* rasterizer_cache: Switch to template
* Eliminates all opengl references in the rasterizer cache headers
thus completing the backend abstraction
* rasterizer_cache: Switch to page table
* Surface storage isn't particularly interval sensitive so we can use a page table to make it faster
* rasterizer_cache: Move sampler management out of rasterizer cache
* rasterizer_cache: Remove shared_ptr usage
* Switches to yuzu's slot vector for improved memory locality.
* rasterizer_cache: Rework reinterpretation lookup
* citra_qt: Per game texture filter
* rasterizer_cache: Log additional settings
* gl_texture_runtime: Resolve shadow map comment
* rasterizer_cache: Don't use float for viewport
* gl_texture_runtime: Fix custom allocation recycling
* rasterizer_cache: Minor cleanups
* Cleanup texture cubes when all the faces have been unregistered from the cache
* custom_tex_manager: Allow multiple hash mappings per texture
* code: Move slot vector to common
* rasterizer_cache: Prevent texture cube crashes
* rasterizer_cache: Improve mipmap validation
* CanSubRect now works properly when validating multi-level surfaces, for example Dark Moon validates a 4 level surface from a 3 level one and it works
* gl_blit_handler: Unbind sampler on reinterpretation
* tests: add Sanity test for SplitFilename83
fix test
fix test
* disable `C4715:not all control paths return a value` for nihstro includes
nihstro: no warn
* Chore: Enable warnings as errors on msvc + fix warnings
fixes
some more warnings
clang-format
* more fixes
* Externals: Add target_compile_options `/W0` nihstro-headers and ...
Revert "disable `C4715:not all control paths return a value` for nihstro includes"
This reverts commit 606d79b55d3044b744fb835025b8eb0f4ea5b757.
* src\citra\config.cpp: ReadSetting: simplify type casting
* settings.cpp: Get*Name: remove superflous logs
* common: Add thread pool from yuzu
* Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs
* core: Improve ImageInterface
* Provide a default implementation so frontends don't have to duplicate code registering the lodepng version
* Add a dds version too which we will use in the next commit
* rasterizer_cache: Rewrite custom textures
* There's just too much to talk about here, look at the PR description for more details
* rasterizer_cache: Implement basic pack configuration file
* custom_tex_manager: Flip dumped textures
* custom_tex_manager: Optimize custom texture hashing
* If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode
* custom_tex_manager: Implement asynchronous texture loading
* The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts
* Address review comments
* custom_tex_manager: Introduce custom material support
* video_core: Move custom textures to separate directory
* Also split the files to make the code cleaner
* gl_texture_runtime: Generate mipmaps for material
* custom_tex_manager: Prevent memory overflow when preloading
* externals: Add dds-ktx as submodule
* string_util: Return vector from SplitString
* No code benefits from passing it as an argument
* custom_textures: Use json config file
* gl_rasterizer: Only bind material for unit 0
* Address review comments
* common: Move settings to common from core.
- Removes a dependency on core and input_common from common.
* code: Wrap settings values
* Port from yuzu to allow per game settings
* citra_qt: Initial per-game settings dialog
* citra_qt: Use new API for read/save of config values
* citra_qt: Per game audio settings
* citra_qt: Per game graphics settings
* citra_qt: Per game system settings
* citra_qt: Per game general settings
* citra_qt: Document and run clang format
* citra_qt: Make icon smaller and centered
* citra_qt: Remove version number
* Not sure how to extract that, can always add it back later
* citra_qt: Wrap UISettings
* citra_qt: Fix unthottled fps setting
* citra_qt: Remove margin in emulation tab
* citra_qt: Implement some suggestions
* Bring back speed switch hotkey
* Allow configuration when game is running
* Rename/adjust UI stuff
* citra_qt: Fix build with separate windows
* citra_qt: Address feedback
* citra_qt: Log per-game settings before launching games
* citra_qt: Add shader cache options
* Also fix android build
* citra_qt: Add DLC menu option
* citra_qt: Run clang-format
* citra_qt: Adjust for time offset
* citra_qt: Implement suggestions
* Run clang-format
Co-authored-by: bunnei <bunneidev@gmail.com>
We really don't need to pull in several headers of boost related
machinery just to perform the erase-remove idiom (particularly with
C++20 around the corner, which adds universal container std::erase and
std::erase_if, which we can just use instead).
With this, we don't need to link in anything boost-related into common.
Everything from here is completely unused and also written with the
notion of supporting 32-bit architecture variants in mind. Given the
Switch itself is on a 64-bit architecture, we won't be supporting 32-bit
architectures. If we need specific allocation functions in the future,
it's likely more worthwhile to new functions for that purpose.
These currently aren't used and contain commented out source code that
corresponds to Dolphin's JIT. Given our CPU code is organized quite
differently, we shouldn't be keeping this around (at the moment it just
adds to compile times marginally).
* Change the logging backend to support multiple sinks through the
Backend Interface
* Add a new set of logging macros to use fmtlib instead.
* Qt: Compile as GUI application on windows to make the console hidden by
default. Add filter configuration and a button to open log location.
* SDL: Migrate to the new logging macros