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.
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.
Mostly fixing unused *, implicit conversion, braced scalar init,
fpermissive, and some others.
Some Clang errors likely remain in video_core, and std::ranges is still
a pertinent issue in shader_recompiler
shader_recompiler: cmake: Force bracket depth to 1024 on Clang
Increases the maximum fold expression depth
thread_worker: Include condition_variable
Don't use list initializers in control flow
Co-authored-by: ReinUsesLisp <reinuseslisp@airmail.cc>
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.
Decouples the CPU debugging mode from the enumeration to its own
boolean. After this, it moves the CPU Debugging tab over to a sub tab
underneath the Debug tab in the configuration UI.
Old CPU Accuracy setting won't translate well into since we're adding
one at the beginning of the list. On first boot with the new setting,
just use the default setting.
The current CPU accuracy settings in yuzu are fairly polarized and
require more than common knowledge to know what the optimal settings for
yuzu would be. This adds a curated option called 'Auto' that applies a
few at the moment known-good unsafe optimizations to Dynarmic.
Slight improvements to readability.
Dropped suggestions for string_view (settings.h:101), pass by value
(settings.h:82), reverting double to a float (config.cpp:316), and other
smaller ones, some out of scope.
Addresses review feedback.
Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
There's no point in keeping the file open after the write limit is exceeded. This allows the file to be committed to the disk shortly after it is closed and avoids redundantly checking whether or not the write limit is exceeded.
It became apparent that logging can continuously spam errors that trigger file flushing.
Since committing the files to disk is an expensive operation, this causes unnecessarily high disk usage.
As such, we will revert Flush() to the previous behavior and add a Commit() member function in the event that this behavior is needed.
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.
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.
This check was preventing files with the Write or Append file access modes from being created, as per the documented behavior in FileAccessMode.
This amends the check to test for the existence of a filesystem object prior to checking whether it is a regular file.
Thanks to liushuyu for pointing out that removing the check altogether would not guard against attempting to open non-regular files such as directories, symlinks, FIFO (pipes), sockets, block devices, or character devices.
The documentation has also been updated for these functions to clarify that a file refers to a regular file.
Similarly, Flush() is typically called to attempt to flush a file into the disk. In the one case where this is used, we do not care whether the flush has succeeded or not, making [[nodiscard]] unnecessary.
There are a lot of scenarios where we don't particularly care whether or not the removal operation and just simply attempt a removal.
As such, removing the [[nodiscard]] attribute is best for these functions.
If this is not waited on, the synchronization primitives are destroyed
whe main exits and the detached task ends up signalling garbage and not
properly finishing.
This introduces a new setting Enable FS Access Log which saves the filesystem access log to sdmc:/FsAccessLog.txt
If this setting is not enabled, this will indicate to FS to not call OutputAccessLogToSdCard.
Fixes softlocks during loading in Xenoblade Chronicles 2 when certain DLC is enabled.
std::fflush does not guarantee that file buffers are flushed to the disk.
Use _commit on Windows and fsync on all other OSes to ensure that the file is flushed to the disk.
MSVC's implementation of recursive_directory_iterator throws an exception on an error despite a std::error_code being passed into its constructor. This is most likely a bug in MSVC's implementation since directory_iterator does not throw an exception on an error.
We can replace the usage of recursive_directory_iterator for now until MSVC fixes their implementation of it.
This falls back to the old approach of using a virtual buffer.
Windows is untested, but this build should fix support for Windows < 10 v1803. However without fastmem support at all.
These macros all interact with the result code type, so they should
ideally be within this file as well, so all the common_funcs machinery
doesn't need to be pulled in just to use them.
* common: fs: fs_types: Create filesystem types
Contains various filesystem types used by the Common::FS library
* common: fs: fs_util: Add std::string to std::u8string conversion utility
* common: fs: path_util: Add utlity functions for paths
Contains various utility functions for getting or manipulating filesystem paths used by the Common::FS library
* common: fs: file: Rewrite the IOFile implementation
* common: fs: Reimplement Common::FS library using std::filesystem
* common: fs: fs_paths: Add fs_paths to replace common_paths
* common: fs: path_util: Add the rest of the path functions
* common: Remove the previous Common::FS implementation
* general: Remove unused fs includes
* string_util: Remove unused function and include
* nvidia_flags: Migrate to the new Common::FS library
* settings: Migrate to the new Common::FS library
* logging: backend: Migrate to the new Common::FS library
* core: Migrate to the new Common::FS library
* perf_stats: Migrate to the new Common::FS library
* reporter: Migrate to the new Common::FS library
* telemetry_session: Migrate to the new Common::FS library
* key_manager: Migrate to the new Common::FS library
* bis_factory: Migrate to the new Common::FS library
* registered_cache: Migrate to the new Common::FS library
* xts_archive: Migrate to the new Common::FS library
* service: acc: Migrate to the new Common::FS library
* applets/profile: Migrate to the new Common::FS library
* applets/web: Migrate to the new Common::FS library
* service: filesystem: Migrate to the new Common::FS library
* loader: Migrate to the new Common::FS library
* gl_shader_disk_cache: Migrate to the new Common::FS library
* nsight_aftermath_tracker: Migrate to the new Common::FS library
* vulkan_library: Migrate to the new Common::FS library
* configure_debug: Migrate to the new Common::FS library
* game_list_worker: Migrate to the new Common::FS library
* config: Migrate to the new Common::FS library
* configure_filesystem: Migrate to the new Common::FS library
* configure_per_game_addons: Migrate to the new Common::FS library
* configure_profile_manager: Migrate to the new Common::FS library
* configure_ui: Migrate to the new Common::FS library
* input_profiles: Migrate to the new Common::FS library
* yuzu_cmd: config: Migrate to the new Common::FS library
* yuzu_cmd: Migrate to the new Common::FS library
* vfs_real: Migrate to the new Common::FS library
* vfs: Migrate to the new Common::FS library
* vfs_libzip: Migrate to the new Common::FS library
* service: bcat: Migrate to the new Common::FS library
* yuzu: main: Migrate to the new Common::FS library
* vfs_real: Delete the contents of an existing file in CreateFile
Current usages of CreateFile expect to delete the contents of an existing file, retain this behavior for now.
* input_profiles: Don't iterate the input profile dir if it does not exist
Silences an error produced in the log if the directory does not exist.
* game_list_worker: Skip parsing file if the returned VfsFile is nullptr
Prevents crashes in GetLoader when the virtual file is nullptr
* common: fs: Validate paths for path length
* service: filesystem: Open the mod load directory as read only
Allows setting CPU accuracy to Accurate or Unsafe per-game, as well as
the accuracy options for Unsafe. Debug is not allowed here as a per-game
CPU accuracy.
- This is a developer-only setting and no longer needs to be enabled by default.
- Also adds "use_auto_stub" setting to SDL frontend while we are here.
- Supersedes #1340.
It shall block until there is something to consume in the queue.
And use it for the GPU emulation instead of the spin loop.
This is only in booting the emulator, however in BOTW this is the case for about 1 second.
Advantage: Altering the handler does not need a full recompilation.
Disadvantage: noreturn is droped, so the caller is a bit slower.
We quite often run yuzu with a YOLO assertion handler. In fact, only very few
games run at all with asserts. This patch allows developers to patch the handler
without recompiling everything. The overhead of the missing "noreturn" attribute
shoul be negletable.
`network.cpp` has several error paths which either:
- report "Unhandled host socket error=n" and return `SUCCESS`, or
- switch on a few possible errors, log them, and translate them to
Errno; the same switch statement is copied and pasted in multiple
places in the code
Convert these paths to use a helper function `GetAndLogLastError`, which
is roughly the equivalent of one of the switch statements, but:
- handling more cases (both ones that were already in `Errno`, and a few
more I added), and
- using OS functions to convert the error to a string when logging, so
it'll describe the error even if it's not one of the ones in the
switch statement.
- To handle this, refactor the logic in `GetLastErrorMsg` to expose a
new function `NativeErrorToString` which takes the error number
explicitly as an argument. And improve the Windows version a bit.
Also, add a test which exercises two random error paths.
- With using unique_ptr instead of shared_ptr, we have more explicit ownership of the context.
- Fixes a memory leak due to circular reference of the shared pointer.
- Previous optimized impl. resulted in an integer overflow, so revert.
- This is our slow/fallback path that should never be really be used, so the optimization in unimportant.
Allow sharing return types with the rest of the code base. For example,
we use 'u128 = std::array<u64, 2>', meanwhile Google's code uses
'uint128 = std::pair<u64, u64>'.
While we are at it, use size_t instead of std::size_t.
We can use the standardized CLZ facilities to perform this. This also
allows us to make utilizing functions constexpr and eliminate the
inclusion of an intrinsics header.
Setting __GL_SHADER_DISK_CACHE_PATH we can force the cache directory to
be in yuzu's user directory to stop commonly distributed malware from
deleting our driver shader cache. And by setting
__GL_SHADER_DISK_CACHE_SKIP_CLEANUP we can have an unbounded shader
cache size.
This has only been implemented on Windows, mostly because previous tests
didn't seem to work on Linux.
Disable the precompiled cache on Nvidia's driver. There's no need to
hide information the driver already has in its own cache.
Reworks the tree header to operate off of templates as opposed to a
series of defines.
This allows all tree facilities to obey namespacing rules, and also
allows this code to be used within modules once compiler support is in
place.
This also gets rid to use a macro to define functions and structs for
necessary data types. With templates, these will be generated when
they're actually used, eliminating the need for the separate
declaration.
Squash attributes into the pointer's integer, making them an uintptr_t
pair containing 2 bits at the bottom and then the pointer. These bits
are currently unused thanks to alignment requirements.
Configure Dynarmic to mask out these bits on pointer reads.
While we are at it, remove some unused attributes carried over from
Citra.
Read/Write and other hot functions use a two step unpacking process that
is less readable to stop MSVC from emitting an extra AND instruction in
the hot path:
mov rdi,rcx
shr rdx,0Ch
mov r8,qword ptr [rax+8]
mov rax,qword ptr [r8+rdx*8]
mov rdx,rax
-and al,3
and rdx,0FFFFFFFFFFFFFFFCh
je Core::Memory::Memory::Impl::Read<unsigned char>
mov rax,qword ptr [vaddr]
movzx eax,byte ptr [rdx+rax]
- For `std::same_as`, add missing include of `<concepts>`.
- For `std::convertible_to`, create a replacement in `common/concepts.h`
and use that instead.
This would also be found in `<concepts>`, but unlike `std::same_as`,
`std::convertible_to` is not yet implemented in libc++, LLVM's STL
implementation - not even in master. (In fact, `std::same_as` is the
*only* concept currently implemented. For some reason.)
Fixes regression by 761206cf81, causing
yuzu to not build on Linux with any version of Boost except a cached
1.73 Conan version from before about a day ago.
Moves the Boost requirement out of the `REQUIRED_LIBS` psuedo-2D-array
for Conan to instead be manually configured, using Conan as a fallback
solution if the system does not meet our requirements.
Requires any update from the linux-fresh container in order to build.
**DO NOT MERGE** until someone with the MSVC toolchain can verify this
works there, too.