* citra-qt config: small misc changes
Remove unused ReadSettingGlobal
Remove unused WriteSetting overload
ReadGlobalSetting: rename default value variable
* qt config: fix u16 values being written as QMetaType
* qt config: rework post processing shader setting
handles post processing setting properly when per-game settings are used.
the anaglyph shader is given its own setting, separate from the post
processing name.
* qt config: use u32 instead of unsigned int when casting
The 3D toggle does not behave correctly as it does not have some
special logic from the enhancements configuration UI that determines
the post-processing shader defaults to use. Because of that, plus
an uptick in people seemingly accidentally enabling 3D options and
not being sure why Citra is rendering differently, just remove the
new UI components for now until better ideas for 3D control can
be worked out.
* apt: Implement additional library applet state management.
* kernel: Clear process handle table on exit.
* apt: Implement system applet commands.
* apt: Pop MediaType from command buffers with correct size.
* apt: Improve accuracy of parameters and HLE applet lifecycle.
* apt: General cleanup.
* file_sys: Make system save data open error code more correct.
Not sure if this is the exact right error code, but it's at least
more correct than before as Game Notes will now create its system
save data instead of throwing a fatal error.
* apt: Fix launching New 3DS Internet Browser.
* frd: Correct fix to GetMyScreenName response.
Qt isn't always writing changes on save. This causes config to be lost on crash. This PR ensures all changes are always saved on the file.
Ported from yuzu.
Co-authored-by: Narr the Reg <5944268+german77@users.noreply.github.com>
* Get value for swap screen setting and check mono_render_option again
* resolve clang-format issue
* do not disable opengl blending since it is enabled by default
* reset blending state to default values after drawing second screen
* prevent resetting state blending when custom opacity is not used
* Services/APT: Implemented PrepareToStartApplication and StartApplication.
This allows games to be launched from the Home Menu, however, there is still a bug with the GSP where the Home Menu doesn't release the GPU rights. It is unknown if the Home Menu should terminate itself after launching a new application.
To get the Home Menu to not hang when launching stuff, you need to have config block 0xF0006 (size 40 flags 8) in your config savegame, it doesn't matter if it's filled with zeros.
* Services/APT: Implement WakeupApplication.
With this, the Home Menu is now able to launch games when using an LLE NIM imlementation.
* Services/APT: Reset the app_start_parameters after launching the application with StartApplication.
* Services/APT: Simplify the StartApplication code by directly calling WakeupApplication.
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Co-authored-by: Subv <subv2112@gmail.com>
It seems like the menu isn't showing up for users on Android 13.
We're not sure what's wrong, and the approach we've been using for the
menu hasn't been entirely reliable in the past either (in particular
not on non-mobile form factors like Chromebooks and VR devices),
so let's make it possible to open the menu by pressing Back,
an action that works reliably on most kinds of Android devices.
(Not sure if there's an equivalent of Back on devices like watches,
but I think we can pretty safely ignore those for now.)
* This fixes#6041 by changing OnCoreError. Instead of there being an "Abort/Continue" prompt when a savestate fails to save or load, it just brings up a warning box.
I also changed "Abort/Continue" to "Quit Game/Continue" for better clarity
* Fixed formatting