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Also adds documentation for the ReadSetting function.
Address review comments.
Co-authored-by: Mai M. <mathew1800@gmail.com>
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yuzu qt, core: Support LayeredFS mods from SDMC directory
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bcat: Fix settings access
telemetry_session: Fix settings accesses
So this is what I get for testing with the web service disabled.
touch_from_button: Fix settings access for clang
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For simple primitive settings, moves their defaults and labels to
definition time.
Also fixes typo and clang-format
yuzu qt: config: Fix rng_seed
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Creates a new BasicSettings class in common/settings, and forces setting
a default and label for each setting that uses it in common/settings.
Moves defaults and labels from both frontends into common settings.
Creates a helper function in each frontend to facillitate reading the
settings now with the new default and label properties.
Settings::Setting is also now a subclass of Settings::BasicSetting. Also
adds documentation for both Setting and BasicSetting.
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main: Add GPU Vendor name to running title bar
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This lets us avoid needing to wrap external headers with #pragma warning directives for warnings we treat as errors and avoids generating warnings for external code.
Thanks to MerryMage for pointing this out.
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We should not apply any mods when dumping a game's RomFS.
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This prevents mod files from being locked due to the read-only share flag in Windows.
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If someone else wants to support other mod formats in the SDMC
directory, that can be added later. For now, just allow RomFS modding
here and force people to do other types of mods the old way.
Addresses review comments.
Co-authored-by: LC <mathew1800@gmail.com>
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Enables loading a mod directly from `[yuzu data
directory]/sdmc/atmosphere/contents/[title_id]`. For use with some
homebrew mod managers.
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Enables dumping the RomFS to SDMC directory, specifically '[yuzu data
directory]/sdmc/atmosphere/contents/[title_id]/romfs'.
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Displays whether the currently running title uses 64-bit instructions or only 32-bit instructions.
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Currently, processing of audio samples is called from AudioRenderer's Update method, using a fixed 4 buffers to process the given samples. Games call Update at variable rates, depending on framerate and/or sample count, which causes inconsistency in audio processing. From what I've seen, 60 FPS games update every ~0.004s, but 30 FPS/160 sample games update somewhere between 0.02 and 0.04, 5-10x slower. Not enough samples get fed to the backend, leading to a lot of audio skipping.
This PR seeks to address this by de-coupling the audio consumption and the audio update. Update remains the same without calling for buffer queuing, and the consume now schedules itself to run based on the sample rate and count.
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buffer_cache,texture_cache: Misc fixups from the memory reaper
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services: Misc. minor changes for latest SDK update.
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Avoids double-setting defaults, and avoids potential accidents when
inconsistently setting the default on new settings.
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Requires a default value when creating each per-game setting.
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Fixes a regression unintentionally introduced by the garbage collector.
This makes regular memory downloads only flush the requested sizes.
This negatively affected Koei Tecmo games.
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Enforce implicit integer casts to a smaller type as errors.
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Match the style in the file.
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astc: Various robustness enhancements for the gpu decoder
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common: Replace common_sizes into user-literals
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- TIPC does not use this.
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OpenHardwareOpusDecoderEx.
- This is used by the latest update of Doom Eternal.
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- This is used by the latest update of Doom Eternal.
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- This is used in fw 12.x.x games.
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Removes common_sizes.h in favor of having `_KiB`, `_MiB`, `_GiB`, etc
user-literals within literals.h.
To keep the global namespace clean, users will have to use:
```
using namespace Common::Literals;
```
to access these literals.
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general: Add missing #pragma once directives
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* Add missing includes
* Add array
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externals: Update fmt to 8.0.0
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[audout] Implement GetAudioOutPlayedSampleCount
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Also removes some deprecated API usages.
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maxwell3d: Add missing return in default SizeInBytes() case
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We were returning '1' in ComponentCount()'s default case but were
neglecting to do the same with SizeInBytes().
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GPU: Implement a garbage collector for GPU Caches (project Reaper+)
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bootmanager: Use std::stop_source for stopping emulation
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