* 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.
---------
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
This prevents the keyboard from being stuck in an open state if the user
slides the panel while focused on a text box. Now it closes gracefully.
Co-authored-by: Charles Lombardo <clombardo169@gmail.com>
... In Qt 5.15+ the QImage will not accept non-natively handled pixel
formats anymore. We can however use the newly added conversion method
provided in `QVideoFrame` to convert it to `QImage` instead
* Initial plugin loader support
* More plugin loader progress
* Organize code and more plugin features
* Fix clang-format
* Fix compilation and add android gui
* Fix clang-format
* Fix macos build
* Fix copy-paste bug and clang-format
* More merge fixes
* Make suggestions
* Move global variable to static member
* Fix typo
* Apply suggestions
* Proper initialization order
* Allocate plugin memory from SYSTEM instead of APPLICATION
* Do not mark free pages as RWX
* Fix plugins in old 3DS mode.
* Implement KernelSetState and notif 0x203
* Apply changes
* Remove unused variable
* Fix dynarmic commit
* Sublicense files with MIT License
* Remove non-ascii characters from license
* 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>
* Add setting for system time offset
Add a setting to displace citra system time by days, hours, minutes
or seconds
Add UI for the setting which is only visible when clock is set to
system time
Change core/settings.h to include the setting
* Add system time offset to kernel
Actually makes use of the time offset.
* Fix time offset calculatioon in core/movie.cpp
* Replace C++20 chrono::days with seconds
Hopefully fixes the build.
* Fix socket poll and handling in windows
* Fix clang
* Add guest timing adjust
* Use platform independent time fetch
* Use proper type in time_point
* Fix ambiguous function call
* Do suggestions
* Take cpu_clock_scale into account in tick adjust
xbyak is intended to be installed in /usr/local/include/xbyak.
Since we desire not to install xbyak before using it, we copy the headers
to the appropriate directory structure and use that instead
Co-authored-by: merry <git@mary.rs>
previous changes had forced every single user to use custom
directories for NAND and SDMC. Those paths were saved to the
config file and would interact badly with portable builds.
Games will sometimes use these when representing open right bounds
and so disallowing it caused regressions, with a notable example
being when MemoryFill is called to the end of vram, causing an
"invalid end address" error.
This had been noted on a comment in GetPhysicalRef prior to the
regression.
Reported by GillianMC on Discord. Looks to be a small quirk in the QT API.
setText(QObject::tr(status.text));
bringing up QObject breaks the link with the GameListItemCompat
If a shutdown was requested by the application, close the SDL window,
initiating the normal shutdown procedure. This causes a graceful exit
process instead of hanging.
* AMDs new driver fixed many issues in the OpenGL driver. No reason to
keep these hacks. In addition the upgrade to 4.3 guarantees the
existance of required extensions, so no need to check for them
* The current backend heavily depends on many extensions for shadow
rendering and texture cubes in the fragment shaders. All these
extensions were incorporated to core in 4.3. Support is practically
ubiquitous and requiring support for it makes things a lot easier
* This commit aims to both continue the rasterizer cache cleanup by
separating CachedSurface into a dedicated header and to start weeding
out the raw OpenGL code from the cache.
* The latter is achieved by abstracting most texture operations in a new
class called TextureRuntime. This has many benefits such as making it easier
to port the functionality to other graphics APIs and the removal of the need
to pass (read/draw) framebuffer handles everywhere. The filterer and
reinterpreter get their own sets of FBOs due to this, something that
might be a performance win since it reduces the state switching
overhead on the runtime FBOs.
The JNI functions that have "UTF" their name use "modified UTF-8"
rather than the standard UTF-8 that Citra uses, at least according
to Oracle's documentation, so it is incorrect for us to use them.
This change fixes the problem by converting between UTF-8 and
UTF-16 manually instead of letting JNI do it for us.
Resolves#6077
If only `SDL_INIT_JOYSTICK` is used, `InputCommon::SDL::SDLState` later tries to initialize the game controller in a background thread, which on macOS causes a crash in `SDL_PumpEvents`. From [the SDL docs](https://wiki.libsdl.org/SDL_Init), `SDL_INIT_GAMECONTROLLER` implies `SDL_INIT_JOYSTICK`, so this should be a total superset of the previous behavior.