launch with the limit in-place to avoid issues.
In order to simplify the change, the UI toggle was removed as it will always be overridden at launch to be disabled.
The setting can still be toggled during gameplay with the hotkey, and indicated by the fps label in the status bar.
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core,common,yuzu qt: Add CPU accuracy option 'Auto'
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This is a bug fix. Enabling graphics debug mode, then saving a custom
configuration causes graphics debugging to be saved and read from the
custom configuration.
Isolate it the same way we isolate the CPU settings.
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Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
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